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[’@ Play’ is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre. Following a profile of the devnull Nethack competition, here’s an interview with the competition organizers.]
November 1 marks the beginning of the tenth-annual devnull Nethack tournament. A couple of days ago we […]

[’@ Play’ is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre. This time, he presents a Halloween special in honor of devnull’s Nethack tournament, which begins at midnight!]
The most impressive thing about devnull’s Nethack tournament is its longevity. This is the tenth […]

[’@ Play’ is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
It’s incorrect to think that the Mystery Dungeon games are the first exposure to Japan of roguelike gameplay. It wouldn’t have made sense for Compile Heart to release Rogue Hearts Dungeon (a […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
A month ago I was roaming the Dealer’s Room aisles at Dragon*Con, the foremost convention for those who can’t make it to PAX. At that particular moment, I was looking at […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
Here’s a look at a roguelike game that some of you might not quite be familiar with. The graphics are very well-done, at least.
It’s got an isometric view, fairly detailed character […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
Here’s a bit of hopefully-useful insight into a topic that every roguelike designer has to cover eventually: how to simulate variable rates of movement on the game’s essentially integral, Cartesian grid.
One of […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
Usually, when I talk about roguelike games here, it’s in the context of being a kind of old-school Dungeons & Dragons simulator. This is an awesome thing all to itself, for […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
That first generation of games in a new genre tends to not look too critically at the source material. Depending on how charitable one’s feeling, this could be considered to be […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
Rogue was certainly not the first CRPG. Wizardry: Proving Grounds of the Mad Overlord probably made it out months ahead. Before then, there were interesting, relatively unknown Dungeons & Dragons-inspired […]

[’@ Play’ is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
As you may have figured out by now, roguelikes are one of my favorite types of computer games. It’s not that I hate other kinds of games, or even other RPGs. […]

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