Rock, Paper, Shotgun

Alright everyone, let's put this new comments section through its paces. I want to hear deep and detailed roundups of everything you've been playing over the past two> weeks this time! We're gonna make our tech team weep. Here's what we're clicking on this weekend!

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Rock, Paper, Shotgun

"The cool thing about bombs is that you can hide them in anything," is probably my favourite Oppenheimer quote of all time, and in the case of Ian Hitman, it does raise an important question: with so many everyday objects equal to the rubber duck in its unthreatening aura, yet more inconspicuous, why choose to put an explosive in this one?

The simplest answer is that’s it’s a recurring bit of levity, a holdover easter egg, elevated to the status of key mission item in Hitman: Codename 47 before being given pride of place as an explosive in the World Of Assassination games. But to ascribe such unassuming purpose to the duck is to ignore its revelatory power. We must go deeper.

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Rock, Paper, Shotgun

Nostalgia, when you think about it, is bollocks. There has never been a better time than right this second – averaged out, and despite repeated attempts to the contrary, humanity has never been healthier, freer, or more enlightened by knowledge. It’s true of games too. For every by-committee platter of passionless map markers, there are thousands of more personal, more creative, more interesting works, all adding to the decades' worth of great stuff we can still play today.

What isn’t> bollocks is the emotional pull that nostalgia, for all its lack of cold, hard reason, still manages to wield inside our warm, squishy brains. Hence, the centrepiece of Apex Legends’ Season 23 update is a mode that recreates the battle royale FPS as it was back in 2019, defaulting back to the original map and weapon arsenal while cutting the 26-strong legend roster to the earliest ten. It’s a Fortnite-style rolling back of the clock, and a passably enjoyable one, but also a reminder that the good old days weren’t always that> good.

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Rock, Paper, Shotgun

There must be hundreds of typewriters in the hall, their collective clacks a tidal wave of soulless automation, rising up to greet agent Kiran Estevez as she enters, pistol and flashlight in hands. Exploring rooms to the side, Alan Wake 2: The Lake House’s star finds whiteboards and documents revealing the typewriter’s purpose: to mimic Wake’s writing. Pages are graded along criteria such as ‘style’, ‘tone’, and ‘content’, then “fed into the algorithm” as references until “near-identical stories” to Wake’s can be produced.

“If Jules could simply cut the painter open and pull the painting out of him, he would,” reads one of the real Alan’s typewritten pages. That’s Jules Marmont, the obsessive head of the titular FBC centre. The Marmonts - Jules and his wife Diana - are running experiments to forcibly and synthetically create works of art, aiming to mimic creative passion convincingly enough for the paranatural entity inside Cauldron Lake to respond, as it has in the past.

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Rock, Paper, Shotgun

Discourse? Look mate, I’m just here to test the Steam Deck. Dragon Age: The Veilguard runs like a tap on any halfway decent desktop hardware, so was naturally going to be worth trying on the weaker Deck. And sure enough, Bioware’s RPG (which is really more of an action game with the occasional verbal spar) settles comfortably into handheld life.

In fact, Valve have festooned its Steam page with a Verified medal, a seal of approval for any game that performs and controls well on the Steam Deck without any glaring weaknesses or impractical annoyances. It’s still worth playing around with the settings – more on those later – but I’ll back up that official assessment, having played for several hours without so much as an undersized tooltip.

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Rock, Paper, Shotgun

Hori's latest addition to its controller lineup, the "Horipad Wireless for Steam," is now available for preorder on Amazon. After already releasing in Japan at the end of October, now the gamepad is coming to the US.

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Rock, Paper, Shotgun

Minor spoilers for the first few hours of Veilguard and heavy spoilers for Baldur’s Gate 3>

For all the things I ended up enjoying about Dragon Age: The Veilguard, it isn’t much of an RPG. What little roleplaying it does offer revolves around what flavour of supportive hero you prefer, and you can count the number of impactful dialogue decisions on a three-fingered hand. This might sound utterly damning in the wake of Baldur's Gate 3’s incredible reactivity, and if I approached games as some sort of tedious comparative intellectual exercise rather than just, y’know, seeing how I felt about them, then I suppose it would be. Weirdly, though, the recent memory of Baldur’s Gate 3 didn’t diminish my time with Veilguard at all. It was actually the opposite: it freed Dragon Age from having to carry the torch for a certain period in Bioware’s history, and let me enjoy Veilguard for what it was.

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Rock, Paper, Shotgun

The mystery surrounding Deadlock, Valve’s work-in-progress MOBA shooter, has largely evaporated. Its freely extendable invite system is about as effective at controlling player headcount as a disinterested football steward, meaning pretty much anyone with a clued-in Steam friend can get in and start poking around its secrets. And yet, being a lane-pushing wizard fighter in the Dota 2 vein, it’s already a vast tangle of interplaying abilities, items, strats, and often unspoken rules, of the kind that even experienced gankists will take hundreds of hours to learn. It’s been too much for poor Brendy, at any rate.

Still, Brendy is but one man. What if we had but four> men, working in tandem to crush lanes and flatten Patrons just as Gabe intended? To find out if Deadlock is indeed more comprehensible as a team sport, Graham, Ed, Ollie, and James joined forces, promptly getting fucked up yet emerging from the warlock hospital with a deeper understanding of its workings. Or, at least, if anyone would keep playing.

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Rock, Paper, Shotgun

Sunday is cancelled. Book for now!

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Rock, Paper, Shotgun

It's official: I am once again the Sunday correspondent around here. That means it falls to me to round up (mostly) good (mostly) writing about (mostly) video games. I will otherwise be spending my Sunday continuing the fight against my dog's fleas, which rebound every three weeks no matter how much I spray, scrub or throw things away.

On, the independent video game magazine which I linked to last week, has run a series of brief interviews with each of the contributors to its launch issue. I recommend Christian Donlan's for the puzzle game recommendations and Margaret Robertson's which expands on her fascination with Japanese paper games.

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