Rock, Paper, Shotgun

Sundays are for counting the days. If you haven't heard: I'm leaving RPS on July 31st, bringing my 12 years with the site to an end (and 8 years spent with Gamer Network websites more broadly). This isn't like in 2021 either, when I nominally departed but continued to support the site from the management side and by writing evening news posts. This time is me gone for realsies. I have plenty of thoughts, more than I can reasonably fit in one post or a hundred. So: links? Links.

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Rock, Paper, Shotgun

Soulframe is getting a Wazzard. No, not a wizard, a Wazzard.

What’s a Wazzard, you ask? Same, friend. You best believe that when I got a chance to talk to Geoff Crookes and Sarah Asselin, creative director and senior community manager on Digital Extremes’ still-in-alpha fantasy MMORPG, I asked them. Is there a difference between the Wazzard of Wastes the player fights in the demo of the game shown off at this year’s TennoCon, and your regular neighbourhood wizard?

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Rock, Paper, Shotgun

Do you hear that? That is the sound of Saturday morning, sludging heavily over your head like a bucket of gunge in a 1990s children's game show. Don't let that sweet weekend slime slip through your fingers. It's time to fire up the graphical processifying machinery, or what many are calling the "personal computer", and play some games. Here's what we're clicking on this weekend!

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Rock, Paper, Shotgun

$1,499.00

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Rock, Paper, Shotgun

"I'm not a perfectionist," says the guy who makes niche puzzle games that turn me into a gibbering wreck obsessed with efficiency. And I feel a wave of comical fury. If like me you've been whirring and clicking your way through very good engineering puzzle game Kaizen: A Factory Story, you're probably a fan of previous work from the same developers. The creators of Opus Magnum and Infinifactory may have dissolved their old studio Zachtronics and chemically regenerated as Coincidence Games, but there are still large traces of a Zach present. I caught up with designer Zach Barth to ask about perfectionism, the Factorio-like automation game he gave up on out of boredom, and how the team managed to make a story about factories in 1980s Japan feel human.

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