Ludic Linux

  • GoNNER


    GoNNER is a somewhat-roguelike action platformer with a sumptuously gorgeous aesthetic. It’s also pretty hard — I’m not really very good at platformers or side-scrolling games in general — so I’ve not yet got beyond world two. I believe it’s a fairly short game but I wouldn’t know for sure because I keep dying. But having a lot of fun doing so.

  • Rocket League

    How to not play like a dick

    I’ve got a lot of hours in Rocket League and, while I’m not actually very good, I am very experienced. So I thought I’d share what I’ve learned.

    This is not going to be about how to improve your technical skill — the way to do that is to practise lots by playing games and doing training. This is going to be about how to play well as a member of a team and will pertain mainly to 3 vs. 3, since that’s what I play.

  • 5089

    Rough like Azura's Star

    I’d had my eye on 5089 and its forebears, 3089 and 4089, for the longest time but never got around to giving them a go. I was wary — they sounded like exactly my kind of game but the rudimentary graphics were off-putting (crude graphics aren’t a problem in themselves — if the game is good I don’t care — but they sometimes evince a more general lack of care) and I found it hard to believe that these games, made by a lone developer, could live up to their descriptions.

    I spotted 5089 on sale the other day and decided to take the plunge. So, does it live up to its description?

  • Rocket League

    Kicky cars

    Rocket League is about the joy of motion and the satisfaction of interacting with physical objects. It’s instantly gratifying. Your first game will be awful — six players just chasing the ball, tripping over each other in a desperate scramble to slam their car into it — but it will be fun. It’s the pleasure we get throwing a ball against a wall or balls of paper into a bin; the basic, animal joy of making something fly through the air.

  • Rimworld

    If anyone gets nosy, just... you know... shoot 'em. Politely.

    Rimworld is a sci-fi colony management game set on the untamed frontier. The game’s devs cite Firefly and Dune as influences and it certainly shows — the worlds you’re colonising are wild and lawless, sparsely populated by tribes and other colonies, some of whom will be friendly and others decidedly not.

    The other major influence is, of course, Dwarf Fortress, from which Rimworld takes its approach to deep simulation — colonists have body parts and internal organs, psychological states and moods, relationships with other colonists and animals, needs, desires, prejudices and preferences and so on. The simulation is not as deep as that of Dwarf Fortress — Rimworld doesn’t generate thousands of years worth of history, mythology, geological activity etc. — but it’s deep enough.

  • Hyper Light Drifter

    Dodging off ledges

    There are lots of pretty looking indie games around but, often, the beauty is superficial. Pretty pictures on top of what is barely a game.

    Hyper Light Drifter is beautiful all the way down. Its gorgeous aesthetics are married with intelligent, inventive game design choices throughout. Each aspect of the game’s design speaks in unison with all others — this isn’t a jam session, it’s a symphony.

  • Shadwen

    Queen of the swingers

    Shadwen is getting a bit of kicking from reviewers and I’m here to tell you why they’re all wrong.

    I think the fundamental problem is that the devs are presenting Shadwen as a stealth game. It really isn’t. I get the feeling that fans of games like Thief, Deux Ex, Dishono(u)red and so on are buying this, expecting a similar experience, and feeling disappointed when they get something else. Reviewers, too, seem to be treating it as a straightforward stealth game and judging it in that context.

  • Stellaris

    Oh shit, it's 5am

    Stellaris represents a determined effort on the part of Paradox to take what people love about Crusader Kings II and Europa Universalis IV — the complexity and emergence, the intrigue, the weirdness and the sense of telling your own story — and bring it to a wider audience by making it more accessible.

    It’s a tough thing to do as, to a great extent, what made those games difficult to approach was also what, further down the line, made them interesting. Can Paradox really simplify something like that without compromising its fundamental identity and losing what it essentially is?

    In short; yeah they can and have. But of course it’s a little more complicated than that …


    It's the most innovative shooter I've played in years

    I need to get this out of the way at the start: SUPERHOT is beautiful.

    I’m partial to constructivist and suprematist art so maybe I’m influenced by that — the explosions of red polygons, the solid black weapons and white ground make screenshots look like artworks by Rodchenko, Lissitzky or Malevich — but this game really is aesthetically stunning. There’ve been times when I’ve died because I was so distracted by the beauty of the scene before me that I failed to notice the bullet about to enter my face.

    SUPERHOT is a first person shooter with the central conceit that time only moves when you do (which isn’t quite true, time moves very very slowly when you’re stationary) allowing the player to pull off some crazy John Woo-esque moves that wouldn’t be possible in a normal shooter. Punch a man in the face, grab his gun from the air as he drops it, shoot him with his own gun, turn 180°, throw the gun in the air and punch the man who was behind you in the face after side-stepping the bullet he just fired, turn to your left and catch the gun you threw, shoot the man to your left and so on.

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