Rock, Paper, Shotgun

There's a lot to be said for being consistent these days. After playing four hours of Star Wars Jedi: Survivor last week, I can tell you it is exactly what you probably already thought it would be: a competent, big-budget action-adventure sequel, well made by talented people, that isn't breaking the mould but expands upon the first game in the areas you liked best. If, like myself, you enjoyed Jedi: Fallen Order, this will probably be a solid follow-up for you. But if you were less well disposed towards that first game, you'd probably want to swap "consistent" for the word "predictable".

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Rock, Paper, Shotgun

Graham (RPS in peace) text me yesterday and, with little warning, launched into what were clearly pre-prepared paragraphs of complaints about games he'd tried playing in his free time at the weekend and not enjoyed. I shall draw a veil of discretion over the names of the actual games, but his chief complaint was that none of them had, actually, very robust design or tutorialising fit for purpose (i.e. teaching you how to play the game), especially for people who aren't able to give games their singular attention for hours at at time. I agree with him, although his attention is divided by, e.g., having a child in need of stimulation, and mine is divided by, e.g., being a child in need of stimulation.

It's probably turning my brain into cottage cheese, but I often do things at the same time as playing a game, like listening to music or a podcast. I understand that podcast games are sort of a genre now, but I've started doing it with regular games. Is this a me problem? Sure. Does it mean I want games to bring back that thing where NPC quest givers will just explain the quest again to you if you ask? 100% also yes.

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Rock, Paper, Shotgun

Every weekend, indie devs show off current work on Twitter's #screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, we have immersive sims spraying perfume and hurling fluorscent tube bulbs, motorbike murders, and several journeys with animal friends. Plus, I've been away a few weeks for various reasons, so this Monday I have a little catch-up on some bits and pieces I made notes of last month. Look!

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Apr 2, 2023
Rock, Paper, Shotgun

Sundays are for lying face-down on the sofa with a soothing 10-hour rainscape YouTube video playing in the background trying to recover from a packed games event in Boston. Hello! I am the second imposter covering for our dear Ed, who is currently away on holiday in Japan (and I’m definitely not jealous at all). Let’s get into some good words, shall we?

Wired’s Megan Farokhmanesh interviewed Richard Hofmeier, the developer of Cart Life - a sobering game about three street vendors trying to make ends meet. Hofmeier tells the story of his decision to remove the game from Steam ten years ago and his reasons for bringing it back.

His time away from game spaces made him appreciate the spectrum of expertise his colleagues had in things he’d never done. It was humbling. “So many people have talent and passion that gets entirely overlooked,” he says. He loved working in games, but back when he released Cart Life he feared a career in the field could get too insular. “The most interesting art, to me, comes from outsiders,” he says. “I was a little bit scared of becoming an insider myself.”

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Rock, Paper, Shotgun

Pretty weird. I woke up this morning, and everyone was gone. The office (by which I mean our Slack channel) was cold and empty, and a shining beacon of light rose from my monitor screen and proclaimed that I was now an honourary Alice. And as such, the heavy responsibility of compiling everyone's weekend gaming plans fell to me. To entertain myself (and force those who left me in charge to think twice), I'll be writing a series of unhinged 90s-style "where are they now?" epilogues in italics for each person who neglected to send me words of their own.

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Rock, Paper, Shotgun

The first chapter of Videoverse took me right back to the early 00s last night. I can still remember sitting at the family PC in our living room, begging my parents for more internet time because I wanted chat to my friend on MSN Messenger. We had to buy hours of internet in those days, and between my young teenage self and my three brothers, we absolutely devoured those meagre weekly limits, always pleading for more, more, more as we became absolutely captivated by this new world of the online.

Luckily, Emmett doesn't have to contend with such antiquated restraints in Videoverse, as his portal to the internet is built right into his enormous Nintendo DS-like home console, the Kinmoku Shark. As well as using it to play games reminiscent of old 16-bit classics, there's also a Nintendo Miiverse-esque social network on the Shark that Emmett uses to chat to his friends, post fan art of his favourite game, Feudal Fantasy, and feel part of something bigger. What hasn't changed since those early internet days, however (or indeed, the internet today) are the types of people he interacts with - there are trolls, of course, but there are also plenty of nice people here to support him, and the emergence of seemingly new user (and budding fan artist) Vivi quickly becomes the main subject of Videoverse's current free demo that's available as part of Steam's Storyteller Festival.

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Rock, Paper, Shotgun

With the solemnity of Samwise Gamgee informing Mr Frodo that one more step will take him the furthest he's ever been from home, I recently realised that it'll soon be the longest we've gone without a new Life Is Strange game since the franchise debuted in 2015. I looked into it and sure enough, the current record-holder is the gap between the season one finale of Life Is Strange and the first episode of its prequel Before The Storm: 1 year, 10 months, and 12 days. That means that come mid-August of this year — specifically, the 14th, which marks the 683rd day since True Colors' Wavelengths DLC released — LIS fans will be leaving the Shire whether we like it or not.

I suspect that Life Is Strange: Steph's Story — the first prose novel tie-in to the franchise, released on March 21st — was commissioned with fans like me in mind. Fans who work out useless trivia like the above because they need something> to occupy them when there's no new game on the horizon and they've played all the existing ones to death. Fans who know every character's canonical middle name and birthday. Fans who complain that it feels like they never have time to read any more, but nevertheless finished the novel and wrote a silly supporter post about it within ten days of publication. Of course I really liked Life Is Strange: Steph's Story. But will you, as a person whose relationship with this franchise is statistically guaranteed to be more normal than mine?

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Rock, Paper, Shotgun

As is fast becoming a thing on RPS this week, Alice Bee and James are both away this week, so I'm filling in writing this post and doing my best Alice impression in the process. In this week's episode, The Electronic Wireless Show podcast talks all things mods - specifically, the ones that got real big and broke out from their respective source games. It's a chat that's been prompted by the developers behind Slay The Spire mod Downfall announcing their own brand-new game, Tales & Tactics.

There's also a lot of undead fish chat, and Alice's plans for entertaining herself on an upcoming long-haul flight. And in James' hardware corner, the gang chat about Nvidia's comments on AI and crypto, as well as Ubisoft's AI writing software tool thinger.

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Rock, Paper, Shotgun

Hot (weeks) off the back of Sons Of The Forest and the Resident Evil 4 remake coming out, we're celebrating your bestest best, most favourite survival games this month. Your votes have been counted and tallied, and your accompanying words of praise and affection matched accordingly. But which game has survived to make it to the top of the pile? Come and find out as we count down your 25 favourite survival games of all time.

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Rock, Paper, Shotgun

PAX East is a great place to play the latest games, sure, but as anyone who's attended the event will tell you the games are just a small part of a wider medley of things to see and do. Last year we highlighted the show's thriving pin collecting scene, for instance, interviewing a bunch of Pinny Arcade enthusiasts about the hobby and discovering that physical badges are just a minor part of the appeal.

Encouraged by the lovely warm feeling making that video left in my belly, we set out to shine a light on other lesser-known parts of PAX East during our time at this year's show. This led us to discover the PAX East Facebook group, a community of over 8,000 members brought together through their shared love of video games, pop culture and PAX itself. The page is dominated by a striking banner image, a photograph that shows a large group of people crowded around the PAX logo that's a permanent fixture in the main hall of the Boston convention centre.

Rachel and I found this photograph fascinating. Who were these people? Do they take this picture every single year? How did something like this start, and who was responsible for organising it in the first place?

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