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  • ✇Eurogamer.net
  • One Minute to Close is a stealthy twist on a familiar retail nightmareHenry Stockdale
    Customer service jobs in supermarkets feel like a rite of passage in the UK. They offer an instructive and character-shaping congregation of work-placed nightmares. Whether it's the repeat shoplifters with odd nicknames, chancers who believe the warehouse should have every out-of-stock item available within seconds, or just the complainers unhappy that you've had the audacity to run out of ready-peeled quail eggs (that actually happened) we all have retail horror stories that linger in the mind
     

One Minute to Close is a stealthy twist on a familiar retail nightmare

14. Květen 2024 v 11:23

Customer service jobs in supermarkets feel like a rite of passage in the UK. They offer an instructive and character-shaping congregation of work-placed nightmares. Whether it's the repeat shoplifters with odd nicknames, chancers who believe the warehouse should have every out-of-stock item available within seconds, or just the complainers unhappy that you've had the audacity to run out of ready-peeled quail eggs (that actually happened) we all have retail horror stories that linger in the mind long after other, more obviously important events, have faded. No wonder then, that upon finding the game One Minute to Close at WASD 2024, memories of working at a Waitrose in my student days immediately came flooding back.

SleepySwan Studios has chosen to explore the particular retail pain of customers who choose to show up right before closing. It's a common cruelty no matter which slice of the industry you work in. When you've had a long day stacking shelves or manning checkouts and the end is finally in sight, you just want to go home. "I only need a couple of things," you hear these people say while they wander aimlessly and delay your escape. The horror. Well, consider this payback, I guess. One Minute to Close doesn't just put you in the shoes of that dreaded late-night customer, it adds an inventive twist by turning the whole experience into a sandbox stealth mission.

Seriously. The game tasks you with finding six random items, giving you one real-time minute to search the store for everything you need. Grab a trolley and begin your late-night shopping: for those sixty seconds you can explore with total freedom. But when that time's up, the lights go out. You must then sneak towards the self-checkout after finding all six items, pay, and leave the building safely. It's easier said than done when your trolley's squeaking wheels clearly need some oil, and when the security guards roaming the aisles with flashlights are on high alert.

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  • ✇Eurogamer.net
  • How The Collage Atlas' creator drew a pen-and-ink world into life over four yearsHenry Stockdale
    Few games have left such an immediate impression on me as The Collage Atlas. Here are anchors dropping from a white sky, razor-thin keys opening butterfly locks, and books swarming in the wakes of ships as if they were murmurations of starlings. Brought to life with a hand-drawn pen-and-ink aesthetic, the game's calm spaces and wealth of illustrative detail work together to encourage self-reflection. Having immersed myself in the game over the last few weeks, I wanted to know more. That's why I
     

How The Collage Atlas' creator drew a pen-and-ink world into life over four years

28. Duben 2024 v 11:00

Few games have left such an immediate impression on me as The Collage Atlas. Here are anchors dropping from a white sky, razor-thin keys opening butterfly locks, and books swarming in the wakes of ships as if they were murmurations of starlings. Brought to life with a hand-drawn pen-and-ink aesthetic, the game's calm spaces and wealth of illustrative detail work together to encourage self-reflection. Having immersed myself in the game over the last few weeks, I wanted to know more. That's why I find myself talking to its solo developer, John Evelyn. He's the man who built this game and literally drew it into life.

It took Evelyn four and a half years to create The Collage Atlas. He tells me it began as a picture book designed to help people through difficult times - a picture book that would have worked alongside a companion app. "I initially assumed that the best way to talk about the things I want to discuss would be through a picture book," he explains. But the medium was always secondary to the message he wished to convey.

"I wanted to explore the idea that when life becomes particularly challenging - perhaps we go through traumatic events or things completely out of our hands. We start to feel that our sense of agency is somewhat undermined." Evelyn pauses here. "That we don't have meaningful authorship over our own lives. That's something that I and many other people have experienced."

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Level Zero: Extraction Hands-On Preview: Mixing Tarkov and Alien Isolation Beautifully

21. Únor 2024 v 18:00
What we fear in the shadows.

Level Zero: Extraction is no longer the game we first saw in 2022, but that's certainly not a bad thing. Previously announced as an asymmetric multiplayer survival horror game, developer DogHowl Games has given Level Zero a unique direction shift that blends those horror elements with an extraction shooter. Directly …

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