RIP Alpha Doshaguma, the doomed dragonfighting guinea pig of my Monster Hunter Wilds demo

This piece is written in memory of the Alpha Doshaguma, a huge furry quadruped with the belly, gait and mournful disposition of an orphaned St Bernard, which – no, who was sleeping blamelessly in a canyon when Capcom’s demo presenter strolled up and bopped it with a bayonet howitzer. The demo in question was for Monster Hunter Wilds, which they probably should rename Monster Hadron Collider in that a major selling point appears to be making the megafauna converge and murder each other. It’s possible to do this in previous games, especially 2018’s Monster Hunter: World, but not like this. Not like this. Alas for the Alpha Doshaguma. Getting rocket-speared in the bum was only the start of its worst day ever.

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Phantom Line, the “paranormal SWAT” shooter from former Cyberpunk and Bioshock devs, has a time-limited demo

Phantom Line, the PVE co-op shooter formerly known as Hornet, has an early demo available until the 18th of June, 2024. It’s from Antistatic Studios, who include former Cyberpunk 2077, Bioshock, and Borderlands devs among their ranks. The FPS lets you and up to three great mates fill the ectoplasm-stained tactical boots worn by members of the ‘paranormal SWAT’, where you’ll explore large maps and try to contain strange goings on. You’ll need to join the game’s Discord if you want to play. Trailer below.

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Mental Salvo is an “infinite open world” art game full of procedurally generated surprises

Mental Salvo describes itself as having an “infinite open world” in which you can do so many things, “they’re impossible to list”. Were this a game from a triple-A publisher, I’d be heading down to their compound with some powerful magnets and cannisters of highly concentrated acid to wipe out their ungodly creation before it replaces the fundamental particles of our universe with waypoints. But Mental Salvo is actually the work of new indie imaginini (yes, no capital-I), and is a “top down art adventure with light RPG elements” that is perhaps a bit ZANY but also, refreshingly playful in essentially being about poking a big white screen to see what tumbles out of it.

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Dragon Age: The Veilguard will let you bring over your choices from Inquisition – whether you still have your save or not

It’s been a decade – 10 years! – since Dragon Age: Inquisition. It’s fair to assume that you might’ve forgotten what happened during the last Dragon Age game, or some of the specific choices you made back in the misty ages of 2014. Whether you remember or not, this year’s long-awaited sequel Dragon Age: The Veilguard should have you covered, with the ability to carry over your story choices from the previous game and get a refresher on what happened last time around.

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Virtual pet sim Weyrdlets is like Animal Crossing on your desktop, except you might get some real-life work done too

When I was a kid, one of my absolute favourite things to do on the PC was to mess around with a free virtual Felix – like the cat from the cat food adverts – who would roam around the Windows XP desktop, chasing balls of string between program windows and curling up to take a nap on the taskbar. I have no idea where the game came from – a dream, perhaps – but 30 years later, I still think about it as a perfectly formed way to lose hours on the PC without actually doing anything.

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Felvidek review: a black comedy medieval RPG that’s all about honeyed words and grubby deeds

“When I was young,” the villager washing garments in the river says, “I thought it was enough to clean the dirty laundry once and be calm. Not that it will get dirty forever.” I’m not sure I’ve ever felt the crushing weight of universal entropic decay so keenly as in that RPG maker textbox, nested upon Felvidek’s nicotine-stain hues. I’ll need to clean my keyboard soon. I keep taking screenshots of Felvidek. I can’t take enough. I want to make a scrapbook of every character and every line. Neither my laundry nor keyboard will ever be clean forever either, but if I hate Felvidek for emphasising that, I love it for reminding me that all the best art is buttressed by an irremovable layer of deep, thick grime.

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Can you guess which Australian TV sci-fi of the early 2000s inspired Citizen Sleeper 2?

No, it’s not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I’ve played [smug face], the hook is a little different. This time you’re being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven’t got it, have you? Ugh. I suppose I’ll let the game’s designer tell you then.

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Disco Samurai is a brutally difficult and brilliant Sekiro-like rhythm slasher

Disco Samurai is a game that’s so difficult I’d have given up playing sooner if it didn’t contain so many of my absolute favourite action game things. Tense, decisive duels. Violence that’s both brutal and a little silly. Scalpel-sharp parry n’ strike back-and-forths. Short stages that dole out chunky progression hits of dopamine, as quickly as they wrest those hits away from you with another humbling beatdown. Perhaps most importantly, it aims to do one thing – rhythm combat – and does it brilliantly. It’s got teeth, but it’s also got groove.

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Alice B is leaving RPS, come say goodbye

On a Monday in early 2018, Adam Smith, Rock Paper Shotgun’s deputy editor at the time, handed in his notice. On Thursday that same week, I emailed Alice Bell, a person I’d never spoken to before, to ask if she would consider applying for the role.

Alice thought it over for a week, and then emailed her response: no.

Thank god I was able to change her mind, so I could spend the next six years giving her shit about it. But now Alice is leaving RPS, and you should join me in saying goodbye.

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