Rock, Paper, Shotgun's Scores

  • Games
For 0 reviews, this publication has graded:
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  • 0% same as the average critic
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On average, this publication grades 0 points higher than other critics. (0-100 point scale)
Average Game review score: 0
Score distribution:
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  2. Mixed: 0 out of
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1 game reviews
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    The game is in desperate need of a beefier crafting and construction list, certainly, but more than that it needs to find its purpose, or a hook of any kind. There’s nothing to latch onto, and no moment where everything clicks and it becomes clear where the game is heading. [Premature Evaluation]
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    It’s an exceptional space sim that’s happy to let you just while away the years, smuggling spice and getting into bar fights, all while this elaborate and galaxy-shaking space opera plays out behind you. It’s shining a spotlight on the Bossks of the universe, sort of just getting on with their job and sometimes being tangentially related to important stuff. [Bestest Bests]
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    The beginning is still as fun as a kick in the shin, but after that it just becomes a wondrous playground, and perhaps most crucially in light of the misery that is modern open world racers, one that just lets you get on with it. And now it’s slightly prettier, and runs in a window! Hurrah!
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    Classical education standards aside, this is certainly a mixed bag, but a very interesting one, and I’m certainly very pleased to have played it. If they could have ditched the dullest puzzles for more of the smartest, and had that jump feel a little less awkward, I think it would have shone. But it still glimmers rather nicely, and for a price that makes it worth it.
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    It’s awful. Colossally awful.
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    Lethal League Blaze doesn’t flip over the table, but it’s an extremely confident sequel that improves on just about every part of its predecessor. [RPS Bestest Bests]
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    The strength of its new dinos will pull me back now and again, if only to float around aimlessly on my favourite Gasbag. But as the last of the planned expansions for Ark, Extinction is far from the swan song that I was hoping for.
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    If you never did on mobile, then this is an exquisite puzzle game to play on PC, and only a fiver for the honour.
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    It has its moments. Stumbling on other survivors is a thrill, but in reality those encounters rarely lead anywhere interesting. DayZ is an anecdote-generator, but the odds are you’ll need to feed it more hours of your life than they’re worth.
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    Had I not winced and winced at the writing, I’d have enjoyed the aimless process of clicking through it all.
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    I’d love to have played a game that tried to explore that rocky landscape, with some nuance, some introspection, and most of all, with some humility. This is not that game.
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    I love the presentation, I love the conceit, but ultimately this is just a cleverly disguised badly designed point-and-click adventure. Hell, this is a game where you get moon rock by looking at the moon through binoculars. Come on.
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    Nowhere near as odd or quirky as its trailers suggested it could be, and offering no surprises, it’s fun is over in the first few minutes. Bums.
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    For less than a couple of quid, this is well worth it. Randomly generated puzzles, so you won’t run out, plenty of options, and that bonkers triangle mode for a real head-scratcher.
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    My other thought is that it really needs a system for fainting out a number when it has the correct number of bombs marked – that would make the puzzles a lot cleaner to solve.
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    As it is, it’s a calm, gentle game, with intermittent moments of brilliance. Apart from that bloody descending number thing.
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    Accompanied by pleasant ambient music, and some deeper depths of complexity I wasn’t expecting, I’ve had a very pleasant time mucking about with Vignettes. Which is its absolute purpose. It’s a toy, but a detailed one, and one that belies interesting complexity.
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    It’s Winter is very specifically about nothingness – by which I mean, though its blood is rich with walking simulator platelets, it is not about dreamy escapism, but rather about feeling purposeless, even trapped, by one’s situation. We all know the feeling: that certain kind of boredom, where it’s not that there’s nothing to do, but rather that everything feels futile.
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    Photographs is a very novel experience (well, a very short story experience, fnarr), lovingly crafted, if not fully composed. I don’t love it as a puzzle game, but it’s a vignette of vignettes, and I like it for that.
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    Thea 2 is interesting in a ‘may you live in interesting times’ sense. An imperfect thing that I can’t help but feel affectionate towards.
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    SteamWorld Quest isn’t going to be the next Slay the Spire, and to be honest, die hard Spire-ites will probably find its one-and-done story a bit, well, restricting. But for card novices (which I count myself one of), it’s still a real charmer, no matter how sluggish it might get in those early hours. There’s so much heart in Image & Form’s games, and SteamWorld Quest is no exception.
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    It is a fine game, but it has already served its purpose: it entertained me for roughly as many minutes as it cost in pennies, and it left me refreshed and ready to play some longer games.
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    I can’t say Dunderlords excites me anymore. It’s too dynamic to feel dry, but I do find myself in the same situations, and aiming for the same compilations. Playing now is about tweaking well-trodden paths rather than forging new ones, but that’s OK. We’re in a good place, Dunderlords and I. We’re comfortable, though you’d never have caught me using that word when I started.
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    It’s fun. It’s tremendous fun, and while I was hoping for more room to experiment or completely mess a child up (sorry Dave, it was nothing personal), I still wanted – indeed, still want – to have another go. It’s funny, it’s accessible despite all its numbers and moving parts, and there aren’t many games that get me so animated about a 9-year-old’s school test results. The design is solid too.
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    Eagle Island promises a lot, but whether it ever truly delivers I cannot say, because after two days with it I am plain done. I was never quite enjoying it as much as I wanted to, and it never quite came together even during the brief window when the plot took a turn and it looked like it was about to really open up. Even the promise of more ways to brutalise my dutiful owl isn’t enough to drag me through another afternoon of increasingly grating near misses.
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    Streets of Rogue is a small and cheerful antidote to the relatively plain-faced immersive sims of the blockbuster sort. It’s a daft miscellany of violent mobsters and unseen assassins, criss-crossing feuds and small mistakes that snowball into bloody knife fights. If you want a tiny, varied Deus Ex that will make you laugh, this is it. [RPS Bestest Bests]
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    It’s not my favourite play of all time by any means, and I may never come back to it after my fascination fades. Even so, if I’m asked to come up with an example of a genuinely unique experience that shows what games are capable of in 2019, this is the block my internal Wilmot will bring forward from the tangled stacks of my memory. What it is, is entirely up to you. [RPS Bestest Bests]
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    The result is a visually stunning game, belying its origins as a creation of two animators, alongside some delightful writing, weaving a complexity of narrative that completely surprised me. But one that offers the player far too little actual investigating, and in the end, far too much tiresome wandering. And then doesn’t end. Although this review now must.
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    The game makes a fairly decent fist of infantry combat, comes with some nicely crafted maps, and inherits CC’s natural elegance and approachability, but falls short in too many core areas to earn a positive review from someone who has Combat Mission, Graviteam Tactics, and Armored Brigade ready and waiting in his amusement arsenal.
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    Kine might organise itself like a musical composition, but it also keeps you at arm’s length from the music. You’re here to move the performers around, not strut your stuff. Perhaps the moral of the story there is that raw talent only gets you so far; that the biggest stars took off not just because they had the best tunes, but because they had managers who knew how to move them up the ladder. Or perhaps this is just a game that, for all its enormous cleverness and warmth, hasn’t quite put the pieces together.

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