Teleglitch puts you in the shoes of a researcher on Medusa 1-C. It’s an ultra-intense top-down version of a shooter you have fond memories of, perhaps Doom or Quake, with the addition of randomly configured levels, desperate ammo shortages and screen-wounding glitches to mark every bullet, blast and bite. It’s the work of three indie devs in Estonia and you may remember my coverage of the beta many months ago. The full version has just been released and I’ve played for an hour this morning, which involved spending almost five minutes running through the second level with a horde of monsters chasing me. Try the demo and look at the trailer below.
In direct contravention of the Some People On The Internet Don’t Like Tower Defence Games act of 2008, I like tower defence games. I especially like tower defence games that remix the concept and make the player an active participant, rather than the more traditional alley-building type. McDroid does just that, putting you in the robo-booties of a spider-like robot sent to harvest strawberries amid an invasion of grub-like aliens determined to a) eat the strawberries b) kill the robot and the ship it arrived in. (more…)
Games about snipers tend to involve a lot of things that aren’t sniping and in the case of Ghostlier Warrior, stabbing men in the armpit will be a significant feature if this footage is to be believed. Men are shot from afar, it’s true, but the majority of a sniper’s working day is not spent squeezing the trigger after an intake of breath so sharp it could cause a lung to collapse. In order to entertain the masses, armpit-stabbing replaces hours of lying prone in the dark, weeing in the accumulated mulch and foliage, suppressing memories of home, silently awaiting the day’s first human contact which ends in a moment of detached violence. That would be a horror game and this is a game about war.
Elite: Dangerous generated a fair bit of ill will when its Kickstarter first launched, so short on detail or assets was its initial appeal for alms. With Peter Molyneux’s similarly vague Project GODUS setting up its crowd-funded stall a few weeks later, we’re now in the midst of the first major Kickstarter backlash – concern that big developers who arguably might not struggle to get publishing deals might be milking their fans’ nostalgia with surprise resurrections of the series and concepts they’ve for various reasons left alone for decades. It’s not for me to judge whether Braben and Molyneux are truly earnest in their intentions for these games or have just spotted an opportunity to make a fast buck, but I am relieved to see people are voting with their feet – demanding more concrete evidence of what’s being promised before they’ll cough up the internet-bucks. So it is that Elite Dangerous isn’t even halfway to its absurd £1.25 million goal even after several weeks, while Project GODUS has brought in ‘only’ £125k so far.
Elite seems to be on the long road back to doing what it should have done in the first place at least, with a slow trickle of real information and brief glimpses rather than generalised promises – and now it’s got a significant amount of in-game footage too. (more…)
Three cheers for the small god. A couple of days ago things looked a wee bit shaky for Simon Roth’s Dungeon Keeper and Dwarf Fortress-inspired god game Maia, but a flurry of Kickstarting over the weekend has seen it beat its once faintly ridiculous-seeming £100,000 target and reach the esteemed status of A Thing That Is Happening. (more…)
The release of the conquest mode for Gratuitous Space Battles caused me to reinstall and lose a couple of weekends plotting and planning. Conquest provided a campaign to sit alongside the standalone bouts of ship wrecking and, lo, it was good. A few months ago, unbeknownst to me, a clever sort who goes by the name Pendra on the Positech forums released a random galaxy generator, providing Endless Consecutive Contextual Gratuitous Space Battles. There was an update to the generator this morning, which Cliffski mentioned in the Twittersphere, and I’ve copied some details into the emptiness below.
Fuck this dungeon. More like tower DON’Tfense. Dweegarian smectoids. Mass Effect as a text-based strategy dating sim. Enough run-on sentences to last the next thousand years.>
Today I want to tell you about a new game called ESCAPE: The Curse Of The Temple. It’s a game that plays in 10 Minutes. It’s frantic. And I felt that the best way to explain it would be to try to somehow capture the character of the game in text form.
And that’s why this week’s column is one I will write in TEN MINUTES. I am going to start a timer, start writing, and when the timer stops I will take my hands off the keyboard. There’s a lot I want to say, so please forgive any typos or mistakes. I have nothing pre-planned. And I am in a rush.
You ready? Let’s go. (more…)
WARNING: Blatant self-promotional post ahead. Love you!
As many of you will doubtless be aware, I’ve spent the last couple of years dual-classing as journalist and game developer. I’ve worked with two friends – Tom Betts and James Carey – to create the indie studio, Big Robot. We are currently Kickstarting our third game, Sir, You Are Being Hunted. With just a week to go, I wanted to talk plainly about why we’re making it, what the game is, and what it means to us. Specifically, what it means to me>. Because this whole gaming-making business is a complicated, tricky thing, and worth talking about in some detail.
Sundays are for waiting. Pass the time by reading some of the things that might have been said about videogames during the week. Will they change the way you think FOREVER?