What are we all playing this holiday?

Happy weekend all. Due to the intervention of Dark Powers and also, half the Treehouse already being on holiday, we neglected to do a round-up of staff Xmas plays before signing off for the year. Well, I’m pretty sure nobody did one. I can’t see anything scheduled in the RPS Post-A-Tron, but the RPS Post-A-Tron is an unreliable beast, full of malice and deceit. If I publish this and it turns out we have two, please divide into rival factions and have a comments war over which is the real one. Apologies! Normal service will resume next year.

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Here’s how the strategy layer works in Menace, the turn-based squad combat RPG from the Battle Brothers devs

“A tactically rich turn-based game with some meaty role-playing elements”, was how Staff Sergeant James Archer characterised his Menace hands-on, back in September. The only thing missing from his account of the game was the bread needed to make that rich, meaty concoction a tasty, nourishing sandwich.

And by bread, I of course mean the strategic layer – the parts between the turn-based battles where you pick your next mission, improve your squads, deal with pop-up story events, appraise your standing with each NPC faction, and equip your strike cruiser with auxiliary systems. Developers Overhype have now shared a few details of how it all works. Mmmmm, such malty, yeasty strategicalness.

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Rally Point: Oh phew, Songs of Silence is only pretending to be a card game

Clambering deep out of the Contemplation Pit, where reading reviews or opinions or, god help you, Takes, is forbidden, I am curious to learn how people have been categorising Songs of Silence. Its structure most resembles Songs of Conquest or Heroes of Might and/or Magic, but with little RPG emphasis or base building, and minimal tactical fighting.

Taxonomy is arbitrary and often unimportant at the end of the day, but I am very glad to firmly rule it out of one category: It’s not a bloody card game. It looks like one, sure. You do most things with cards, and characters acquire more cards over time. But even if you absolutely, utterly, and correctly loathe card-based systems, this game has none.

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Microsoft Flight Simulator and the quest to replace Earth

Early on in Terry Pratchett’s novel The Light Fantastic, a spell is cast to map the world. It begins as a “fireball of occult potentiality,” dangling in the Great Hall of the Unseen University, which evolves into a ghostly “embryo universe.” The embryo expands “lightly as a thought,” with spectral continents “sleeting” through walls and people. It surges across the landscape until the entire population and geography of the Disc is exactly duplicated and enclosed by a shimmering shadow-self of “shining threads that followed every movement.”

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Two Epic Games directors step down after US Department of Justice investigate games companies under antitrust laws

Two men on the board of directors for Epic Games have stepped down from their positions after the US Department of Justice investigated the board under antitrust laws. The pair of directors were originally appointed to Epic’s board by Tencent (who slurp upon a minority stake in the Unreal Engine company) but the United States government took a look at this and said: ah-ah-ah, you’re not allowed to have a director in your boardroom if they’re already fingers-deep in the pie of a competing company. Naughty Tencent! Naughty Epic! And, yes, naughty Riot Games!

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After 7 years of alien war, Elite Dangerous pilots have finally defeated the Thargoids

Open that bottle of space champagne, the aliens have been wiped out. At least that’s what the interstellar pilots of Elite Dangerous are celebrating in the galaxy-sized multiplayer space sim. Earlier this month, the Thargoid menace finally landed in the Sol system, putting earth itself under threat for the first time, not to mention other human homeworlds and colonies. This meant players were invited to drop everything and head for home – to embark on one last great stand against the final, desperate, and dangerous alien attacker: a Thargoid Titan called “Cocijo”. Don’t worry, they got him.

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Path Of Exile 2 early access review: an expressive, characterful ARPG with plenty to chew on

At any given moment I am in the center of a wonderful vortex of skeletons. Bones splash and rattle and burst out of the ground in sharp, horrible spurs. My weakest skeletons, sensing their death coming, explode into fire and shards. My strongest skeletons fight so hard and with such alacrity that upon dying, they drag their spirits together and keep fighting as ghosts for a while. Foul little bone scorpions skitter around on fans of legs made from human hands. Somewhere in the middle, almost invisible among the noise, is the character I am actually playing: Path of Exile 2’s mean-spirited, callous, and gleefully enjoyable Witch.

This is a review in progress. It has to be. Even in its incomplete early access period, Path of Exile 2 is a great sprawling mass of a game. Three meaty acts of a planned six act campaign are followed by a trickier return tour through them, before the absurd endgame kicks into gear and the real work begins. If I came to you having played everything on offer I would be wild-haired, bloodshot-eyed and possessing perfect, incomprehensible knowledge. Let’s compromise: I have toured the dark caverns and the antediluvian crypts. I have been killed by various accumulated nasties. I’ve had a great time.

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Caves Of Qud review: an obscenely rich roguelike realm you could get lost in for months

“We are a people who honour democracy,” said the dog, scratching himself. “Per our custom, you may drink of our fresh water.” The dog was called Senator Umeshefaat, and he was very civil, even if he was shedding his black and white fur everywhere. We spoke in his home village at dawn. Later, I examined the senator’s personal history more thoroughly and discovered he was “hated by bears for cooking them a rancid meal.” I suppose every politician has their enemies.

That Caves Of Qud creates fun anecdotes out of simple encounters shouldn’t be a surprise. It has had 15 years of early access to establish itself as a small-but-mighty story generating roguelike of repute (there’s a reason it sits deservedly side-by-side with Dwarf Fortress in the same publishing house). After creating many characters, and dying and dying and dying again, I understand why it grips the brain with such fierce glee. It is a machine of grand imagination and adventuresome comedy. A deceptively powerful RPG that isn’t half as obtuse to newcomers as the screenshots make it out to be. Qud’s low-res bark is just a complement to its bite.

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