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  • ✇Rock, Paper, Shotgun
  • Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?Brendan Caldwell
    No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different.
     

Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?

12. Červen 2024 v 15:00

No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.

Read more

Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?

No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.

Read more

  • ✇Eurogamer.net
  • Citizen Sleeper 2 dated for early 2025, also coming to PS5 and SwitchKatharine Castle
    Citizen Sleeper 2 is coming in early 2025, publishers Fellow Traveller have announced, and it's also going to be releasing on PlayStation 5 and Switch alongside the already confirmed Xbox Series S/X, Game Pass and PC versions. Unveiled at tonight's PC Gaming Show during its first proper gameplay trailer, Citizen Sleeper 2 will see you wake up in the body of a brand-new Sleeper android who's fighting for survival out on the Starward Belt on the edge of the Helion System. We've known for a while
     

Citizen Sleeper 2 dated for early 2025, also coming to PS5 and Switch

10. Červen 2024 v 00:00

Citizen Sleeper 2 is coming in early 2025, publishers Fellow Traveller have announced, and it's also going to be releasing on PlayStation 5 and Switch alongside the already confirmed Xbox Series S/X, Game Pass and PC versions.

Unveiled at tonight's PC Gaming Show during its first proper gameplay trailer, Citizen Sleeper 2 will see you wake up in the body of a brand-new Sleeper android who's fighting for survival out on the Starward Belt on the edge of the Helion System. We've known for a while that Citizen Sleeper 2 is going to be a much bigger game than the original, but tonight's trailer gave us a taste of just how large the Belt actually is, as it will have its own navigable map screen, along with lots of different space ports and unique locations to visit along the way.

We also get to see some of the characters we'll be meeting when we get there. Unlike the first game, though, they'll be joining your crew as valuable team mates here, and will live alongside you in your ship as you travel between locations. You'll also be able to draw on their unique skills and character traits when taking on big contract jobs, too, as each crew member you recruit will have their own set of dice rolls to use to help you complete tasks and get the job done.

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  • ✇Eurogamer.net
  • Star Wars: Battlefront 2 free with Prime Gaming for June 2024Corinna Burton
    Amazon has unveiled its Prime Gaming lineup for June, along with the usual monthly bonuses for Prime members.This month's collection features seven free titles that Prime members can download and keep forever. The most popular of which is Star Wars Battlefront 2, supported by six indie titles including Genesis Noir and Mythforce.The full list of free games with Prime in June will include: Read more
     

Star Wars: Battlefront 2 free with Prime Gaming for June 2024

29. Květen 2024 v 17:44

Amazon has unveiled its Prime Gaming lineup for June, along with the usual monthly bonuses for Prime members.

This month's collection features seven free titles that Prime members can download and keep forever. The most popular of which is Star Wars Battlefront 2, supported by six indie titles including Genesis Noir and Mythforce.

The full list of free games with Prime in June will include:

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

  • ✇Eurogamer.net
  • 1000xResist review - a deeply personal exploration of diaspora politics and psychologyAlexis Ong
    Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a mono
     

1000xResist review - a deeply personal exploration of diaspora politics and psychology

10. Květen 2024 v 12:40

Making sense of diaspora politics, regardless of culture and country involved, is a singularly painful dance with no fixed steps and no finale. It is a landscape littered with well-intentioned armchair warriors, white people, privileged expats, weird nationalists, and foetid trolls; everyone disagrees almost all of the time, with some blessed exceptions that bring people around the world together to ridicule a clown. Diaspora discourse might involve the fraying borders of a motherland or a monoculture, authenticity, racism, accents and code-switching, and dozens of other things that remain wholly untranslatable to an outside party. The psychology at play is a weird chimaera that can never be accurately captured in codified language of research and focus groups; the very idea of applying "accuracy" and objectivity to its study is a joke. It is also not the same repeated anecdote about white kids making fun of a stinky homemade lunch at school – friends, let's move past this as the core signifier of marginalised childhood. But it is always a mess, because the diaspora is chaotic by nature and necessity.

Sunset Visitor's speculative fiction adventure 1000xResist knows the fractal intensity of this mess well – so well that the game does an almost sociopathic job at mirroring the exhaustive cycles and repetition that define this world. At times it gets a little too solipsistic – understandable, given that the main premise is about clones facing the burden of existence – and at times I have to walk away because I'm just so damn tired. But it's also an extraordinary piece of work – one that places diasporic trauma front and centre in all its ugly glory.

This is a story that traces the echoes of Hong Kong's Umbrella Revolution, which left a city-sized wound that hasn't yet closed or been allowed to scar with dignity. And as much as certain audiences might want to frame 1000xResist as a neat one-dimensional exploration of queerness, there is so, so much more to it than that. There is nothing especially unique about its structure or core concept – the difficult process of a character finding the man behind the curtain – and I certainly would not describe it as "the first game of its kind." What makes it so jarring and so open to these claims is the fact that it is simply not a game made for the white gaze, and I think that's beautiful.

Read more

What's on your bookshelf?: Citizen Sleeper's Gareth Damian Martin

Hello reader who is also a reader, and welcome to Booked For The Week - our new Sunday feature where we ask a selection of cool industry folks questions about books! You know books, right? They're a bit like RPS articles, but heavier and smell a bit nicer. This week, it's Citizen Sleeper and In Other Waters' creator Gareth Damian Martin! Cheers Gareth! Mind if we have a nose at your bookshelf?

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How Times & Galaxy Turns Journalism into a Game Mechanic

Times & Galaxy Hero

How Times & Galaxy Turns Journalism into a Game Mechanic

Summary

  • Times & Galaxy’s unique Build-A-Story feature lets players tell the story how they see it.
  • Copychaser Games’ Creative Director shares how his past as a crime reporter shaped the game’s approach to journalism.
  • Times & Galaxy is coming to Xbox in mid-2024.

Ever wanted to experience the rush of breaking news? In Times & Galaxy, you’ll chase down scoops as the newest robo-intern of a trusted holopaper. Your assignments might initially seem less than glamorous, like intersolar cat shows and underground dirt fairs—you are an intern, after all. But what, and how, you report is up to you: by picking your way through branching conversations and exploring each level, you’ll discover hidden information, new sources and surprising quotes, allowing you to craft your story your way through the game’s unique Build-A-Story feature.

“Branching conversations are the bread and butter of a lot of larger Western RPGs, and they are, in many ways, what you do as a reporter doing an interview,” Copychaser Games Creative Director Ben Gelinas explains. “You have to decide what to ask, and how to ask it to get the information you need.”

Times & Galaxy Screenshot

Gelinas knows that from experience: before he began writing for games—with credits on Dragon Age: Inquisition, Mass Effect 3, and Control, among other titles—Gelinas was working as a crime reporter for a daily newspaper in Canada. Drawing on his past career offered new opportunities for well-established conversation systems.

“In Times & Galaxy, we’ve turned information into a collectible,” he adds, “which excited me from a narrative standpoint. It’s always so tricky to combine narrative elements with gameplay.”

The Build-A-Story feature breaks each story down into five parts: headline, lede, nut graf (a summarizing, ‘in a nutshell’ paragraph), key quote, and color context. Your options for each will expand as you pull quotes from conversations and scour levels for context and clues. Depending on how you frame what you’ve discovered, your story can turn out sensational, informational, or “alien” interest—each with lasting consequences for your paper’s reputation and readership.

Gelinas notes that it’s not so much about finding the “right” answer as it is deciding how best to present what you find.

“I didn’t want to do a binary,” he says. “I didn’t want to do ‘good’ or ‘bad’. Having three extremes makes things more complicated. And these are all pulled from types of journalism that people do in the real world.”

Times & Galaxy Screenshot

In his reporter days, Gelinas noticed how different newspapers, covering the same story, would produce very different takes on the same thing.

“We were all reporters doing our jobs,” Gelinas notes. “But the result was different depending on who was reporting and the overarching goals of the newspaper.”

So when it came time to gamify journalism in Times & Galaxy, Gelinas built his narrative team mostly out of former and current journalists, with histories in alt-weeklies and student journalism, to lend their lived experience with the craft—and to help shape the 100-plus memorable characters that populate the game, both on and off the news ship.

Times & Galaxy Screenshot

“For whatever reason, journalism attracted, and still continues to attract, some of the most interesting people you’ll ever meet,” Gelinas says. “I wanted Times & Galaxy to reflect that: I wanted to fill it with very memorable weirdos… ​​And then you get to join them and decide what kind of weirdo you are.”

Times & Galaxy will come to Xbox One and Xbox Series X/S in 2024.

The post How Times & Galaxy Turns Journalism into a Game Mechanic appeared first on Xbox Wire.

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