Rock, Paper, Shotgun

Dragon's Dogma 2 is, as a game per se>, very good! It’s creative and intelligent and lets you fill other players’ worlds with recruitable humanoid versions of your pet cats. Still, a technical masterclass it is not. In my performance analysis, I touched on DD2 being particularly unplayable on the Steam Deck, suffering from sub-10fps framerates and a bunch of broken settings. Since that was based on pre-release code, I had quietly hoped that Capcom could pull something – anything – out of the bag to salvage handheld PC play in time for launch day, but now the time has come, I’ve checked again, and nope. This RPG adventure simply doesn’t work on the Steam Deck, and probably never will.

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The developers behind the wonderful tile puzzler Dorfromantik have revealed the first teaser trailer for their next game. Currently known as Project Mango, the game will be made in collaboration with the German animation and edutainment YouTube channel Kurzgesagt - In A Nutshell, releasing in 2025. Not much is known about it right now, but come and have a watch of its teaser reveal below.

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Rock, Paper, Shotgun

Mention Lionhead's '05 management sim about running a film studio and someone will crash through the wall, Kool-Aid Man style, to say they really liked it and there should be a remake or a sequel. In recent years there have been a few attempts to make a game like The Movies, with games like Moviehouse and Filmmaker Tycoon sitting pretty at 'mostly negative' status on Steam because they are not, in fact, like The Movies beyond the basic premise. But Blockbuster Inc. has shouldered its way into the conversation, wearing big puffy trousers, shouting through an old-timey megaphone, and openly billing itself as a "spiritual successor" to The Movies. It's launching on June 6th this year, but you can play the prologue on Steam for free right now.

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In November last year, the Australian post-apocalyptic CRPG Broken Roads was abruptly delayed mere days before it was meant to come out. Review code had even been sent out to press. But it was clear that the game needed more time in the oven, as developers Drop Bear Bytes acknowledged they needed "additional polish time and QA manpower" to test the "thousands of permutations" available in its deeply decision-driven storyline. Happily, that polish time has now come to an end, as the devs have today announced a fresh release date of April 10th.

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Welcome to the final part of Electric Nightmares, a short series about generative AI and games. So far we’ve seen the past, the present and the problems surrounding this new buzzword as it filters its way into our games and communities. In this final part of the series, I want to try and think concretely with you about what the future might hold; to go beyond what we think is just or legal, what we might be excited by or fearful of, and instead think about the practicalities of making and playing games today and how that might be impacted by generative AI's growing dominance.

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No James this week, but I am joined by Nate for this week's Electronic Wireless Show podcast to discuss Ubisoft's new NEO NPC prototype - an NPC you can have a stilted, weird conversation with using the power of AI! It's fair to say we are quite partisan about this and do not want it, but we discuss why anyway. In counterpoint, we think World Of Warcraft's new piratey battle royale game mode sounds pretty cool and good, actually?

Plus: I ask Nate to explain cool things that I've seen in Warhammer 40K: Darktide, and Nate tries to convince me to take a devil's bargain where I have to play WOW for at least 12 hours a day, but I get a sort of increasing MDMA high while doing so.

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Rock, Paper, Shotgun

Claymation-me-do Harold Halibut is one of those puzzle-y adventure games that instantly catches your eye when you see it in screenshots and trailers. I mean, who wouldn't be intrigued by its beautiful handmade models and sets? They all have such a lovely texture to them, and the slightly ramshackle way they fit together gives the game a firm sense of place. But after playing an early preview build of Harold Halibut this week, I've been disappointed by just how frustrating it is to actually play. It's not that it's difficult. In fact, the tasks Harold's assigned in the opening few hours of the game are almost insultingly easy, extending to little more than 'feed the fish' and 'talk to so and so', all of which can usually be accomplished by interacting with a single button prompt to move the story along.

Rather, it's Harold himself that makes everything feel like such a chore. He's a bit of a dolt, you see, and everyone around him knows it, treating him with such weary and open disdain like he's some kind of village idiot that I, too, quickly came to dislike him. Harold doesn't help himself much either on this front, weathering everyone's underlying frustration with him like it's all water off a duck's back. It doesn't seem to faze him in the slightest, perhaps because he's too oblivious to even notice. But while this doziness might wash in a book or TV show, taking control of such a character in a game isn't nearly as pleasant. After all, it's not just Harold that's being treated like an ignoramus. By extension, you, the player, are as well, which isn't just immersion-breaking and frustrating, but it's also insulting to your own intelligence. And that, my friends, does not equal happy adventure game fun times.

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Rock, Paper, Shotgun

I usually know right away when I'm going to enjoy interactive fiction. But I don't always know why>. Isle Of Maligree is a bit of an all-rounder, as pretty much every part of it is doing something right, but it's the sense that you're making your own version of its story that marks it out.

People are going missing on the island, and you've been sent to investigate. Only, it seems this isn't the first time, because some sinister magic is causing everyone to forget the whole thing ever happened. If you don't figure it out in time, you'll have to make a new character and try again. And if you're an amazing genius who figures it out on your first try... you'll want to try again anyway, to play it a different way and see what you missed. Maybe one day I'll even do it without getting stabbed.

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Before a month of my life vanished into customising cards and rigging decks in Balatro, my desire to conquer dungeons by fixing gambling tools came from playing Slice & Dice. First released in 2020, it's a gauntlet of fantasy turn-based battles where most attacks, abilities, buffs, debuffs, and items are very cleverly handled by mapping them onto the faces of dice. Oh, you're going to make your dice so much better! Now Slice & Dice has finally arrived on Steam in search of a wider audience, accompanied by an update adding oodles of new heroes, enemies, items, and more. For newcomers, hey, it has a demo.

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Rock, Paper, Shotgun

It's been a while, but I'm finally back on the Nancy Drew mystery game train. Choo choo, next stop: San Francisco! This has pleasing synergy with my real life, because I'm currently watching through Monk, a popular detective show also set in San Francisco. Mr. Monk would be displeased by the house Nancy finds herself in this time, which is a mansion being converted into a B&B. The owner, Rose, is working on a shoestring budget and has decided that the best player to add to her renovation team is a young-adult woman who's a friend of a friend. It all makes sense!

Nancy Drew: Message In A Haunted Mansion is the third game in the Nancy Drew mystery series of puzzle games, and boy does the weird first-person fixed camera work against you here. It's also a more disappointing plot than the previous games, but it adds in a new time system that, much like Stay Tuned For Danger, is an ambitious move - and in this case I think it sort of works. It's a mixed bag, is what I'm saying.

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