Demo Driver 8: Running With Rifles

It’s basically like playing with your army men, except you only get one guy and no further control over things.
We are living in the year 2015 of the common era, and folks, I’m as ashamed to write this as you are to read this, but your demo should include a tutorial. You should do the bare minimum necessary to ensure that when someone loads your game they are aware of what in the ever-loving hell they’re doing, because the alternative is both stupid and awful. Precisely one game has ever gotten away with throwing you in sans any tutorial, and that was Worms, which succeeded chiefly on the strength of making progress almost a secondary objective.
Yes, I could write entire articles about my love of Worms. And in this case, the comparison is not entirely unwarranted, as Running With Rifles shares some traits with that venerable squad-based deathmatch. Sadly, it lacks the wit and humor that define that franchise. It also lacks a tutorial, hence my irritation. There’s a lot of stuff going on in Running With Rifles that isn’t really explained, which pushes some of the game’s central conceits out of focus and make it seem less fun than it might be.
Challenge Accepted: The exploit experience

Every inch, every move, every frame can matter.
There are two words that are basically interchangeable when dealing with games: “exploit” and “trick.”
Oh, sure, they’ve got different connotations, but they both boil down to the same thing. There is a spot in this boss room where the boss will never hit but you can keep attacking him. This merchant allows you to resell experience potions as long as you don’t leave the shop interface, but you still gain all of the experience as soon as they enter your inventory. Pause the game on these bosses once an attack hits and the game will keep registering the attack as hitting, so you can unpause in a minute and win.
Pretty much none of these things are intended design elements of a game. They’re broken. Yet they’re also a part of the game, sometimes in a way that can’t be patched out. So why do we call some of them exploits and some of them tricks? How do you factor in these elements of the game that are broken just by kicking the tires?
Demo Driver 8: Gas Guzzlers Extreme

This game really has nothing to do with gas or cars that guzzle it, despite the title.
The last time I talked about racing games, I made it very clear that there’s a specific sort of racing game that I enjoy. While nothing has ever come close to matching the sheer brilliance of Split/Second and likely never will, I think that’s a better point to aim for than a game than strict simulation. Reality already exists, but in a game you can actually have a race in which cars shoot one another and explode with a meaty feel and never worry about the real consequences something like that would entail.
Gas Guzzlers Extreme seems to agree with me. It is definitely into the camp of unreal racing, with cars happily mounting weapons as they drive around and open fire at one another. And it does that pretty well. But I find myself playing it and feeling as if perhaps it took that a bit too far, turning the game into less a matter of cars racing and shooting and more into a match of tanks without turrets.
If you’ve never played Dragon Age II, you missed out on some great lying. The whole story is told with the framing device of Varric Tethras being interrogated, and his interrogator knows full well that Varric is a liar. What she has to do is sort out which parts are outright lies, which parts are exaggerations, and which bits are the truth.