Samstag, 2. April 2016

What Are We All Playing This Weekend?

One more day and my hilarious April Fool’s prank would be saying that everyone sent me their WAWAPTW? bits so I wouldn’t be forced to lie like some kind of monster. But you, I can trust you. Tell me: what are you playing this weekend?

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Freitag, 1. April 2016

How Super Time Force Lets You Play With Paradoxes

This is The Mechanic, where Alex Wiltshire invites developers to pauses, rewinds and dissect the systems that make their games tick (tock).

Here are the five stages of first playing Super Time Force:

1. It’s just another arcade run and gunner.
2. Huh, I play alongside my former lives?
3. Causality, paradoxes? And a time limit? Oh god.
4. I CAN REWIND TIME.
5. Haha skateboarding dinosaur

It turns out that Capybara Games’ experience of making Super Time Force mirrors that of a player’s first hour or so, except, you know, stretched over three years. In fact, it sounds like it nearly broke its creators’ brains, as they tried to grapple combining a Contra-style platformer with time travel, and getting it to both function on a computer and make some kind of sense in a player’s head.

The story of how Capybara arrived at Super Time Force’s eventual design is a model of the complexity of making games and planning time travel. And it took them well over a year before they even arrived at Super Time Force’s amazingly empowering core principle:

THE MECHANIC: Time Out

… [visit site to read more]



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Sleep, Eat, Die, Repeat: Hands On With Fallout 4’s Survival Mode

Fallout 4’s [official site] Survival Mode entered beta earlier this week and to honour the occasion, we sent Robert Zak back to the future with a pack full of rations and a pocket full of bullets.

It’s been too long since I last slept, which is a problem because it’s the only way I can save my last hour of tentative progress in Fallout 4’s survival mode. I’ve finally completed a routine quest for some man-child ghoul who wanted to wear some superhero uniform, and need to hit the hay somewhere, anywhere, lest some unforeseeable bullet or head trauma insta-kills me. I skirt my way around bandit camps, pick off the occasional super mutant (only when absolutely necessary) with single silenced headshots, and am barely a hundred feet from the safe haven of Goodneighbor.

It’s a cruel, cruel mode, is survival mode, and I’m not yet convinced that I like it.

… [visit site to read more]



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Doom On You? Doom’s New Cinematic Trailer

Y’know how Deadwood characters holler modern rude words so their cussin’ has the same impact on modern audiences as authentic 1870s oaths like “golly gee whillikers!” and “goodness me!” would’ve had on decent folks back in the day? How can/do/will/coulda/woulda/shoulda old game series be updated while keeping that flavour? I have no answer (because there is no one answer) but ask because a new cinematic trailer for this year’s Doom [official site] feels quite wrong in its attempt to bridge past and present, and it’s clearly a problem id have spent years (and years!) trying to get their heads around.

… [visit site to read more]



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Mirage: Arcane Warfare Devs On Magic – “We Want It To Feel Like You’re Throwing Bricks At People’s Heads”

While over at GDC a preview opportunity for Mirage: Arcane Warfare [official site] gave me a chance to check out Chivalry’s spiritual successor while ALSO enjoying respite from the Californian warmth (I’m ginger and pale and British – we wilt). The game offers up a very different colour palette and setting than Chivalry’s keep-n-countryside but once Torn Banner’s president, Steven Piggott, and senior brand manager, Alex Hayter, start showing me what’s happening in a pre-recorded match, Mirage’s Chivalric roots are obvious.

I didn’t get a hands-on with the game so I can’t tell you how it *feels* and whether the thunk and the heft of Chiv are maintained BUT I can tell you how it looks, how the modes work and where the team are aiming with the project:

… [visit site to read more]



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Megawar! Ashes Of The Singularity Properly Released

Oxide and Stardock have properly launched their sci-fi RTS Ashes of the Singularity [official site], after five months on Steam Early Access and a few more before that in a paid ‘Founder’s Program’. It is, I’ll explain for those who missed the gentle murmuring or Alec’s impressions of an early version, a Total Annihilation sort of an RTS with hundreds, even thousands, of units romping across the map in massive battles producing a great many explosions.

… [visit site to read more]



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After The Rapture: The Chinese Room’s Next Game, Total Dark, Is An Isometric RPG

screenshot of Dear Esther in which it is quite dark

The next game from the creators of Everybody’s Gone to the Rapture, Amnesia: A Machine For Pigs and Dear Esther will be a systems-driven isometric adventure, inspired by tabletop RPGs and wargames. I spoke to The Chinese Room’s studio director Dan Pinchbeck about the game, Total Dark, and he explained that he’s wanted to make a game driven by RPG-style mechanics for a long time.

As well as providing us with some of the first details about Total Dark, he discussed the continuing influence of Esther, and the ways in which ‘walking simulators’ are returning to their first-person adventure roots.

… [visit site to read more]



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