Rock, Paper, Shotgun

Fractal Design are on something of a roll recently, with a bunch of critically acclaimed airflow-focused PC cases that combine excellent thermal/noise balancing with clever features and eye-catching designs. The Pop Mini Air is a distillation of this trend, offering a Micro ATX or Mini ITX form factor that still packs in plenty of cooling potential and useful additions for a very low price. Normally the case retails for $90 in the US, but today you can pick it up in white from Newegg for $70 - a great deal for a solid case!

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Rock, Paper, Shotgun

Ever since it was announced two short months ago, The Lamplighters League has quickly become one of the most exciting turn-based strategy games of the year. You may remember I got to see it in action at GDC last month, albeit with developers Harebrained Schemes firmly in the control seat. Happily, I've now been able to play its opening tutorial mission for myself in my own time, and yep, it's looking pretty special, folks.

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Rock, Paper, Shotgun

Every weekend, indie devs show off current work on Twitter's #screenshotsaturday tag. And every Monday (or Tuesday, following yet another three-day weekend), I bring you a selection of these snaps and clips. This week, my eye has been caught by artwork made by baking cookies (yes, actual real cookies), some Moebius-inspired citybuilding, stylish getaways, and more. Come admire these games!

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Rock, Paper, Shotgun

Every PC* needs fans, so why not pick up some of the best value options for a historic low price? Arctic's P14 140mm fans are great performers as both radiator and case fans, although they're intended primarily for the former. They've attracted strong user and critical reviews since debuting a few years back, as they offer a good balance of airflow, pressure, noise and price, and now you can pick up a five-pack for just £22 - a solid £5 off their normal cost, and the cheapest they've been since 2020.

*OK, there are some passively cooled PCs, but most of us have at least one case or radiator fan contributing to our airflow needs!

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Rock, Paper, Shotgun

We've covered the EVGA Z20 mechanical keyboard a couple of times here on the RPS Deals beat, thanks to its quality design, full-size layout and extremely low asking price, and now we have an alternative deal for those that prefer the lighter feel and softer sound of membrane keyboards.

The EVGA Z12 is the firm's rubber dome offering, and it's down to £20 at Amazon UK, a heavy reduction from its £60 RRP and a few quid less than it's been over the past few months.

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Rock, Paper, Shotgun

It’s funny how some aspects of game design are so ubiquitous that we stop questioning them, or even noticing them. After decades spent playing video games, I know that if I look behind the waterfall, there’s likely to be some sort of shiny goodie to collect. If I head left rather than right at the start of a level, I’m bound to find a juicy secret. There are conventions. Traditions. I can’t remember a time when games didn’t have giant lifts - and yet, I’m not entirely sure why they’re there. I’m not talking about the regular kind of lifts that you pile into, usually at the end of a level, to transition from one part of the game to another; those ones have historically been used to hide lengthy loading times, like the interminably long lifts of Mass Effect.

What I mean is the lifts that are essentially tennis-court-sized moving platforms, usually with little more than a flimsy guard rail around the edge to stop elevator enjoyers from plunging down the shaft. Even more specifically, I’m talking about the diagonally moving elevators that trundle slowly into the depths, often to some nefarious laboratory. There’s a good example in the Resident Evil 2 remake, where you fight the final boss on an inclined elevator as it slowly, ever so slowly, descends towards the train that will grant your escape. So where did these giant elevators come from? And why do developers keep putting them in their games? I set out to answer both questions, and went somewhere unexpected.

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May 7, 2023
Rock, Paper, Shotgun

Sundays are for being unreasonably excited by the prospect of a Gousto box. Before you unpack, let's read this week's best writing about games (and game related things).

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Rock, Paper, Shotgun

Here in the UK, we're having another long weekend for no particular reason. Government thought we might enjoy a day in the sun, you know? An opportunity to go marvel at some lambs, catch up on the housework, read a book, lounge on a beach, have some pals over for a barbecue, just a free day to do nothing in particular for no reason. We'll return in full force on Tuesday. Until then, what are you playing this weekend? Here's what we're clicking on!

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Rock, Paper, Shotgun

Welcome back to another RPS Time Capsule. I will age a thousand years by writing this next sentence, but today we're casting our minds back to twenty years ago, excavating our personal favourite games from the actually quite good year of 2003. Yep, instant wrinkles like I've just been caught in a Death Stranding rain shower. I better finish this introduction quickly before I disintegrate to a pile of dust - much like all the other games from this year that didn't make it into this year's Time Capsule. Come and find out which ones we've decided to save below.

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Rock, Paper, Shotgun

Over the last week and a bit, we've been steadily releasing a bunch of stories from our big, hour-long chat with XCOM and Marvel's Midnight Suns director Jake Solomon that took place at this year's GDC. It was a wide-ranging interview, looking at what Solomon plans to do next now that he's left Firaxis, and how he feels about his 20+ year career there. You can read the condensed version of that interview here, but as a treat for RPS supporters, I thought you might like to read our chat in full. There's still a lot I couldn't quite squeeze into separate news stories here, and I think (and hope) you'll find it interesting to read as a whole. So here it is. All 8760-odd words of it. Enjoy.

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