Europa is out now, offering a Ghibli-inspired world in which to fly and solve puzzles

“Studio Ghibli” is a genre of game, in the same way “Aliens” and “Blade Runner” are genres of game. Blue skies, wind rustling grass that’s a just-so shade of green, a preoccupation with flight? Welcome to Ghibli town, friend.

You’ll find all of the above and several other familiar pieces of iconography in Europa, a puzzle and story-led adventure that’s out now.

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Keep Driving is a sumptuous and sleepy RPG roadtrip, inspired by Jalopy and FTL

“Post Void is a masterpiece of compulsive motion and hypnotic, irresistible sounds,” wrote Sin of YCJY Games’s “orgiastic” shooter. “It does something to my brain that I’ve never experienced before.” The developer’s just-announced Keep Driving seems a lot less inclined to scramble your grey matter, though it’s partial to the old rose-tinted goggles. It’s a droll, backward-glancing and slightly ominous 2D management RPG in which you drive to a music festival on the other side of the country. Along the way, you will pick up hitchhikers, upgrade your car, fill your boot with random junk, and participate in turn-based, non-lethal “combat” with dawdling children and obstinate tractors. Here’s a trailer.

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In Starless Abyss, you play hex-based battleships with a fleet of eldritch space monsters

After a hard day’s editing articles about three Disco Elysium spiritual successors – each more politically outspoken than the last, in a kind of Sophisticated Pooh collage of escalating Marxism – I like to kick back with a nice chill game about Lovecraftian space monsters.

That game is Konafa Game’s Starless Abyss – a roguelite tactical deckbuilder published by Descenders and Yes, Your Grace outfit No More Robots. It puts you in command of a fleet of upgradeable spaceships, who must chase away invading Eldritch aliens hex by hex… and also, hex by hex. This is both hex-based and a game in which you can cast hexes, you see. Oh, don’t look at me like that. I had to distil several manifestos into an article half-an-hour ago. I need this.

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Sure, why not – third group of former Disco Elysium devs announce “revolutionary new RPG studio”

Those two other Disco Elysium “spiritual successors” were but filthy pretenders, or at best, the thesis and antithesis resulting in this afternoon’s triumphant synthesis.* The real Disco Elysium spiritual successor is whatever they’re making at Summer Eternal, a just-announced “art collective/RPG studio” founded by a group of, once more with feeling, former Disco Elysium developers.

The press release for this particular Disco Elysiulike has the most actual names on it of the three we’ve learned about this week. It is also, by some distance, the most outwardly socialist of the lot. It accompanies a website featuring some blood-red all-caps political manifestos and a fairly exhaustive breakdown of Summer Eternal’s worker cooperative structure. Amongst other things, the studio will let people who buy their games form a non-profit within Summer Eternal that gets a share of the revenue, and has a say on company direction.

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Paradox respond to the accusation that they fix games with paid DLC – “we try to find a middle ground”

Fire up the Steam page for Stellaris, one of my favourite space sims, and you will see 28 pieces of DLC, ranging from free character portraits to £35 expansion passes that span a bunch of species and story packs. Stablemate Europa Universalis 4 has 37 DLC packs under its banner, while Cities Skylines is streets ahead with a whopping 62. Paradox Interactive have long built their core game business around putative forever-projects that trail an enormous mantle of paid expansions. It’s seemingly this, as much as their institutional expertise with 4X, that justifies their commitment to grand strategy games, whose worlds and systems can be fleshed out for literal decades.

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