Rock, Paper, Shotgun

Hello reader who is also a reader, and welcome back to Booked For The Week - our regular Sunday chat with a selection of cool industry folks about books! Books obviously come in many different sizes, but did you know that there’s an obscure law that dictates the legal limit for how long a novel can be? It’s measured in ‘George Martins’. If your story is more than three ‘Georges’ wide, you’re swiftly escorted to a cell and made to eat any bits of book that reference more than three characters in a scene with the same surname. This week, it's developer and writer of the legendarily good Radiator Blog, Robert Yang! Cheers Robert! Mind if we have a nose at your bookshelf?

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Rock, Paper, Shotgun

You may notice there's a stowaway this week. He crept in during all the recent kerfuffle, and secreted himself in a cosy little nook of the treehouse. He was quickly discovered, but despite patient attempts to explain that it's been several years since he was last here, and as per tradition he's now dead to us, we've so far been unable to dislodge him. Like the smiley face hidden in the above image, he's just... there. So I decided, hell, let's hear what he's playing this weekend as well.

Here's what we're all clicking on this weekend!

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Rock, Paper, Shotgun

What little rejuvenation reaches my ancient, haggard soul comes most often from pleasant little surprises like a game creeping up on me.

Our Adventurer Guild is cheerfully simple in appearance, and its turn-based fights and griddy missions establish its parts at once as familiar, potentially even by-the-numbers. But those parts are arranged into an original and deceptively detailed mercenary management game that got harder to put down the longer I played.

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Rock, Paper, Shotgun

The RPS inbox is a wondrous treasure-trove of distraction doubloons, some delightful, some shite-ful, and not even Outlook’s lichen-like interface can dull the luster of its offerings. In amongst the press releases, indie nuggets, and the occasional pitch for sponsored AI content (no, never), something truly exquisite occasionally peeks through the chest lid. This week, it was a completely context-free message containing several photos of what appear to be artificial houseplants from a man named ‘Harold’. We take criticism seriously here, so I can only assume the sender intended the contents of these imposter pots to be judged as such. Well, I’m nothing if not obliging. Apologies for the quality of the images. I screen-grabbed then resized them up because I was too scared to download them in case they contained explosives or something.

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Rock, Paper, Shotgun

Every so often in the ignoble craft of james gournalism you stumble on a game that reminds you why you got into this weird and silly trade, a game that slices through the phantasmagorical mulch of a million Summer Game Fest announcements and clears the portals of the brain. It seems mad to think of Kanitsu-Gami: Path Of The Goddess this way, given that on some level, it is a tower defence game. Tower defence! The archetypal browser-based strategy experience and darling of emerging smartphones. The great-uncle once-removed of today's idle clickers. Without meaning any disrespect to those currently working in the genre, which I've had a tonne of fun with, when's the last time you were seriously> excited by tower defence? As of this week, I am seriously excited by tower defence, because Path Of The Goddess has captured my imagination. It's a stately, beautiful thing. I had a go at this year's Keighleycon, and it's one of two games at the show I wanted to carry on playing once my time was up. Thank goodness it's out (on Steam and the Xbox store) in just a month or so's time.

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Rock, Paper, Shotgun

In the past I've described Phantom Blade Zero, the foetid and frantic new action-RPG from Chinese studio S-Game, as a Soulslike, and more specifically a Sekirolike. I must now hang my head and await the executioner's ludicrously oversized hammer, for while Phantom Blade Zero's ambience and layouts owe something to From's work, the moment-to-moment has just as much in common with older hack-and-slash games such as Ninja Gaiden. I played a bit of it at Summer Game Fest this week, and while I’m not rushing out to preorder (I never am, in fairness), I think it could be a good ‘un.

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Rock, Paper, Shotgun

This piece is written in memory of the Alpha Doshaguma, a huge furry quadruped with the belly, gait and mournful disposition of an orphaned St Bernard, which - no, who> was sleeping blamelessly in a canyon when Capcom's demo presenter strolled up and bopped it with a bayonet howitzer. The demo in question was for Monster Hunter Wilds, which they probably should rename Monster Hadron Collider in that a major selling point appears to be making the megafauna converge and murder each other. It's possible to do this in previous games, especially 2018's Monster Hunter: World, but not like this. Not like this. Alas for the Alpha Doshaguma. Getting rocket-speared in the bum was only the start of its worst day ever.

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Rock, Paper, Shotgun

Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video games are standing on my toes as we speak. But that's okay, we are expert curators. Here's a handy list of our nine favourite demos of the lot.

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Rock, Paper, Shotgun

No, it's not Silversun. Sit down, Brian>. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.

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