Rock, Paper, Shotgun - contact@rockpapershotgun.com (Matt Cox)

papers2

Sundays are for… watching the world cup? Is there a world cup thing? There’s bound to be a world cup thing. If not, at least there’s writing about video games.

Edwin Evans-Thirlwell, who sometimes writes words for us, wrote some words for Eurogamer about Ubisoft’s attempts to sweep Tom Clancy’s politics under the rug by doing their best to avoid talking about them. Thirlwell argues that equates to an endorsement, to “politics by stealth” – and he’s not wrong. It’s an attempt to be anodyne that, in modern-day America, I can only hope is doomed to fail – so long as people pay attention to articles like this one. (more…)

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

Alice is on holiday, which means it falls to me to tell you what the endlessly expanding RPS team are playing this weekend. It still falls to you to tell everyone what you’re> playing, however. Let’s get started, because it’s going to take me ages to sort out all the fiddly HTML for all these new people.

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Overload - contact@rockpapershotgun.com (Dominic Tarason)

Overload

Overload is one of the best retro FPS revivals out there. Simply put, it’s Descent 4 in all but name, developed by the original crew, complete with a soundtrack from the combined composers of the original three games. The only real complaint I had about it in my mini-review of it here was that it was a little on the short side, despite an excellent New Game+ mode. That became less of a problem this week, as developers Revival Productions released the level editor for it, along with a basic tutorial video within.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Fraser Brown)

red dead PC

Tradition dictates that Rockstar may not discuss the PC version of any of its games, or even admit that they exist, until we ve all given up any hope of seeing them. So while Red Dead Redemption 2 was unveiled for consoles a while back, there s been no news for PC. With Rockstar keeping schtum, there was only one hope: LinkedIn. The Keeper of CVs. The Spiller of Secrets. So what say you, LinkedIn? Is Red Dead Redemption 2 doing what the original didn’t and coming to PC?

Supposedly. (more…)

Friday the 13th: The Game - contact@rockpapershotgun.com (Dominic Tarason)

Friday the 13th

That Jason Voorhees fellow is a rather intimidating chap, I’ll give you that much, but you know what’s scarier>? Lawyers. By all accounts, Friday the 13th: The Game was surprisingly fun when played with the right group, with room to grow as the developers released more maps, content and features. They’d been doing well up til’ now, even adding bots to play against late last year, but a legal dispute over who owns the original film rights has left developers IllFonic unable to continue, and today they admitted that they’ve moved on to new projects entirely.

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Police Stories - contact@rockpapershotgun.com (John Walker)

When I last played Police Stories, I was pretty delighted by how much the two level alpha had to offer. So it was with somewhat mixed feelings that a year later I found myself playing a four level alpha – this feels like slow progress, albeit it with a graphical overhaul. And yet I am just as captured and occupied by the levels it has, and really impressed with the improvements made. (more…)

Hellblade: Senua's Sacrifice - contact@rockpapershotgun.com (Dominic Tarason)

Hellblade: Senua's Sacrifice

There’s something about the very concept of ‘a million’ that sticks in the mind. It’s one of those nice, round numbers that still remains hard to visualise due to its sheer enormity. For instance, if you were to print DVD cases for all one million copies sold (across PC, PS4 & Xbox One) of Ninja Theory’s Hellblade: Senua’s Sacrifice, you’d have a million DVD cases, and I cannot even begin to parse how much space that’d take up. Still, it’s a hell of a success, considering that the game itself was a gamble, both business-wise (making ‘AAA Indie’ a thing) and thematically.

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Half-Life - contact@rockpapershotgun.com (Dominic Tarason)

Xen

Sometimes, things just take time. When an amateur team remake an FPS classic up to AAA standards in a modern engine in their spare time? Yeah, that’ll take a while, but the patience seems to be paying off for fans of Black Mesa. While so so far the ambitious (and Valve-endorsed) Half-Life remake has mostly adhered to the structure of the original, developers Crowbar Collective reckon that they can do better with Xen. While the core concepts and story beats are still present, everything else is being re-designed from the ground up. It’s looking lovely, and nearing completion.

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Just Cause™ 3 - contact@rockpapershotgun.com (Gareth Monk)

far-cry-5

The power fantasy of exploring new worlds or meeting strange alien races (and then shooting at both of those things) is the kind of thing that big-budget games tend to focus on. As far as humour is concerned, they re at best plus comedy experiences that deliver on their key points but also have some funny quips along the way. You re never asked to participate in the humour, and if the jokes don t land then there s little you as the player can do about it. So why not equip the player with the systems to write their own jokes and tell their own stories? And how do you foster humour creation in games that don t already have a pun-based name for every item? I spoke to the developers of four such games to find out how they utilise this approach in order to enable players to create their own fun.

One thing that became evident through the interviews was that each and every system available to the player has to be airtight if they are to get the most out of the experience. A poorly-implemented system can cause you to lose investment in the same way that a poorly delivered punchline might. Each developer wanted to encourage experimentation through their game s systems in their own way. But which comes first; the design of the systems or the desire to create humour? (more…)

Redout: Enhanced Edition - contact@rockpapershotgun.com (Fraser Brown)

Redout

Redout, the F-Zero and Wipeout-inspired racer, is returning next year, and it’s looking a little different. Redout: Space Assault ditches the fixed racetracks of yesterday’s future, and instead heads out into orbit for frenetic stellar battles between dogfighting spaceships.

Get a taste of the new direction by checking out the teaser, below.

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