Gods Will Be Watching is a game about the fact that you’re probably not a psychopath, but that hey, sometimes shit happens. First scenario. You’re not terrorists, or at least that’s what you say. Your hostages may disagree, but as you tell them, you’re not looking to hurt anyone here. They’re just there for protection while your team hacks a government server.
Valiant Hearts: The Great War stuck out amongst the rapidfire game reveals of E3. It looked stunning, there was a little dog and it sought to tell a moving story about the horrors of the First World War. On the first two counts, the game makes good. The latter throws up problems, both in terms of how the game treats death and also in terms of how it's been structured alongside real historical information.
It's fitting that, in the year the old guard of adventure game creators return with Broken Age, Broken Sword and Jane Jensen's Moebius, the Blackwell series reaches its conclusion. Across four previous games (and The Shivah before them), Wadjet Eye's paranormal investigations have quietly provided a confident variation on the classic point-and-click.
A lot has been written about The Astronauts’ use of photogrammetry technology to create Ethan Carter’s environments. Their artists take thousands of photos of an object, like a rock or a bridge, then feed it into software that turns it into a minutely detailed 3D model. The results are remarkable, but what about the game itself? I’ve seen an early build in action—roughly the first hour of the game—and it has some interesting ideas to go alongside those handsome visuals.
Every week, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming's prettiest places.
We've featured a lot of highly detailed 3D worlds in the screenshot showcase, now it's time to give some excellent 2D art the 4K treatment. Broken Age looks fantastic at ordinary resolutions, but now you can see Double Fine's finest work at crisp, detailed 4K res. Click on the links to see the full-size versions, and be sure to zooooom, unless you have a 4K monitor, in which case, just sit back and bask.
Are you a sailor? This is your regular reminder to keep your giant octopus insurance policy up-to-date. In free adventure game, The Earl Octopusor, one of the squiggly fiends mugs an innocent sailor, who dispatches a last-second call for help to adventurer, Miss Libellule. As said adventurer, you dive underwater to hunt for the Octopus' treasure by completing puzzles in a beautifully illustrated aquatic realm.
It’s hard to watch that Stranded trailer and not compare it to The Dig, a golden era LucasArts adventure game known for being written by Steven Spielberg and Orson Scott Card. Both adventure games have you exploring an alien, perhaps abandoned planet rendered in beautiful pixel art, though it wasn't considered retro in 1995 when The Dig was released.
Grim Fandango is one of the best adventure games ever made—an epic journey through a world that meshes Casablanca with Día de Muertos, as brilliantly imagined by Tim Schafer. First released in 1998, it was just about the peak of storytelling in the genre, but it always had one huge problem: the controls. But a new mod may solve those problems, changing the game's controls from keyboard-based "tank" movements to a point-and-click interface.
What if a game knew exactly how much it was stressing you out? With its biofeedback interface, indie adventure game Nevermind wants to put your own heart rate to the test. The horror project has launched a Kickstarter to move the game from academic test project to fully-developed commercial release.
Murder, prostitution, black magic and cigarettes are the four staples of '80s New York Fabletown. The Wolf Among Us is an adventure game about once-idealistic fairytale archetypes clashing with contemporary urban decay. Toad of Toad Hall, the Big Bad Wolf and their compatriots are ghettoised, poor and distanced by eons-old grudges. It's a great setting for a hardboiled detective story.
The Wolf Among Us is nicely poised. We know the main players. We know the rules of the run-down New York district that houses the ancient fables. We know that Bigby - the big bad wolf - has a violent past, and plenty of reasons to relapse. Cue the latest trailer, which layers themes of interrogation and torture on top of murder, and shows Bigby in an increasingly fractious state. The Jekyll/Hyde man/monster conundrum is a familiar one, but I love the idea of guiding such a character through that internal conflict. Can I redeem him? Do I want to? These are the questions I ask as the video moves into dark underground chambers below fabletown.
Double Fine's split-in-half and then split-in-half-again adventure Broken Age will be released next week for its Kickstarter backers - or its first act will, anyway. Tim Schafer revealed as much on twitter over the course of a couple of tweets, which also promised that the game's "public release date will be announced then too". The Steam Early Access release - which, too, contains only Act 1 - is expected to appear a couple of weeks after backers get their hands on it, while the full, two-act-long game is due sometime this Spring. It is a slightly confusing situation, yes.
Sherlock Holmes, as far as I know, has never sent the wrong man to jail, never asked Watson to shoot the wrong hellhound or, conversely, ever played any of the right notes on the violin - he is, as far as his deductive skills are concerned, infallible. That's why Crimes and Punishments, Frogwares' latest Sherlock Holmes game, is so intriguing. As the titular detective, you'll comb through the evidence, interview suspects and accuse the potential perpetrators yourself, in the seven different cases that comprise the game. Do a slap-dash job and you could send the wrong person to the gallows; even once you've determined whodunnit, you may be able to arrange a more compassionate outcome, as revealed in the following trailer.
Listen up, fans of intriguing storytelling, because I have a great game for you. Oh hang on, I should have been more specific. I’m looking for fans of intriguing storytelling who also enjoy cars that drive like shopping trolleys with a stick jammed in one wheel, intermittent game crashing, an excess of QTEs and some frankly tedious game mechanics.
I am Clementine. You are Clementine. In the second season of Telltale's The Walking Dead, we are all Clementine. But what kind of Clementine will we choose to be? The Clementine who trusts no one and does whatever it takes to survive, alone, in the unforgiving new world order of zombies, and assholes who will inevitably become zombies? Or the Clementine who wants to find a new family, who believes there are still good people walking among the dead?
"Himmler sent a load of archaeologists to try and find the Holy Grail in the castle and clearly they failed - or we assume they failed."
Broken Sword creator Charles Cecil and I are talking about the research that went into the latest instalment, Broken Sword 5: The Serpent’s Curse. There is a chance we were supposed to be talking about polygons and game mechanics in the Kickstarter-funded project but the interview ended up addressing the nature of personal belief and truth as they relate to Cecil's latest adventure.
The Serpent’s Curse begins with a murder and the theft of a painting by a pizza delivery man. In attempting to unravel the mystery, series heroes George and Nico must pick through a conspiracy involving the Catholic church and Gnosticism. Take into account the art gallery murders, Catholicism, apocryphal literature and you'd be forgiven for thinking, "So, it's like the Da Vinci Code, then." But Cecil, amongst other things, worked as a consultant on the Da Vinci Code video game having researched the subject.
I've just completed The Stanley Parable for the eleventh time. I'll avoid spoilers, and instead say that in the 15 or so minutes it took to finish my last playthrough, I laughed, felt a pang of sadness, and, more than anything, was genuinely surprised. Even after ten previous attempts - more if you count those from the Half-Life 2 mod that this full release is expanded from - I was being shown something new. The Stanley Parable isn't a long game, but it is a broad one.
If you've played that mod, I can save you some time. TSP is broader, denser, smarter, funnier, darker. It's a wonderfully twisted maze of consequence, packed with jokes and surreal flourishes. 90%
For everyone else, let's begin again.
The premise of Brothers – communicated entirely through theatrical gestures and conversations in an untranslated fantasy language – is as affecting and uncomplicated as the journey that follows. A dying father sends his two sons to the other end of the world to search for a cure for his mystery illness. You must guide the brothers through a beautiful but monstrous fantasy world full of dark creatures and contrived puzzles.
Night in the Woods burst onto Kickstarter just recently to swift Twitter applause, and has received $35,000 of its $50k target already. Watch the video, and you'll quickly understand why. It's a new exploration game starring a cat called Mae who returns to her hometown to discover that things have gone a bit Mulder and Scully. There's something dark in the woods, and Mae gains access to an astral plane that offers new angles on a town she thought she knew well.
The Kickstarter trailer does a great job of striking the mood they're going for, has some terrific music, and brings youthful nihilism and flying magic fish together in one adventure game. FINALLY.
Amanita Design's stunning adventure games have become inseparable from their beautifully jazzy, experimental soundtracks, provided by one of the very best in the business, Tomas Dvorak (AKA Floex). Now, a few details of the long-awaited Samorost 3 have come to light, courtesy of an Igloo Mag interview with the man himself. The full-length sequel will feature three different planets, each with their own "needs" - needs that Dvorak is meeting with a multi-part soundtrack that may be his most ambitious yet.