Graham Smith

Graham Smith

Graham is a former editorial director of Rock Paper Shotgun and editor-in-chief of PC Gamer. He has now been a games journalist for over twenty years, and retains a bottomless appetite for playing new games and tinkering with old ones.
Brighton, UK

Knytt remains a classic

And Brendy is a rockist snob

TVTropes is a malicious force in storytelling, but it occasionally puts a name to something it's useful to name. I like "Flanderization", which is a fun word to say, and the process by which a character, often in a sitcom, becomes a parody of themselves. Named after The Simpsons' Ned Flanders, who warps across seasons from a relatively normal, albeit improbably perfect figure of envy for slothful oaf Homer, into an absurd Christian fundamentalist whose niceness is a pathological disorder.

I find this word useful because I think the same process happens to videogames. Brendy's "self-playing games" can be understood as being at the extreme end of the process: parodies of the entire medium of videogames, mimicking the structure of upgrades and progress in order to deliver dopamine without the fullness of complexity of their original genres. 

But Knytt, originally released in 2006, represents an earlier stage of much the same process. Knytt is Flanderized Mario.

In a brief opening cutscene, the nameless and

Virtual reality isn't a hardware problem

The tech is better than it's ever been, but VR game design hasn't progressed

When was the last time you heard about a new VR game? If you've seen anyone mention virtual reality in the past few years, aside from the occasional headset review, it's likely been a eulogy for the medium. Strapping screens to your face was always destined to attain the relative popularity of a force feedback steering wheel or HOTAC flight stick, as far as I'm concerned. And so it has.

The challenge is that so many of the obstacles to wider adoption have nothing to do with the quality of the tech. Gunman Contracts might be the perfect illustration of that. 

Released into Early Access earlier this month, Gunman promises to turn its players into a John Wick equivalent; a balletic assassin who shoots bad guys with a gun in one hand and catches their dropped weapon mid-air with the other. The reality is more Mr. Bean.

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The Lie-In

Links worth clicking

Good morning, videogames. I have a question. Who are the videogame reviewers that, to you, have a definable point of view? I don't mean that you like their work, or that you agree with it. I mean, tell me the writers who have a coherently expressed set of aesthetic principles that they apply, resolutely and consistently, in their work? Such that you can say: that guy "hates this type of stuff", that gal "loves this type of stuff"? Maybe that "stuff" is a whole genre, or just a mode of play, a style, a trope, a design choice, anything at all, but whatever it is, it's a defining aspect of that critic's work. Alright? Alright. Now here are some articles worth reading from across the past week.

Japanese game studios have been relatively shielded from the choppy seas of the recent games industry. For This Week In Videogames, Francisco Dominguez tried to find out why.

From the outside looking in, it's a harsh indictment of Western studio culture. Due to Japan's strong labour protections that severely restrict the use of layoffs, reckless cycles of overhiring followed by layoffs never became a regular occurrence domestically. Prominent

What you could play this weekend

An even nerdier Football Manager

I really should be playing Silent Hill: Townfall, a spooky first-person explore 'em up inspired by the kind of Fife towns some of my family currently live in. Alas, I'm no fan of horror games and I've never Silent Hilled at all. It's hard to imagine starting now.

Thankfully there are plenty of other new games to try this week. Tell us what you're playing in the comments down below.

Sin Reloaded

The most garish casino ever constructed, with green carpet with red roses, and gold trim and ceiling. Hideous.

I have fond memories of Sin, a shooter that released two weeks before Half-Life and which offered a different vision of the future of first-person storytelling. One that was considerably stupider, more tacky, and more Build engine-inspired. I'm not sure I'd ever want to go back, but I'm tempted to at least try that opening bank mission with its working ATM screens in this Nightdive remaster.

Well Dweller

The player, who carries a torch, walking across a watery surface, in which a skeletal giant is dead and sunk, one hand's fingers poking from the water.

I had a lot of fun with Crypt Custodian, Kyle Thompson's hack-and-slash metroidvania set in a cat-themed afterlife of floating islands. Well Dweller is Thompson bringing his many talents to bear on a Hollow Knight-like, which means it's another metroidvania, but with a

The Lie-In

Links worth clicking, mostly

Good morning, videogames. Some weeks, no great writing about gaming comes to me organically and I need to make a special effort to go looking for it. I hope you appreciate the sacrifices I have made for you this week in reading and rejecting several dreadful reviews, previews and features to find even a handful I could bring myself to share. Thankfully, once the games are out of the way, I get to link to a great and somewhat horny article by a nonagenarian.

One of the pumping limpets clinging to the walls of bilge-filled cultural adulterant PC Gamer With Airs wrote a review of Roman Sands RE:Build that is worth putting your waders on for.

Each of those component games is a short masterpiece, executed with huge prowess at every level of the art, sound, design and writing. They might seem totally dissimilar, at first. One game is a hyperactive, time-looping hotel job simulator in which you tend to some cartoonishly awful older guests, shifting incrementally between times of day as you hurry between parts of a garish and phantasmagorical resort that is being menaced by an approaching sun. It's a place without memory, in

What you could play this weekend

And what we are playing

Dare I spend a huge chunk of money on Fire Emblem: Fortune's Weave? I haven't loved an entry in the turn-based tactics series since Awakening, and there's a chance I'd be buying something a hundred hours-long that I only end up playing for six. Plus, I have Star Wars: Zero Company right here, waiting, unplayed, if I want some turn-based shenanigans.

And yet, it looks new and shiny. Below you'll find three other new and shiny things you could spend money on, but tell us what you're actually playing in the comments. And what I should do about Fire Emblem.

Trails In The Sky 2nd Chapter

An anime lady with a staff looks at a gleaming city across some water.

The next entry in Nihon Falcom's ongoing remake project for their classic JRPG series. Trails games are long and numerous, with airships, melodrama, and both turn-based and real-time hack-and-slash combat. I played a couple of hours of the previous game in the series and It Was Not For Me, but if you're more tolerant of cumbersome tutorialisation and adoptive sibling romance then I hear there's a great world and story to explore and hundreds of hours of games

How much money can we make in Wardogs on a $0 budget?

Paupers, please

They finally invented Ayn Rand's Battlefield. Wardogs is the sort of huge multiplayer team battler you are familiar with, except now you have a bank balance. You earn a wad of cash with every kill, revive, heal, drop-off, or bit of construction work. Destroy a sandbag for a meagre $14. Blow up a vehicle to pocket a cool $300. Kill a person - that's $2,250. You then use that cash to buy weapons, armour, ammo, and vehicles. The profit motive drives everything.

"You have to spend money to make money," says a gruff NPC vendor, expounding the game's philosophy. Well, fuck you, shop with a mouth. We will not spend a single dollar. Instead, the Jank writers have instigated the ultimate test of tightfistedness. Which of us can make the most money in Wardogs without spending anything? Let's find out.

The rules

Our goal for this challenge is to earn as much cash as possible. We must spend $0. We are allowed five lives, and we are going in cold. That means we have not played the game before, except to do the tutorial. Less Wardogging, more Rawdogging, if you will.

This will not be easy. Even a hammer to build sandbags, or a wrench to fix vehicles can cost 50 warbucks. Reliable firearms are much dearer. Spawning a fighter jet is out of the question. Every player starts with $10,000 when they buy the game. We're not allowed to use any of it. Let's see how we get on.

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The Lie-In

Links worth clicking

Good morning, videogames. I normally write this article on a Saturday night after my kid has gone to bed, but he was at a sleepover at a friend's house yesterday. This slight change in routine was enough to completely throw me off. I spent the night playing games and only remembered The Lie-In when I went to bed at 2am. Consider this tardy issue of The Lie-In as bleary-eyed and emotionally fragile as my 10-year-old normally is after staying up all night with four friends, yet still full of links worth reading.

There are a million little ways in which the social contract is eroded by social media mega-sites. Laura Michet writes about "self-censorship practices as anti-shibboleth"; how a failure to signal that you've learned the rules, or that you know there are rules to learn, makes it harder to extend trust and respect.

In my experience, self-censoring adult terminology on that site in particular is a great sign that you're dealing with someone so incurious, with such a limited experience of online conversation, that they don't understand where they are, or who they're dealing with,