Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jay Castello)

Imagine a clock, except made from hundreds of other clocks that once only existed in video games. That s what artist and video editor Duncan Robson is crowdfunding to create. He wants to eventually stream the supercut online, synced up to wherever you are, so theoretically it could be used to tell the time – or just as a celebration of a very specific and yet common thing to see while playing. Take a peek at the Kickstarter trailer below:

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Spitkiss - contact@rockpapershotgun.com (Jay Castello)

For a game focused on bodily fluids, Spitkiss seems surprisingly not gross? The platformer follows the story of a couple of these little yellow folk, who look adorable even though they communicate by bouncing saliva sorry, messages of love and hope around the place. You can see for yourself in the trailer below:

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Warframe - contact@rockpapershotgun.com (Jay Castello)

Free-to-play acrobatic shooter Warframe just dropped its second expansion, bringing a whole lot of new stuff to the game. It was doubtlessly a lot of work for developers Digital Extremes but, say some of its players, hopefully not too much. In a positive step, they ve encouraged the team to avoid overwork and crunch, even if that means the game gets slower updates.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jay Castello)

Blizzard s next big update for Overwatch apparently contains some pretty fundamental changes fundamental enough that players will be required to reinstall their game. Details on what the patch will contain are light, but apparently a “substantial number” of “back-end changes” mean that simply patching over the existing download isn’t enough.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Kat Brewster)

I m carrying on this month in taking some hyper-focus to a different layer of a game s design. If last week s focus was time, this week s focus is on rules. Rules are some of the first things I learned about in game design, and it was probably the first thing you learned, too. When I was a kid I would yell at my neighbour, the one a year younger than me, to play pretend. PRETEND I AM A PRINCESS, I would declare. AND YOU MUST SAVE ME FROM THIS ALIEN PLANET. This was a game, and its rules were very simple: I was a princess, and my neighbour, Steven, had to save me from the alien planet. I would languish by the basketball hoop (alien planet) and recite poems about my princessly torment, stuck in a tower or something. It was a great game.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Hard to believe it’s already Christmas, but here we are. I don’t want to scale the tall, rickety ladder to free a ghost lantern from the hall light so I suppose it lives there now and we can pretend it’s a snowman.

What are you playing this weekend? Here’s what we’re clicking on!

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HITMAN™ 2 - contact@rockpapershotgun.com (James Pickard)

There s little else quite so frighteningly intimidating but also wonderfully liberating as stepping into a new Hitman game for the first time. Vast assassination playgrounds are offered up in which you can explore, poke around, and get up to all sorts of murderous mischief. It’s the kind of game where discovering it is half the fun.

For the times when it can overwhelm, or where you just need that extra bit of mastery, I suggest you direct your eyes to this steadily assembled and soon-to-be robust Hitman 2 guide somewhere that ll give you a surreptitious nod in the right direction if you re looking to find all Hitman 2 disguises, how to assassinate every target in Hitman 2 or how to beat Hitman 2 s challenges. Think of me as your Agent Diana Burnwood on the web, delivering all the intel you need for a successful mission. Ahem, good luck, Agent 47! (more…)

Hazelnut Bastille - contact@rockpapershotgun.com (Dominic Tarason)

A good pixelly Zelda-like is always a good way to unwind, and Hazelnut Bastille feels like a very good one indeed. Currently crowdfunding on Kickstarter, the game sailed past initial goals a third of the way in, and is now into stretch goal territory. Developers Aloft Studio can probably attribute most of their crowdfunding success to the game’s extensive demo, available here. Rather than slice a chunk from the final game, it’s a small standalone side-adventure that will take most players at least two or three hours to complete – a nice way to start the weekend. Check out the trailer below.

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Cefore - contact@rockpapershotgun.com (Dominic Tarason)

Blowing stuff up is fun, but blowing stuff up carefully> is an art seldom explored by games. Pixelz’s cute physics puzzler Cefore asks its players to blow everything up, but to do it like a professional – you’re trying to recover specific blocks, after all, and you can’t do that if you’ve blown them off the edge of the map. It’s been lurking around in early access for a while, and available direct from the developers since before then. Today’s launch version includes more environments, more levels and a last polish-up on its level sharing system, which is the focus of the video below. (more…)

Redout: Enhanced Edition - contact@rockpapershotgun.com (Dominic Tarason)

There was once a time when space combat games were rare – now there’s so many out or upcoming that I feel Redout: Space Assault looks merely nice> in its first preview footage today, rather than something to get trembilngly excited over. First teased back in June, it’s a spinoff from 34BigThings’s Redout, a hovercar racer that played like a blend of F-Zero and Wipeout. Today’s footage gives us our first peek at the game in action, and it reminds me a lot of Factor 5’s Rogue Squadron games on the Gamecube. Take a space-age peek for yourself at some dogfighting below

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