Rock, Paper, Shotgun

Lil Guardsman is a game that wears its heart on its sleeve. In a victory for normative determinism, this is a fantasy adventure about a small girl named Lil who somehow becomes the first (and seemingly only) line of defence at a city’s border patrol as a guardsman. At various points, both Lil and those around her frequently call attention to the fact that, yes, you are merely a 12-year-old child who is massively underqualified for this task, and that if you’re going to continue filling in for your good for nothing father who’s down the pub gambling on the latest ball game, then really, what do your superiors expect? It’s very self-aware in that sense, and occasionally verges on breaking the fourth wall. This alone will probably be a fairly good indicator of whether you’ll gel with Lil Guardsman’s sense of humour or not, but for the most part, this is a sweet and jovial narrative adventure whose characterful animation and charming voice cast help bring this oddball tale of fate and consequence to life.

It's also not shy about where it’s taken its main source of inspiration from either. This is fantasy Papers, Please through and though, albeit one that’s more about interrogating and probing would-be citygoers for information than checking documents and spotting inconsistencies. During the day you’ll be working your post, dealing with the increasingly large, but fixed queues of fantasy species all trying to enter the city gate to go about their business. When you're off the clock, it's time to pick up the game's wider plotlines, with Lil able to travel around the city to set locations where she can chat with other townsfolk, sometimes partake in the odd mini-game or two, and visit the local shop before toddling off to bed. It’s admittedly quite a straightforward interpretation of Lucas Pope’s magnum opus, with star ratings denoting clear right and wrong answers for how you deal with each day’s horde, but you know what they say about first impressions. Good ones go a long way.

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Rock, Paper, Shotgun

I know this sort of thing has been said before around these parts, but in scanning through the endless reams of Steam Next Fest demos earlier this month and trying to work out what these games are and whether they're worth downloading, I truly believe it's a sentiment that's worth repeating. When I first saw the name C.A.R.D.S RPG: The Misty Battlefield appear on the Next Fest landing page, I instantly thought, 'Yes, here we go, now we're talking'.

Well, my first thought was actually, 'Gee, if only there was an easy way to know what this game's about based on just the title alone,' but that's just me being facetious. Ultimately, I have a lot of respect for this kind of naming convention, and the fact it's also being made by the Octopath Traveler developers Acquire is really just the icing on the cake.

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Rock, Paper, Shotgun

What happens when you combine two great puzzle games? You get one puzzle game which makes me, an accredited professional fool, feel dizzy with noncomprehension. That game is Sokobond Express, which launched yesterday and combines the atom-shoving chemistry of Sokobond with the route-planning puzzling of Cosmic Express. So you have to draw paths around a grid to gather atoms to correctly build a desired molecule. That's all. Just molecular chemistry and pathing, at the same time. Oh, my poor foolish head.

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Rock, Paper, Shotgun

I'm not sure exactly what I was expecting from Graven, but it still feels like it wasn't quite what I expected. That's both good and bad. It has the look of a 90s throwback FPS, the cool atmosphere and action RPG (barely RPG, really, restricted to which weapons you upgrade) combat of something from the 2000s like Rune or Dark Messiah, with a hint of a modern immersive sim. There is, I think, a better game to be made with those parts in a different arrangement. This one is only kinda good.

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Rock, Paper, Shotgun

This week's Nintendo Direct was stuffed full of games that will also be making their way to PC over the next few months, but the one I haven't been able to stop thinking about is the newly-announced Arranger: A Role-Puzzling Adventure. It's the debut game from a team of indie devs that include Braid artist David Hellman, Carto writer Nick Suttner and Ethereal designer Nicolás Recabarren, and they've also partnered with composer Tomás Batista, who did the music for both Ethereal and Martian colony builder Per Aspera. It's a pretty stacked line-up as these things go, but it's Arranger's world of constantly shifting sliding tiles that's really piqued my curiosity. Come and watch the lovely announcement trailer below and see what I mean.

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Rock, Paper, Shotgun

Credit to Nightingale, I’ve been enjoying the early access form of Inflexion’s gaslamp fantasy survival crafter a fair bit more than I did its older stress test build. The UI is cleaner and tighter, and I’ve had more space to explore (and enjoy) the mysterious nooks of its magic 'n' moustaches world. There’s potential here, but it’s very much the raw kind, especially when performance needs as much work as it does.

Besides relying on upscalers like DLSS for truly smooth running, Nightingale currently has a serious stuttering problem, and bumping into an ugly graphical artefact or even a hard crash is worryingly common. I’ve pulled together an optimised settings guide (down below) so that you don’t need to drop the visual quality lower than is strictly necessary, but do keep in mind that this is early access with emphasis on the early.

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Rock, Paper, Shotgun

Yesterday I was off sick with a fever and, as I often do when I'm laid up ill, immediately set out to consume the most nihilistic and depressing entertainment media I could find. On the film front, I watched Session 9, in which some men hired to remove asbestos from a collapsing 19th century asylum do not have a very nice time. On the game front, I played The Tribe Must Survive, a colony management sim from Walking Tree Games GmbH and Starbreeze Publishing, which is now available in early access.

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Rock, Paper, Shotgun

After launching Nightingale into early access on Tuesday, developers Inflexion Games (led by former BioWare CEO Aaryn Flynn) have quickly realised a big miscalculation: lots of players want an offline mode. The gaslamp fantasy survival game requires you be online even if you want to play by yourself, which dovetailed poorly with server issues at launch to frustrate folks. Inflexion say that early in development they needed to make a choice between focusing on co-op or offline first, and now think they made the wrong call. They plan to remedy this, but it's not yet clear when they'll actually add an offline mode.

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Rock, Paper, Shotgun

From Software president Hidetaka Miyazaki has acknowledged that members of the Dark Souls studio had misgivings about Elden Ring's shift to a full-blown open world format, while qualifying that Elden Ring's vision for an open world was never "traditional". Rather, Elden Ring is an "open world" game in the same way that Dark Souls is a "hard" game, Miyazaki feels. Confused? Well, this is> the godfather of the notoriously unforthcoming Souls series we're talking about. I've never interviewed the guy, but I suspect he composes his responses using the game's soapstone messaging system.

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Rock, Paper, Shotgun

Sons Of The Forest launches out of early access and into 1.0 today, bringing with it a whole host of tweaks and improvements. Most notably, there's a new ending, new mutants, new points of interest, proximity chat, a creative mode, and new uses for the game's mysterious artifacts. The rest of the changelog is an exhausting list of bullet points with the occasional hidden gem, like the introduction of raccoons and golf cart radio stations to give your drives some added pizazz.

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