Rock Paper Shotgun
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Rock Paper Shotgun

We write about PC games, and things to do with PC games.

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The invisible orchestra is another kind of herd that mirrors the one you drive before you – sometimes devolving to individual performers when your beasts are scattered, only to gather itself furiously when the Calicorns are in full flight. It’s a lovely audible modelling of a disorderly group of beings...

I respect Hangar 13 for not feeling like they had to join in today’s arms race of ever-balooning open world/action things and sticking to their stated principles in doing so. Though, I think the manner in which they’ve executed that vision has its eyes too firmly glued to the rear...

Mark Warren·August 11, 2025
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But later, particularly in some of those bosses, the time requirements for practice spike, and you're forced to run the rigamarole of repetition expected of an arcade machine. This I have less desire to indulge, even if it does result in a game that feels like a perfect challenge for...

Brendan Caldwell·July 30, 2025
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It's a far cry from Messhof's previous works - the incomparable Nidhogg remains one of the best fighting games of all time. And I'll admit it feels a bit weird to set Wheel World's sweet and ultimately harmless roamaround racing next to the snarling energy and electro fury of the...

Brendan Caldwell·July 23, 2025
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But there is a contagious fury in Hell Clock's bones, louder than its flaws or features list. Pajeú staggers, weakened, through a razed village in a storm. When he returns, he is the storm. Still spinning, still winning, made of wrath and gunsmoke and a circle of blades and lightning...

Nic Reuben·July 21, 2025
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In some sense judging Mecha Break for these free-to-play foibles is a pity. Because buried beneath the weedlike mass of microtransactions, the noise of lootboxes opening, the lecherous lingering over chests and butts, and the legion of screens popping up to flummox you with unintelligible currencies, there is a slight...

It's telling that the missing feature I desire most is not an emote or a graphics setting or a - pffft - "mandatory pass". But just some way to auto-rematch, so I don't have to tap Y at the end of every game within a 10-second countdown to re-enter the...

Brendan Caldwell·June 20, 2025
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I've been thinking about this idea a lot as I finished To A T (it clocks in at about 4-5 hours). It is full of moments when the controls change, and you must move them in some new way to brush your teeth, eat food, or whirl like a...

Brendan Caldwell·June 18, 2025
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Still, they could serve as an opportunity to de-boring the lower Clearance Levels, by replacing the simple repair tasks with more unique and substantial objectives. That would both sweeten the deal of replaying jobs for XP, and steer Firebreak back towards to the ideal of shorter deployments that are still...

James Archer·June 18, 2025
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On a similar note, the game takes a pragmatic approach to time even before you start fooling around with Rapidium. When you hold a button to perform a task, Jan lurches into fast-forward, spinning through the hours with the shriek of a boiling kettle, till the standardised onset of "exhaustion"...

So, yeah. Not for me. Which is a shame, because I'm certain that if I kept playing, I'd keep finding more things that made me laugh or smile or spark more curiosity about the town's mysteries, but I'm not willing to push through any more of this cold and oddly...

Nic Reuben·June 17, 2025
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As survival games go, however, I cannot call it "bad". Fair warning: there are weird glitches and choppiness (one bug saw me backdashing every time I exited the inventory screen). And I had to abandon playing on a controller because of the obnoxious virtual cursor in menus. But this wasn't...

Brendan Caldwell·June 17, 2025
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