Your brother sighs and takes his pipe out of his jacket. "It's good to be home," he says, and fills the bowl. "A light?"
You [more inside]
posted by Elementary Penguin
on Oct 20, 2013 -
put your hand out. snap your fingers.
There's the sharp stab familiar prickle comfortable ache in your wrist, among the bones.
A flame leaps from your fingertips.
Released today on Steam
, Gone Home
has garnered praise for its deeply affecting narrative, stripped-down design and a unique aesthetic steeped in 90's nostalgia and riot grrl culture. "When I played Gone Home
I had the stunning realization that there could be a game for me. Someone can make a game for me." -Leigh Alexander
. "It’s touching, unsettling, deeply honest, and enormously compassionate. -Rock, Paper, Shotgun
. "Gone Home
is an epic story, but its definition of epic is far removed from how we usually talk about scope and drama in games. It’s epic, personal and revelatory to the people involved, and that’s why it’s so special." -Giant Bomb
. Polygon's 10/10 review
. How Gone Home's design constraints lead to a powerful story
. The Fullbright Company's Journey Home
posted by naju
on Aug 15, 2013 -
At several moments during the presentation, I wrote in block capitals, circling and underlining. This is the headline feature. This is something nobody has tried or managed to do before. Then, toward the mid-point, while I was still processing what had already come, lead designer Dave Georgeson demonstrated a feature that changed everything.
Everquest Next’s world is made of voxels and everything in it is destructible.
posted by Elementary Penguin
on Aug 3, 2013 -
In an ongoing effort to call out the PR tactic of silence which started with a focus on SimCity
, Rock Paper Shotgun points out that after the public outcry, controversy, and an apology from Deep Silver which concluded "we want to reiterate ... how deeply sorry we are, and that we are committed to making sure this will never happen again", the special edition of Dead Island: Riptide which includes a statue of a woman's severed torso silently went on sale anyway
. [more inside]
posted by gilrain
on Apr 25, 2013 -
We have made the act of killing and shooting so fun, but we’ve also taken the importance out of it by piling so much of it in. You don’t ever have to think about the concept of pulling a trigger, because even if you run out of bullets, we’re going to give you so many more bullets! So many more people to shoot! In fact, even if all the people in the game aren’t enough, we’re gonna give you Horde mode! You can kill people until you can’t kill them anymore!
The writers of the controversial Far Cry 3
and Spec Ops: The Line
discuss the past, present and future of FPS's. Part 1
, Part 2
, Part 3
posted by empath
on Apr 14, 2013 -
The Castle Doctrine
is the new "home invasion MMO" from cult game designer Jason Rohrer
(previously: Sleep is Death
, Chain World
). It portrays a rather bleak world in which you must place traps to defend your home, family and life savings from an onslaught of burglars. At the same time, you must invade other players' homes to steal their
life savings, in order to buy more expensive traps and tools. The more money you gain, the more attractive target your home is, so you better be clever in rigging up those traps. It's fiendish, brilliant, and currently open for public alpha at 50% of the full price. Rock Paper Shotgun has some early impressions: Part 1
, Part 2
posted by naju
on Mar 13, 2013 -
Gaming made me
- RPS writer Patricia Hernandez on how Fallout 2 shaped her world view, her politics and her sexuality.
posted by Artw
on Nov 23, 2012 -
Cities in dissolution.
"It’s a game for anyone who has ever wondered what happens in the grandest house in town once the lights go out at night. It’s for anyone who has ever seen two men slumped at a hotel bar and wondered what other secrets are contained in such temporary lives. Thief is a game for anyone who has ever walked through a city at night and thought, which parts are still breathing and what does each seclusion contain."
Rockpapershotgun's Adam Smith thinks about cities.
posted by Sebmojo
on Mar 14, 2012 -
I love rules. Not following them, of course – that’s for other people. I love writing them. And since I’m the best qualified to decide how everyone else is allowed to behave, it’s only appropriate that I be in charge of everything. So it is that I have been making clear the Rules For Games, both for developers and for players...
posted by griphus
on Dec 29, 2011 -
, the most recent release from indie game designer Vic Davies (and one of Eurogamer's Games of 2009
), is a turn-based wargame in which the players, as members of Hell's aristocracy, vie for control of Satan's recently vacated throne employing diplomatic measures and demonic armies. Over the last couple of weeks the boys at Rock, Paper, Shotgun
have posted epic turn by turn battle reports
of a month-long play-by-email game undertaken by two of their own and four acquaintances, two of whom have written up their
. Without fail the accounts are full of twists and turns, blunders and screwups, conniving, back-stabbing and all sorts of bastardry that make them fine examples of game writing as well as gripping page-turners. [more inside]
posted by aldurtregi
on Jan 25, 2010 -