Spelunky - contact@rockpapershotgun.com (John Walker)

Here’s some splendid news. Earlier this week I had a little grumblefest about the state of Spelunky’s PC port, with a lack of resolution options, and very poor windowed mode support. I also had a dig about the unskippable intro animations that were also a pain in the 360 version. Whether it was in response to my moaning, or something they were doing anyway, the really good news is that it’s all fixed! And as a result, Spelunky feels splendidly at home on the PC.

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Spelunky - contact@rockpapershotgun.com (John Walker)

First impressions are pretty important. Especially when you come sauntering over to the PC after a year of absence. Spelunky, beginning as a PC game, upped and left for the 360 as an advanced version last July. And it was brilliant. It’s now back, promising an even more advanced version for PC. So how is the transition?>

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Spelunky - contact@rockpapershotgun.com (Nathan Grayson)

And yet somehow the game manages to be even drearier than it looks. In a good way.

Are you ready to be positively buried> under amazing games? Well too bad. Games are largely distributed via non-physical means now, and that’s a weird thing to do with them anyway. Take your sick, fetishistic disc orgies somewhere else. (Note: RPS does not actually discriminate against fetishes. Just physical media.) There are, however, a lot of brand new, positively excellent games suddenly populating our hobby’s infinitely expanding sea, and you should really just probably play all of them. I quite liked what I played of Papers, Please, the consolefolk enjoyed Guacamelee, and everybody with air in their lungs and a beating heart in their chest loves Spelunky.

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