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Sonar Shock turns retro interface friction into a design strength

Sonar Shock is a reminder that some of the best game concepts or settings seem so obvious as soon as you play them.

System Shock on an unreasonably huge submarine on an equally ludicrous trip around the Northeast Passage via Cape Agulhas? With a satirical Soviet setting that isn't just "lol russia" or "I think Stalker was about machismo and gun attachments"? And a third thing that I'll get to in a minute because this intro is getting out of control? God yes.

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Doom Eternal’s Mars Core still represents the perfect use of unwelcome cutscenes

Whether or not they actually amount to anything, rumours of a new Doom have had me diving back into Doom Eternal recently. There’s at least one level in it that feels like essay-bait, so I’m obliging. The centerpiece of Mars Core - the FPS’ best level - is a comically massive superweapon called the BFG-10000. Oh, Chekov. If only you could see what we’ve done with your wisdom. The literary subtlety to gun-big-enough-to-scar-planets pipeline will eventually subsume all of pop culture, and those of us who chose to specialise writing about headshots will alternate between grins and tears from the wreckage.

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Severance’s second season has wrapped up filming, so I'm telling you to go watch the first if you haven’t yet

In Mike Judge’s 1999 cult comedy Office Space, there’s a scene where Ron Livingston’s Peter - a programmer working a tedious corporate job - visits a hypnotist. “Is there any way that you could, sorta, just zonk me out so I don’t know that I’m at work, in here,” Peter asks of the hypnotist, pointing to his head. “Could I come home and think that I’ve been fishing all day, or something?”. That’s basically the high-level concept for brilliant sci-fi comedy show Severance, right there. Not wanting to spoil any more than I absolutely have to, I’ll present you with two facts up top. 1. It features a touching queer relationship between John Turturro and Christopher Walken and 2. It’s some of the best television I’ve seen in the last few years. Throw in some Stanley Parable, Control, Gilliam’s Brazil, and some more meta undertones of general musing on gamified reward loops, and you’ve got Severance.

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Harvest Hunt gets decent mileage out of its hide and seek premise

We have been cursed with a terrible devouring monster. Each harvest, one villager must don the ceremonial, mildly magical mask, and enter the fields alone, to gather the precious life-giving ambrosia before the beast can befoul it. For five nights you must do battle, or evade its ravenous clutches.

Those of you who have known your own Devourer are surely thinking: Only five nights per year? Luxury. Harvest Hunt is good, though.

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If you happen to be a touch miffed at faceless corps, Mullet Mad Jack has the antidote

In one of the better gaming trends of the last few years, we appear to have entered a golden age for booting the crud out of doors. There’s Deathbulge of course, but also the upcoming Anger Foot, Abiotic Factor, and a load more I’m sure. There was also literally Door Kickers, but that was ages ago. Anyway, the latest game to put a hinge-disrespecting protagonist front and center is also my current obsession: the excellent Post Void/Hotline Miami-type beat, Mullet Mad Jack. It’s a very fast, very silly FPS about shooting robot billionaires that takes its aesthetic from 80’s anime and PC-98 games. I’m not sure what else you need, honestly.

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Destiny 2 is mighty lucky it has good shooting because it's impenetrable otherwise

In a twist of fate I've mentioned in some recent Destiny 2 news posts, I am fully back into Destiny. Former vidbud Liam and I used it, initially, as something we could do while catching up on life. But now? Now we're all in. Liam has created a spreadsheet of things we're ticking off to prepare for the upcoming expansion, and I think it's the perfect summation of what the game is to us: something that makes no sense at all and yet something that makes our brains hum with happiness.

And what we've found with Destiny, in all of its bloat, is that we haven't explored for a single second since our return. Everything is accomplished through menus, making it quite Starfield-esque, which is terrible… but also good. We can't make sense of it and we don't think we ever will.

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Warm, relaxing town builder Of Life and Land has some impressive sim chops

I love building games, but it's not that often that put one down and feel particularly tempted to get straight back into it again. Of Life And Land is one of those, but thankfully not so much so that it threatens to consume my every waking moment.

It quietly does several things in a modest little way, that are all the more impressive for its lack of fanfare. The core one though, is that it takes the kind of simulationist foundation normally reserved for the punishing Dwarf Fortress derivatives or gnarly logistics games, and builds on them an approachable, gentle, even philosophical game instead. In a word: it's lovely.

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Biomorph is one the best of its genre, of 2024, and maybe all time

There are exactly one million metroidy rogueishy action platform games and that is okay. There's no such thing as too many of an entertaining thing in a world with, god I dunno, at least thousand humans in? Maybe more? Who knows.

They are rarely my thing, though. I try more than I really want to, for you, and games like Biomorph give me the energy to keep going through the many that leave me indifferent. This isn't one of my grudging admissions that a subgenre isn't all bad; it's a game that I can't even think of a way to complain about.

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For two years, Kento Momota had the best game in the world

Last week, I watched one of my favourite badminton players Kento Momota play his final match. As he stepped off court for the last time, I found myself welling up. He doesn't know me - of course he doesn't - and I don't know him. But for ten years I'd watch him at every opportunity and see him grow into one of the all-time greats. For me, his retirement wasn't only devastating in the sense he was a great ambassador for the sport: a positive soul, a good speaker, a hard worker. No, it also spelled the end of us being able to witness something impossible to replicate, a 'game' of badminton uniquely his. And for a magical two years, he had the best game in the world.

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I need someone to make a video game for me, specifically, about prioritising my pile of unread books

Like with getting fancy polyhedral dice sets full of all glitter and wool, buying and owning are two different hobbies when it comes to books. I think this has gotten worse (if that's the word?) with the increasingly popularity of BookTok, the book-centric community on TikTok. It's really mobilised young people towards reading (which is good) but in some cases drives a consumption for consumption's sake approach, where one must have read new books to talk about, one must take no breaths between reading, and one must read an astonishing number of books in the smallest amount of time possible (which I think is bad).

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Oh no, I accidentally got really into Helldivers 2

Regular Nic Reuben enjoyers, should such people exist, will remember I wrote a supporter post a few weeks back about wanting to spread my personal gaming fun time out among new and exciting games. And by ‘spread it out’ I mean maybe play 15% less Total Warhammer. As is often the way of things, I followed what I thought was prudent advice, and now there are bugs everywhere. Big bugs. Also, robots. Helldivers 2, it turns out, is really quite excellent. Who woulda thunk! Everyone else. Everyone else woulda thunk.

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I have been texting my Classicist brother about Hades II and he's just enjoying it like a normal person

My older brother (as opposed to "big"; my younger brother is my big brother, because he's built like the kind of hearty giant in a JRPG who laughs a lot and carries an anchor as a weapon, while my older brother is a loathsome scribbling wizard like myself) is a gamer in a very normal sense. He was way more online when he was younger, and is the one who got me into the games of Lucasfilm, Troika and Blizzard, but these days he plays the games he likes a lot and does not read specialist websites that tell him why he shouldn't like them. He used to play loads of League Of Legends, but the game he was most into more recently was Hades. This is because he studied Classics.

I won't tell you how many years its been since he was at university, but for many years - and still sort of now, to be honest - "liking Apollo" was a key part of his personality. It's interesting, therefore, to text him about Hades 2. Partly because he wasn't even aware it was happening.

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From Glory To Goo is full of loveably horrible little glurbs

It's not, strictly speaking, a goo. From Glory To Goo's enemy isn't a sinister gunge, but that minor disappointment didn't last long.

Its monsters are individual, blobby little (mostly) purple nasties, but they act as a flood anyway, taking great exception to your base and the resources it pipes back and forth (much like in Creeper World), but coming mostly in waves like They Are Billions. But the thing with FGTG is that there's always a little bit more to deal with than you think.

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It should be a sin to sleep on lysergic black comedy INDIKA

Indika is a good game about a good nun, and I’ll talk about why in a sec, but first - a complaint. ‘Low’, ‘Medium’, or ‘Ultra’ graphics settings? Really, Indika? Where is 'High'? Where’s it gone, eh? This isn’t cute when Papa John's do it, and it’s not cute now. You’re lucky you’re an extremely interesting game, Indika. Let’s talk about that instead.

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Pools as a liminal space isn't scary, it's how impractical it all is

I gave that Pools game a go recently - you know, the first-person traipse through some liminal spaces that happen to be pool themed. At one point it was trending on Steam and since then it's garnered loads of positive reviews, with people saying it's unsettling and drips with atmosphere. Reader, I do think it's quite atmospheric, but I do not think it's all that unsettling. If anything, I find it a bit dull, in a way that's semi-frustrating. Am I missing the liminal space-liker bit of the brain a lot of people have? Am I an anomaly here?

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I want to tell you more about my favourite weird aquarium game, but it has trapped me in my dad's basement

A couple of weeks ago I told you about an aquarium-having simulator that is as detailed as it is janky. I was charmed by Aquarist and it's basic-asset using weirdness, and I intended to write a lot more about it. But our adventures in fish keeping are stalled because, well, when something is adorably janky it might turn out that the jank gets in the way of you progressing or playing the game. In the real world, a bug stops me progressing past a very early point of the story. In the world of the game, my father has locked me in his fish basment and will not let me leave.

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Unpacking the cursed digital object that is Steam’s clown reaction emoji

I don’t want to strike sweaty terror into anyone’s gentle hearts here, but I’m beginning to suspect lately that the friendly clown emojis I keep seeing as reactions to Steam user reviews aren’t actually a colorful kudos to the writer for being a chucklesome and whimsical individual. I’m starting to fear, actually, that this one icon of a behatted japester may have been widely adopted as an oddly hostile way to single out dissenting opinions, rapidly accelerating the Steam reviews’ grisly metamorphosis into something that more resembles a clout-farming social app than anything with pretensions towards facilitating helpfulness or self expression.

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Piecing It Together gave me a timely little island of calm

It's been a while since I snuck my diary into a column, huh?

Long-term readers might have discerned that I haven't been well for a very long time. I have various ailments, of which we all suffer, and it turns out that a mere five years of clinging on by your fingernails sometimes leads to some actual treatment for... all of them. Wild.

So while there've been a lot of interesting looking games in the shortlist lately, these last few weeks have been entirely too interesting for me personally. Piecing It Together is nothing more or less than 3D jigsaw puzzles. I've never even liked jigsaws, but it turns out that was exactly the kind of game I needed.

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What are ‘solvable’ games, and is being solvable a bad thing?

While trying to keep vaguely up on both games discourse and terminology over long periods of time, I frequently find myself noticing terms enter common usage, get used a bunch, then fall out of favour again. I think this is partly because games discourse is cyclical, and partly because writing and talking about the same things a lot means that when a neater phrase for something complicated pops up, it gets assimilated quickly. Mostly, though, I think it’s because of my brain doing the thing where, say, you notice a yellow car on a walk and then see dozens of them. I was going to write a car make there but I don’t know any. Uh, (looks at monitor), Asus? Do Asus do cars? The 1994 Asus Gremlin. What a ride!

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An action platformer about getting an eye back from ants affirms my belief that games need a Ronseal approach to their titles

I sometimes struggle with what to write about for supporter posts (a contender this week was "why does Fallout the TV show insist Walton Goggins' character is from California when he talks like Foghorn Leghorn?"). And then we got an email about a game called Ants Took My Eyeball and I was like "Man, games need good names more often." I played the Steam demo for Ants Took My Eyeball (which is a 2D action roguelite where you go into an anthill to fight ants, who took your eyeball) and I very much liked the design, weapons and idea, but not the controls so much. Not my cup of tea, but have a go of the demo. But you know what got me to play an action platformer roguelite when those games aren't really my cup of tea? That godamn name is what!

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Carpathian Night Starring Bela Lugosi takes Castlevania back to basics

"Very little Bela Lugosi" is not a criticism I ever expected to level at a game. It's not entirely unexpected considering he's dead, but I'm still grumbling at you, Carpathian Night Starring Bela Lugosi.

It is, as it appears, an unabashed homage to Castlevania, but with none of the -vania, making it much more like the original (or the game boy ones, and possibly a few others in the series I don't know about): a straightforward, linear platform game about whipping monsters and not stepping on spikes. Ten a penny, right? But CNSBL captures it so well that it had me looking up old game boy tunes it vaguely reminded me of.

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Fantasy games have a weird relationship with regional British accents

Nationalism is obviously weepingly dull, even when it’s not being genuinely harmful, but the UK does have a few special things you can’t get anywhere else. Nik Naks, for example - the only crisp without at least one inferior flavor in the multipack. If I’m even vaguely patriotic about anything, though, it’s the sort of colloquial variety for such a comparatively tiny landmass that means you can drive an hour in any direction and get in a guaranteed fistfight with a stranger over what one of these is called*:

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Minami Lane's management is simple but still gently compelling

I like a good management game, but my definition of "good" often includes words like "detailed", "complex", or "dangerously all-consuming". That doesn't mean, though, that I don't appreciate something light and simple now and then. In fact, Minami Lane might barely qualify as a management game by some standards.

There's no real pressure, no chance of failure, and its limit of a handful of levels lasting perhaps three or four hours just about taps it out. But sometimes such limitations are intentional, and exactly what you want from a game.

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The upcoming horsegirl sim fundamentally misunderstands the point of a horsegirl sim

Readers with good memories may recall that I was delighted to see Games Incubator and PlayWay moving away from "cleaning abandoned industrial buildings" and towards "magical pets" in their sim games, when they revealed My Horse: Bonded Spirits. I played the prologue to the game today (which is about 40 minutes long) and discovered that you have to level up your horse before you can gallop. Sir: no.

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Sewer levels have always been the worst, but Star Wars: Dark Forces Remaster's one is an all-time stinker

I come to you with an important question today, readers. Has there ever been an actually good sewer level in a video game before? I propose to you that there has not. Sewer levels are the worst. They have always been the worst, and will always be the worst. There is no redeeming feature that can make sewer levels good, fun or enjoyable, and I come to you today saying they must stop. No more sewer levels, developers. Please. I beg you. Especially you, Star Wars: Dark Forces Remaster. You're the chief offender in this whole mess, and both my nostrils and my sanity simply cannot take it anymore.

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To survive Skull And Bones, pair it with Catfish

I don't think I've fully recovered from my time with Skull And Bones, having suffered tremendously as a result of the review. There might be fun in some of its slower moments, but some of the generally positive, "It's actually quite a good game!" takes that I've seen honestly baffle me. The game is a series of long, annoying journeys, during which the most fun I had was turning my head to watch Catfish on my other monitor. MTV's show about people getting duped online was the perfect sailing companion, and perhaps, one of the only reasons I survived my brush with the live service seas.

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Pitch: the big IP holders should license them cheaply, so people can make loads of weird fanfic games

Last night I dreamt I had to review a Dragon Age DLC. I reviewed it poorly. I thought that it should not have been marketed as main game DLC instalment when it pivoted to being a magical girl dating sim. This serves to show how unrealistic dreams can be; in my waking hours I am, of course, of the clear-eyed awareness that a magical girl dating sim is entirely in-keeping with the rest of the Dragon Age oeuvre.

I'm worried about Dragon Age. I'm worried that so much cost has been sunk, team members changed and redrafting did that it'll end up kind of a mess. But that's the pessimism talking. What I'd like to propose is that all the big game companies have a crack at something similar to Amazon's (hiliarious and abortive) attempt to officially license fan fiction, which was called Kindle Worlds.

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I have so much respect for the honest simplicity of C.A.R.D.S RPG's game title

I know this sort of thing has been said before around these parts, but in scanning through the endless reams of Steam Next Fest demos earlier this month and trying to work out what these games are and whether they're worth downloading, I truly believe it's a sentiment that's worth repeating. When I first saw the name C.A.R.D.S RPG: The Misty Battlefield appear on the Next Fest landing page, I instantly thought, 'Yes, here we go, now we're talking'.

Well, my first thought was actually, 'Gee, if only there was an easy way to know what this game's about based on just the title alone,' but that's just me being facetious. Ultimately, I have a lot of respect for this kind of naming convention, and the fact it's also being made by the Octopath Traveler developers Acquire is really just the icing on the cake.

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Graven is a novel mash-up of FPS, RPG and immersive sim, but only sort of works

I'm not sure exactly what I was expecting from Graven, but it still feels like it wasn't quite what I expected. That's both good and bad. It has the look of a 90s throwback FPS, the cool atmosphere and action RPG (barely RPG, really, restricted to which weapons you upgrade) combat of something from the 2000s like Rune or Dark Messiah, with a hint of a modern immersive sim. There is, I think, a better game to be made with those parts in a different arrangement. This one is only kinda good.

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I don't hate generative AI, I just hate that it's "The Future"

I've been looking back over my news pieces about artificial intelligence tools, generative image software and/or large language models and reflecting that what I really distrust about "AI" is the fact that AI is "the future". Saying that X thing is the future is de rigueur for technology marketing. It's something you hear repeatedly from videogames companies in particular, with their sequels and console generations and other chronological fixtures that form an endless staircase towards The New.

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If you're enjoying Cobalt Core, you should play Sunshine Heavy Industries

I promise I'm not trying to turn RPS into a Soggins the Frog fansite, but... If you have a) been enjoying Cobalt Core as part of RPS Game Club this month, and b) especially like it when Soggins turns up with his ship of malfunctioning missile launchers, then I implore you to make Sunshine Heavy Industries your next port of call in your Steam library. It's what the Cobalt Core devs Rocket Rat Games made first, and you can immediately see a lot of shared DNA between the two games - not least its chunky, charming pixel visuals and some crossover between its cast of characters - including our pal Soggins.

It is, I should stress, a very different game to Cobalt Core - it's a sandboxy spaceship builder with zero combat involved, for starters - but I've been playing it again this week ahead of some other Game Club-themed articles I've got cooking, and I've been having a lovely time with it. Not least because I get to spend more time with Soggins the very smug frog, all while listening to even more excellent chill tunes from Cobalt Core composer Aaron Cherof.

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Can we use tracking tech for good? (aka: a game automatically knowing if I've forgotten the controls?)

Tracking technology isn't perfect. Actually, that's an understatement. Tracking technology has many pitfalls, including how Google Maps can be accidentally used to track people, and the fact that if you systematically turn off cookies, your internet browsing experience becomes increasingly bizarre. I am offered adverts for afro hair care products and huge bags of puppy kibble, because the algorithms no longer have any idea who I am or how many small dogs I have. And yet.

Surely this technology has reached the point where, if I open a game for the first time in several weeks, it should be able to tell I haven't played for a long time, and ask if I would like a small refresher of the controls.

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Islands Of The Caliph is a colourful and cleverly condensed griddy RPG

I have never enjoyed those grid-based dungeon-crawling games. I dislike the very notion of dungeon-crawling in general, frankly, but the awkward juddery squareskipping rat-toucher games have always left me absolutely cold.

You will be shocked and aroused to learn that I preface with all this just so I can make an exception of Islands Of The Caliph. Does this mean she's becoming more open minded, or just that she's found a way to gripe and complain even within a recommendation? Who can say, readers.

What I can say is that I don't merely hate it less than its genremates. I think it's a bloody great little RPG, full of charm and detail that never drags it down.

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Helldivers 2's always-on friendly fire makes for excellent playground humour

When it comes to co-op shooters and most other multiplayer games, it's often the case that friendly fire is switched off by default or there are endless systems in place to make it a punishable offence. In Helldivers 2 it isn't actively encouraged, nor is it punished. Accidentally vaporising your teammate with an air strike is all a part of the campaign for democracy and freedom, a hilarious byproduct of human error. I gushed about it in my review, and cheery RPS fanzine PC Gamer wrote up a quick piece on the specific ways it eeks out silliness.

But comedy isn't just accidental in Helldivers 2, oh no. I think it encourages playground behaviour of the worst order: smacking your mates into things.

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If FF7 Remake is about saving the original from being an uncool 'dad game', what does that say about the modern day remake machine?

My excitement for Final Fantasy VII Rebirth went into overdrive this week. Not only did we get 20 more minutes of its gorgeous open worlds, mini-games and story nuggets to gawp over this week thanks to Sony's dedicated State Of Play stream for it, but the internet has also been awash with previews, interviews and all sorts of other Final Fantasy-shaped goodies. Honestly, it's like a second Christmas for me over here at the moment, it's great.

But one thing that really stuck out to me this week was a comment made by series producer Yoshinori Kitase in an interview with our friends at Eurogamer. When they asked him why remake Final Fantasy 7 at all, his response hit me much harder than I was expecting. He said that the original FF7 is "probably going to be always that game my dad played, and I don't want it to be that." Aside from making me crumble to dust with irrelevancy, this really got me thinking about older games, the way we play them now, and just what role remakes and remasters have in today's PC gaming landscape. So come and feel incredibly old with me as I try and get my (very jumbled and loosely-related) thoughts in order.

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