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23 Jan 08:32

Exploring dioramas is lovely in this spot-the-difference game

by Alice O'Connor

Two near-identical camping scenes side-by-side in a screenshot from Tiny Lands.

I’m on holiday (‘holiday’) next week, and I’ll be unwinding in part by staring at and spinning the cute wee 3D dioramas of Tiny Lands. Released today, it’s a digital version of that classic activity sheet puzzle: spotting the differences between two near-identical scenes. With your screen split down the middle, the two versions will zoom and spin and rotate in harmony while you check patterns on fish, scrutinise crowds of people, and count rocks. It’s cheap and it’s nice, and that’s enough for me.

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11 Sep 11:15

A List of Reasons Why It's Necessary for Black People to Have Conversations and Photo Ops With White Racists

by Damon Young

Goodbye.

Read more...

26 May 09:38

What are we all playing this weekend?

by Alice O'Connor

Another long weekend? What a treat! We’re off on Monday then will be back in full force on Tuesday. Bank holidays are traditionally times to visit the seaside, or sit in honking motorway queues headed towards the seaside at least, so I assume that’s what we’re all up to. But bookending that, video games, yeah?

What are you playing this weekend? Here’s what we’re clicking on!

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17 Mar 14:16

Revisiting the strangely sweet world of Little Big Adventure 2

Little big adventure 2 1

REINSTALL

Little big adventure 2 2

Reinstall invites you to join us in revisiting PC gaming days gone by. Today, Phil finds sweetness in lBa2's odd world.

I will admit, I was nervous about returning to Little Big Adventure 2 (aka Twinsen's Odyssey). For the most part, the games of my formative years have held up, but LBA2 is different: it never found its place in the PC canon. It’s a niche, cult adventure—intensely loved by a group of people who, for all I know, were equally deluded. When stripped of the comforting blanket of nostalgia, it’s probably rubbish. Right? 

Well, yes, a little bit. Little Big Adventure 2 hasn’t aged well, and some of its ideas must have been questionable even when it was released back in 1997. It’s also immediately clear why it’s beloved. It’s a slapstick adventure with lots of heart. For all the silliness and peril, there’s also a rich vein of positivity running throughout. It’s as endearing as it is unpolished. 

LBA 2’s story is a direct follow-up to its 1994 predecessor. In Little Big Adventure, protagonist Twinsen was tasked with bringing an end to the evil dictator Dr Funfrock and his army of elephant clones. He did this by journeying across the planet of Twinsun (it has two suns,) throwing a magic ball and saying, “uh... how’s it going?” to everyone he met. Just this basic overview should give some idea of the series’ eccentricities—from the nominative determinism of Twinsen being the hero of Twinsun, to the planet’s anthropomorphic population. Also, that its ruled by a man called Funfrock. It’s all very, very French. 

By the start of Little Big Adventure 2, Twinsen is established as the hero of a world that seemingly doesn’t need saving. His ceremonial tunic and magic medallion are on loan to the local museum. The intro pans through the rooms of his house, showing pictures of his previous adventure before moving through to the half-built nursery that announces the pregnancy of his girlfriend Zoe. With its serene, slow pace and haunting musical refrain, the moment is ruined only by Twinsen himself—his brash, jarring voiceover lowering the established tone. 

The English voice acting is weak—a handful of people acting out cartoonish caricatures and borderline offensive stereotypes. It gives the game a misplaced hint of those early ’90s kids variety shows. Misplaced because, despite its wacky characters and Looney Tunes enemies (one is an alien in a bin, who sticks his feet through the bottom and waddles), it doesn’t feel particularly childish. 

Little big adventure 2 3

It’s difficult to picture LBA2’s target audience, because it feels so broad. The manual has a go, explaining what developer Adeline intended. “Put simply,” it states, “we have tried to create a realistic environment in a cartoonesque style.” I’d debate ‘realistic’, but there are plenty of moments where the slapstick falls away. At the end of the first mission, Twinsen and his girlfriend walk home arm-in-arm across Citadel Island. It’s a charming little event. Rare are those games that could be described as sweet. For all the action and puzzling, LBA2 works best when it’s being nice. 

Soon after this, the aliens turn up. The opening of LBA2 is pretty sedate: your only problems are a storm and an injured flying dinosaur pet called Dino-Fly. Twinsen must clear the storm by rescuing a lighthouse keeper. It’s this that triggers the alien invasion. They espouse peace and friendship, but pretty soon the planet’s wizards and children go missing under mysterious, clearly extraterrestrial circumstances. 

One of the strangest things about the campaign is how backloaded it is. Much of the early quest revolves around collecting things and completing tasks across Citadel and Desert Island. You’re constantly hopping back and forth between the two—heading to Desert Island to find the wizard academy, to Citadel Island to fix your car, and then back to Desert Island to jump that car over a cliff (the wizards require this as a condition for joining their order, even though car tricks are not inherently magical). Twinsen travels back and forth multiple times in the first two acts, only a brief trip to the planet Zeelich breaking the monotony. 

Its UI and controls reside in that awkward ’90s stage before the rules were properly formalised.

During the second half, things become more exciting. Despite over half of the game being set on Twinsun, the alien world of the game’s final act offers many more locations. It’s a strange and eerie place—supposedly cursed by a disfigured god called Dark Monk. It exists on two levels, the islands of the planet proper, and the underside beneath monster-infested gas clouds. 

Mechanically, LBA2 is clunky. Its UI and controls reside in that awkward ’90s stage before the rules were properly formalised. There are four mood stances—not including item-specific ones—and you have to manually switch between them to do things like run, jump, sneak or fight. It’s bizarre, but I like it. It’s annoying to have to switch from Normal to Sporty mode just to jump a gap, but at the same time Adeline imbued each mode with huge personality. While idle in Sporty mode, Twinsen runs on the spot and takes short, sharp breaths. In Aggressive mode, he staggers around like a drunk who’s just soiled himself—grunting manically in a way that sounds less threatening than constipated. 

Little Big adventure 2 4

The biggest issue is the tank controls. Twinsen’s turning circle is appalling, which hurts when your primary attack is so geometric. Twinsen is armed with a magical bouncing ball, because his life is ridiculous. But aiming it in the isometric indoor levels is a nightmare. More often than not, you’ll miss your target multiple times before landing the hit. It’s easier outdoors, where LBA2 lets you recentre the camera behind Twinsen’s head, making it possible to line up jumps and attacks. 

I don’t want to focus too much on the flaws, but they’re unavoidable—and made starker by the fact that my flawed, ageing memory had it pegged as a near flawless game. At the same time, it’s clear why LBA2 is such a cult classic. It’s ridiculously charming, to the point where it’s impossible not to start enjoying yourself. I laughed out loud at the grouchy resignation of one camel I encountered. Asked where a certain building was, he replied, bluntly, with the line, “I don’t know Twinsen, I don’t live here. I was just imported.” Written down, it’s not particularly funny. But in the game, it’s hard not to get into the spirit. 

If there’s a lesson to be learned, it’s that games don’t have to be serious to be grown up. Twinsen’s second adventure is a zany, fantastical romp. It’s silly in lots of different ways. But as I guided his heavily pregnant girlfriend through a rainy, picturesque town, I realised how few games bother with such nuanced depictions of the quieter joys of life.




27 Mar 13:53

forcenturies:we’ll meet again in another life





















forcenturies:

we’ll meet again in another life

11 Mar 15:31

Ladykiller In A Bind: Hands On

by John Walker

Christine Love’s games have always existed to be the antithesis of something. And where Digital: A Love Story and Analogue: A Hate Story were an antithesis to typical visual novels, her next game, Ladykiller In A Bind [official site], is shaping up to be the antithesis to dating games. With a fascinating approach to dialogue, and a genuine desire to make you feel both turned on and uncomfortable, it’s already looking rather extraordinary.

… [visit site to read more]

20 Jun 20:23

Xenonauts hands-on preview

by Ian Birnbaum

Xenonauts Menu

Xenonauts begins quietly. Very quietly. In the pre-release build there is no objective stated and no opening cinematic, just a map of our pale blue marble half in darkness. Manipulating the time controls, I advance time until klaxons sound and a UFO appears over Ireland.

In the game, it’s the Cold War summer of 1979. On my desktop, it’s 1994 again.

Xenonauts is the fan-financed indie reimagining of the original X-COM: UFO Defense from 1994. In 2009, before XCOM: Enemy Unknown was released and before The Bureau: XCOM Declassified was announced (then delayed, then announced again), developer Goldhawk Interactive began reviving the X-COM series in spirit. The result is a tightly programmed, intense re-creation of the isometric aliens vs. humans chess match that began a beloved franchise.

Aerial Dogfight

Aerial dogfights get messy fast, but Xenonauts offers a lot of control options.

That UFO over Ireland is a small scout ship for the main alien invasion. I scramble a fighter jet to intercept and am treated to the first gameplay overhaul in Xenonauts. UFO Defense’s shooter-on-rails interception screen is now a tactical map where dogfights play in real time. The interface pauses so you can issue orders, and up to three fighters and three UFOs can tangle at once.

Xenonauts Loaded

Every mission begins the same way: arguing about who has to get out first.

I send troops to capture the downed ship. The squad, Charlie 1, consists of my starting eight soldiers, all fresh-faced and ready to go. These soldiers begin with slightly higher stats (they’re corporals instead of privates), so it’s in your best interest to keep them alive. There is, of course, the looming specter of permadeath. Raw replacements are recruited easily enough, but they’ll be as green as alien blood.

Confrontation

“What seems to be the problem, officers?”

The single biggest departure from X-COM appears at the start of the mission, and it’s a welcome upgrade: direction-based ground cover. X-COM focused entirely on line-of-sight tactics, but Xenonauts joins Enemy Unknown in employing a cover system with destructible terrain.

On arrival, the squad fans out to secure a perimeter. As my sniper takes cover behind a pine tree, he’s spotted by an alien, a lanky, pale Sectoid, that takes a shot and scampers into the fog of war. Ragged violins start to crescendo, and a familiar knot of fear forms in my gut. Charlie 1 sets off in pursuit of the Sectoid, catching up as it retreats across barren tundra. My machine gunner lays down a burst of fire, and it drops with a scream.

Combat is clean and streamlined: just follow the green lines.

It’s at this point, after first contact with hostile life forms and my first kill of the mission, that I realize that I left one of my riflemen aboard the dropship, hidden in a blind spot behind a bulkhead. Whoops.

There’s no handholding in Xenonauts, but if you know where to look, all the information you need is presented with a clean, simple interface. My eighth soldier’s time units (i.e., action points) have been going unused, and it should have been a tip-off that I left him behind. When lining up a shot on an alien, a target reticle shows the action point cost and the probability of hitting, but a green line is also drawn from the shooter to the target to confirm a clear line of sight and range. This line will also show you if you’re about to shoot your squadmate in the back or destroy a vital piece of cover.

Charlie 1 discovers the crashed UFO and steps into an ambush of sniper fire. My sniper sets up his rifle and starts raining bullets on the enemy, keeping the shooter pinned down while the rest of Charlie 1 circles around to flank. Sensing pincers moving in, the Sectoid rushes forward and is shot to pieces by three soldiers. The coast is clear. My assault troops breach the doors and find the UFO empty.

A lonely farm in the middle of the night. Feels like XCOM.

Rather than stomp through frozen forest to find the last alien ambush, Charlie 1 sets up a defensive perimeter and waits. After five turns of controlling the UFO it’s ours, and the mission ends on a victory, another departure from the last-humanoid-standing win conditions of the past. Capture-and-control emphasizes Xenonauts’ change in priorities from X-COM: it’s not about eradication, it’s about knowledge. Missions become more about securing the crashed craft and its technology than achieving a 100 percent kill rate.

Xenopedia

The Xenopedia is your source for fast exposition and great artwork.

Xenonauts is poised to deliver the improved X-COM experience fans have asked for since the original began to show its age, but I worry that it will struggle to attract new fans. By assuming that its players will be veteran X-COM fans, Goldhawk has created a self-fulfilling prophecy. Xenonauts has an online manual, but a tutorial would go a long way toward smoothing the learning curve.

If you’ve been clamoring for an HD remake of X-COM, though, this isn’t your problem. If you can play UFO Defense, you can play Xenonauts. No more running DOS boxes or low-resolution emulators to relive your original alien-hunting experiences. Xenonauts has no frills, no fancy stuff. It’s just X-COM rebuilt, with love, by fans of the original.

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