Feature

When a lot of words gather in one place, be careful. It might be a feature.

The Lie-In

Links to good words about videogames from across the web

Good morning, videogames. We did it. We made it through the first week of Brendy's paternity leave and Jank did not immediately crumble. Sure, you might save some empathy for Brendy and his partner, exhausted as they no doubt are, but Jonty and I are the true casualties here. We are the Timon and Pumbaa of Jank, our trio's down to two, and the blog won't fill itself. Let's lift the log of the internet and see if we can find some slimy yet satisfying writing about videogames underneath.

I remember following the Nakatomi Plaza mod for Half-Life way back when, but had completely forgotten that it got turned into a full retail game, and had never connected that its developers went on to make the modern MechWarriors. Rick Lane tells the story for PC Gamer, which includes plenty of twists and turns.

Holtslander, however, says that he called Fox Interactive, and that the plan was not to persuade them to let the modders make a Die Hard game, but simply to allow them to use the assets they'd created to make something else. "I got connected to somebody there and I started my

Abiotic Factor is Pokémon Pokopia for a different flavour of '90s childhood

Revisit the Black Mesa region and build happy habitats for the sciencemons that live there

I'm a minor Pokémon fan compared to many of my peers, but Pokopia, its recent spin-off, has swallowed dozens of hours of my time. It contains none of the typical monster battling and instead lets players build a world the pokémon would want to live in. This requires completing an almost fractal todo list, in which every task breaks into half a dozen other tasks, until suddenly you've spent three hours tidying, planting, and building. It's hard to put the game down when any action feels like progress and there is always another drip of dopamine just a few seconds away.

I was thinking about the near-inevitable wave of PC games inspired by Pokopia that will follow in the years to come, and also wondering what other game worlds might benefit from the Pokopia treatment: that is, a rich, survival-lite experience about constructing and repairing a world we initially explored through a different lens. The answer I came up with might surprise you if you didn't read the headline of this article.

Here was my impression of Abiotic Factor when people were discussing it around its original release in 2024: it's a

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. I'm a few hours late posting this today because, frankly, I was too tired last night to face putting it together. I am doing it now, on Sunday, squeezed between familial appointments. You may be doing similarly as you read this, a collection of fine writing about videogames from across the past week.

Over at Ars Technica, Kyle Orland spoke to some of the players who bought into and lost money on Legacy, Molyneux and 22cans' short-lived web3 game.

In addition to Molyneux’s usual game design bluster, though, was a newfound enthusiasm for the idea of making money from simply playing a game. “And because it’s a blockchain game, you earn,” Molyneux said at Galaverse, leaning on the last word for emphasis. “For a game designer, imagine how exciting it is to know that a game design that you’ve been working on, people will be earning money with it!”

MindsEye developers Build A Rocket Boy said that the game's DLC would contain real "evidence" of sabotage committed against them and their game. For Polygon, Giovanni Colantonio went looking.

Like MindsEye itself, all of this is painfully stupid. Blacklisted is a petty

Peter Molyneux is a pop star

The developer has constructed a mythic persona, but Masters Of Albion sees him still waiting to embrace it

Back in 2023, Peter Molyneux began talking to press for the first time about his new game, Masters Of Albion, which released into Early Access last week. "The only thing I can say", he told GameReactor, "is that, firstly, this game is the first game really that I've coded, been a coder on since since Black & White." In 2017, Molyneux was talking to press about his previous game, Legacy. "I was in the hotel this morning, I was having breakfast, I was coding Legacy, and I had an idea. Within an hour, I was actually playing with the thing," he told Glixel. The year before, Molyneux was discussing the newly released Godus Wars with Eurogamer, and the fallout of an infamous interview he had done with Rock Paper Shotgun. "After a couple of days I came up with this simple strategy: I would just be a coder and a designer." He lists a few of the things in Godus Wars he personally coded. "I did some coding on The Trail as well," he says at the end of the interview.

So Masters Of Albion is the first game that Molyneux has coded, or been a coder on, since

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. Sometimes, especially in the quiet weeks, I'll include articles in The Lie-In that aren't exemplary works of prose, but which I still hope have some broader worthwhile point or which might generate an interesting discussion. All the same, let's see if I can manage to avoid accidentally linking to something AI-generated this week, eh?

Abram Buehner laments people playing Tomodachi Life for the benefit of the algorithm rather than for their friends. I'm not sure I believe there's any wrong way to play Nintendo's madlibs 'em up, but this is about a subculture that otherwise hasn't come across my social media feed.

That didn’t go over well. The breathless replies argued that to put your real friends into the game was to cross a social boundary, to subject them to the vulgar, wild sandbox of Living the Dream. Of course, I’m paraphrasing, since the actual replies were more along the lines of “I’m not putting my IRL friends into the yaoi simulator lmao.” To believe this is to assume Tomodachi Life must be a site of depravity, and that your loved ones are undoubtedly sucked

Defence of the clones

From GridWars to Clone Hero, copying software isn't always evil - and can be worth celebrating

I browse the Nintendo eshop from time to time, checking on new releases. The games on there that make me feel the grubbiest aren't the hentai jigsaws; those, at least, are honest. It's the clones. "Peak: The Adventure Begins", for example, seems designed specifically to be mistaken for Peak, the co-op climbing game currently unavailable on the Switch. It feels like a trick, and from the screenshots it looks like a poor imitation.

I don't always feel that way about clones, however. In 2005, the Xbox 360 was released, and with it Geometry Wars: Retro Evolved. It was an unlikely killer app. Originally a minigame playable during loading screens in Bizarre Creations' Project Gotham Racing 2, Retro Evolved turned the twin-stick shooter into a standalone game available via the brand new Xbox Live Arcade, and its rippling neon and frenetic combat sold the promise of HD gaming a lot better than Kameo: Elements Of Power.

At the time, everyone around me was score-chasing in Retro Evolved. I worked on a PC games magazine and we coveted the game.

Enter Canadian developer Marco Incitti, who used game making software Blitz Basic to create GridWars, a

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. I read less than normal this past week, which I will pin on my being busy, but I still have several worthy articles for you. And then I reached deep into the recesses of my memory to hoist out something old and forgotten, alongside a little sermon. Read on.

I wrote something recently - here, I guess? - about loving Gamespy's pre-release developer diaries for the original Black & White, which were written by the team themselves. For Eurogamer, Lewis Gordon interviewed some of those original developers about the creation of the game's creature AI. I would not trust Molyneux's self-mythology, and yet I delight in reading anything about this particular game. A conundrum.

The creature, which set Evans on a trajectory from the Lionhead office in Guildford to the rarefied corridors of Google DeepMind in London, began as just a few simple scribblings by Molyneux on a piece of A4 paper. "I thought, let's do a game with an AI agent in it," says Molyneux, toking intermittently on a vape from the office of his current studio, 22Cans. "We wanted to explore the idea of morality, and focus that morality through this

The best singleplayer levels in first-person PC games

Let me level with you

Last week we confronted Jank readers with the 17 best multiplayer FPS maps in living and possibly unliving memory. Did you think we were finished? You imbecile. You clown. Now it's time for all the brilliant singleplayer levels. And some of them aren't even about shooting.

We had originally sat down to hash out all the finest levels in first-person games without caring how many players were enjoying the view or dying from a ruptured skull. But after compiling that megalist we realised: my god, if we split this monster into multiplayer and singleplayer maps... we will have TWO articles. It was a revolutionary idea, and one that has made Jank approximately 0.05% more efficient this week. We provide stupid jokes and shareholder value.

Fort Frolic - BioShock

A bunny eared enemy with hooks waits outside the doors to Fort Frolic.

Graham: Someone, somewhere is going to say: what about The Cradle, the most beloved level from Thief: Deadly Shadows? To them we say: sorry, we haven't played it. But we have played Fort Frolic, the BioShock level from the same level designer, Jordan Thomas, in which the player is trapped in a district by Sander Cohen, an artist who works across mediums, from "creepy living statues" to "classically