Monaco preview: it’s the heist of the century in Pocketwatch’s co-op stealth title

Monaco preview

Monaco is a game about what happens when stealth goes wrong. When the alarm goes off, all the hovering question marks transform into angry red exclamation points, and everybody starts coming at you with guns. It’s the point at which we’d reload in any other stealth game, the mission length, moralising and perhaps Achievements implying that we’d strayed from the ‘perfect’ route. But in Pocketwatch Games’ overhead heist ’em up, it’s the point at which things come alive.

Scrolls, Mojang’s Minecraft follow-up, is much more than a passion project


Yes, Scrolls is Mojang’s first game since Minecraft, and yes, it bears few of that now-legendary game’s marks, with neither its open-ended scope, nor its raw accessibility. But that doesn’t make Scrolls some sort of passion project. It’s not a breakaway from Mojang’s core desire to make games for large communities of players. And neither is it anything less than interesting, original and smart. It’s constructed from a fashionable set of components: collectible cards and turn-based puzzle-strategy, an amalgam of Magic: The Gathering, Might & Magic: Clash Of Heroes and Stratego.

Incredipede review


‘Trainee god’ is the position Incredipede initially seems to be offering, and comedy is definitely the wage it’s paying. Broad, slapstick comedy to be sure, but also awkward, horrific, gallows comedy, as the contorted freaks that spring from your mouse flop and twitch and spasm across the landscape.

Cargo Commander review

Cargo Commander review

Roguelikes aren’t usually about looking back. Spelunky’s slapstick descent starts in crumbling mineshafts and ends – if you’re good enough – deep in the pits of hell. FTL sees your lonely ship forced to push deeper and deeper into the unknown, as the rebel fleet gives chase. But while Cargo Commander shares its deep-space setting with the latter game, each loot-grabbing expedition in Serious Brew’s PC platformer ends with a zero-G freefall back to base.

The drinking man’s guide to watching StarCraft, part six: visual basics


The final part in game designer Frank Lantz’s guide to watching Starcraft played competitively: “On a good night, you will see battles that take your breath away. Battles that take you right up to the edge of what your mind can process, where it seems that every pixel on the screen is flashing with critical information and every neuron in your brain is firing to keep up.” Here’s what to look at during a match, and how to interpret what you are seeing.

Hotline Miami: how Drive, drugs and Smash TV influenced one of the most intriguing games of 2012

Hotline Miami 05_top

Hotline Miami, developed by Dennaton Games, the two-man team of developer Jonatan ‘Cactus’ Soderstrom and graphic artist Dennis Wedin, feels like a demake, fusing contemporary gameplay with old-fashioned forms. It transposes the twitch-based mechanics of modern action and stealth games – think post-millennial Metal Gear Solid or Kane & Lynch – onto a top-down perspective that recalls Smash TV. It also has the enigmatic, brooding narrative of a vintage Suda 51 game.

FTL: Faster Than Light review


Bursts of laser fire come crackling across the void, thudding into our shields. They flare but hold, and we relax. This battle is all but over – our opponent’s engines and shield control are glowing red, ruined by our beam weapons. Then a missile careens into our hull, taking out door control. We’d scoff, but the words die on our lips as a fire breaks out in the room. You see, the best way to put out destructive flames is to flush air from affected areas by opening the airlocks and exposing rooms to the vacuum outside. It’s what door control exists – or rather existed – for. So we send our battered crew in to extinguish it by hand. One by one, they die in the rampant blaze. Game over.