In most games, the permanent death of a player character is a big deal, a matter of pomp, circumstance, and occasionally people arguing on forums for decades about how to get her back. In Niche, I watched the progenitor of my entire species drop dead after a few minutes of play. One second he was happy and healthy, witnessing the birth of his third child. The next, he was a pile of bones.
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Heat Signature's clock is ticking. Ten seconds until I get detected in an enemy spaceship, and I haven't even assassinated my target. Finally, I find them. It's over in one cruel slice of my long blade, but the timer is still counting down, and the ship is a labyrinthine hulk.
I run. I see a hull or a space window or something — it's all so frantic — and I leap for it. Puny and impotent, I soar out into the vastness of space. I have seconds to pilot my own spacecraft to catch me before I suffocate. I pull it off, but just barely. It's only then that I realise I'm out of breath in real life, too.
Ubisoft Reflections, the studio behind Grow Home and Grow Up, continues its growth spurt with the release of Atomega on Steam. It's a blocky competitive first-person shooter in which players battle over mass, attempting to out-grow and overpower the competition. It's a cool little game that could use some serious expansion.
It's not easy being a giant robot with a body better suited to destroying planets than saving them, especially not when people react to your noble, monster-vaporizing efforts with bullets and lasers of their own. Jettomero, though, doesn't really mind. He just wants to make sure everybody's alright.
It's 5:30, and I realise in half an hour I'll be slammed with customers. Before they all get here I need to unclog the toilets, take out the rubbish, refill the drink machine and prep the hot dogs and pretzels. Before I get a chance, someone orders some nachos. Cook Serve Delicious 2 barely leaves me with time to breathe, and I love it.
Back in the dial-up days, when it came to taking out Ts and CTs, you made do with an IBM Model M keyboard and Honeywell disc mouse. Over the last decade or so, peripherals that glow like psychedelic double-rainbows and sound like 50-cal. machine guns are all the rage. And the settings you can tweak — DPI, mouse sensitivity, USB rate... being a pro Counter-Strike player requires tuning your gadgets and now you can benefit from their knowledge.
Boss Key Productions, headed by former Epic designer Cliff Bleszinski, has no plans to abandon LawBreakers any time soon. The developer's entry into the fast-growing collection of shooters aimed at the esports market had a solid launch, but despite a well-crafted product, has failed to sustain a healthy playerbase. Speaking with GameSpot, Bleszinski admitted that numbers could be better and is now embracing a slow-burn approach to build things up.
Just like I didn't really think Homestuck would return after its first year-long break, I never really believed that Hiveswap, the game Kickstarted by the Homestuck team, would ever see the light of day. But now, Hiveswap: Act 1 has been released. It's incredible that it exists, but more than that, it is a phenomenal, heartfelt game.
I'm fighting a losing battle. Again. One of the last steps between me and freedom from a magical prison island, a weird flesh-obsessed magister named Kniles the Flenser, has me woefully outgunned. Divinity: Original Sin 2's combat ruthlessly punishes the unprepared, and I basically went into the game blind.
A few days ago, the developers of the physics-based battle game Beast Battle Simulator introduced a new beast: Sharks. These sharks don't need any water — they skitter across the land at a slow pace, and launch themselves at their opponents. Like their real life counterparts, they fight with their teeth and jaws. YouTubers have been putting these qualities to the test through epic, ultra-violent shark battles.