Rock, Paper, Shotgun

Welcome to The RPS Time Capsule, a new monthly feature we're putting together where every member of the RPS editorial team picks their favourite, bestest best game from a specific year and tells us why that game above all else deserves to be preserved in our freshly minted time pod. It might be that it's the best example of its genre, or it contains a valuable lesson for future generations. This month, we're travelling back to rescue eight games from 2010, and cor, what a good year that was. Too bad almost all of them will end up in the lava bin by the time we're done.

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Rock, Paper, Shotgun

Steam's Lunar New Year Sale started last night, a huge sidewide discount-o-rama with tens of thousands of games and things going cheap. If you forgot to buy something in Steam's last huge sidewide discount-o-rama a whole three weeks ago, or have received a new paycheque since then, hey! It's a big sale! Again! Splendid!

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Rock, Paper, Shotgun

Hyper Scape was launched suddenly in July 2020. Initially accessible only via Twitch drops, early streams gathered half a million viewers before it opened up to everyone ten days later.

Unfortunately its drop in popularity was just as sudden, and almost as immediate. Eighteen months later, Ubisoft have announced they're ending development and shutting the game down on April 28th.

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Rock, Paper, Shotgun

Back in the mists of time of 2013, a bunch of Japanese developers got together to make a series of short 3DS games called the Guild series. Headed up by Ni No Kuni makers Level-5, it had some pretty big-name contributors: Keiji Inafune, Goichi Suda, Yoot Saito and Yasumi Matsuno among others. But there was one game that stood out to me as something really quite special. It was the considerably less well-known Millennium Kitchen's Attack Of The Friday Monsters, a sweet slice of life adventure that saw you play as ten-year-old Sohta walking the streets of his small Tokyo suburb on a hazy summer afternoon in 1971. It was a tender celebration of childhood nostalgia and imagination, with just an inkling of some menacing undertones, both from the people Sohta meets in his neighbourhood and the titular Friday kaiju monsters that may or may not exist in the real world.

I mention all this because The Kids We Were is probably the only game I've played since then that's even come close to capturing some of that Attack Of The Friday Monsters magic. You won't find any kaiju here, but this is a similarly nostalgic portrait of pastoral Tokyo, as viewed through the eyes of young Minato on his summer holidays, first in the present day and then in the 1980s when he ends up travelling back in time Back To The Future-style to when his parents first met as kids. With three days to right past wrongs, this is one of those gentle, coming of age tales that leaves you feeling warm and fuzzy in all the right places, even when there's no real 'game' to speak of.

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Rock, Paper, Shotgun

Mercifully, voice comms in PC games aren’t all about being lambasted by strangers. Whether giving a quick thanks to a helpful teammate or settling into an hours-long Discord session, some games are just better with a bit of a chinwag going on – and adding one of the best gaming microphones to your setup will make sure you always come through loud and clear.

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Rock, Paper, Shotgun

This week the Electronic Wireless Show podcast discusses some of our favourite (and least favourite) inventory configurations. A humble beast, the inventory, yet a feature of many games - sometimes even a necessity. Often we only notice one if it's terrible. But boy, a good inventory is worth a dozen mules. So lets talk about them today!

In other news this week, Nate thinks he has come up with an original premise for a Pixar film, only to discover he has invented Seth Rogan's nightmare film Sausage Party, and we are officially starting our campaign to get Henry 'Vitamin H' Cavill on the show. We will be mentioning him every week from now on. Plus: what we like doing on our birthdays, school plays, and pro-wrestling adaptations of Dickens.

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Deflector

Boomerangs are cool as hell. The sleek wooden objects careen through the air in a perfect circle - in theory, at least - before returning right back to where they began in the palm of your hand. They’re something that fascinated me as a child, and 20-something years later I still don’t really know how or why they work.

Deflector is like someone taped two swords to a boomerang, Mad Max-style. How does the boomerang still operate with twin blades slashing back and forth on either end? Don’t know. How does it always circle its way back to where you’re standing after dashing around an arena filled with enemies? Not a clue.

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Rock, Paper, Shotgun

When warp-tunneling multiplayer shooter Splitgate came zooming out of its beta portal, gun barrels aflame, it was joyful madness. The maps were some of the best things about it. Old-school mega-arenas adorned with portal-zappable walls that functioned as DIY shortcuts. As virtual coliseums of chaos go, they were pretty cool. Well, now you can make your own. Splitgate is launching into season 1 this week (the developers insist the last four months have been "season 0") and alongside a couple of new game modes, there's now a map creation tool.

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Rock, Paper, Shotgun

"Just tell us about the crystals", demands Jack, Stranger Of Paradise Final Fantasy Origin's prickly protagonist. He has no time for the posh dark elf who applauds him for something. Whatever it is, Jack doesn't care. In fact, I don't think he knows where he is. If he does, he wants nothing to with it.

This interaction is contained in a new trailer that I deem to be perfect. It sells me on this Final Fantasy action RPG, because it seems like I'll get to control someone as impatient as I am. Jack lives for crashing and bashing. The story is an inconvenience for him, the fighting is not.

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Rock, Paper, Shotgun

Although announcing three games at once feels a bit much, I'm really happy about the Respawn feat. Star Wars news. Respawn Entertainment always felt like one of those development studios that should have been shut down by a bigger studio circa 2015 because the people loved Titanfall but it wasn't, you know, Call Of Duty or anything. I turned my back for what seemed like but a moment, and suddenly Apex Legends exists and Respawn are one of the key players under EA, growing stronger from within. One day we'll be watching Andrew Wilson at an E3 showcase and realise it's actually Vince Zampella's eyes looking out at us. Everyone coming on stage to present is just Vince Zampella doing a voice and wearing a different baseball cap.

Point is, I'm mostly just pleased that Respawn are still around to make games featuring robots that surprise and delight us. And if they're not allowed to do Titanfall 3, Star Wars is at least a rich field to till said robots. Lousy with robots, is Star Wars. But honestly, if anyone is going to make Star Wars games (apart from BioWare, who have spent recent years making Dragon Age 4 and / or collapsing like a magnificent neutron star) then I'd root for Respawn. They may not make the Star Wars games you think you want, but they'll make the ones you need right now.

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