The Long Journey Home

Endless adventures. One destination. Get your crew home.

Hello, I'm Richard! I'm a UK based writer, game writer and designer and professional user of wonderful words, including 'sandworm' and 'exophagy'. Drop me an e-mail, follow me on Twitter, and if you like what you're seeing, maybe hire me to help you make cool things?

Sunless Sea And Me: Zubmariner

What’s that bubbling from the deep? Yes, finally the Sunless Sea expansion Zubmariner is out, and if you don’t mind me saying so, I think it’s pretty darn good. I wrote two of the ports for this one, an elephants graveyard called the Gant Pole where the beasts of the zee go to die, and the port of Nook, a silent society living in and harvesting the flesh of a giant eel in the name of Freedom. And that’s just some of what’s to be found on the Zee floor, including the crystal city of Anthe, the dreamlike Dahut, and vast numbers of wrecks, new monsters, and other reasons that sensible people stay on the surface.

This probably calls for a ‘mwah-ha-ha’. Ahem. Mwah-ha-ha…

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The Long Journey Home

What is there to be found on this strange planet?

What is there to be found on this strange planet?

Meet The Long Journey Home, which I’m writing for Daedalic Studio West. It’s an RPG! It’s a roguelike! It’s a procedurally generated universe that you won’t find boring after seeing a few systems of it! And I’m super, super excited about it. Creative lead Andreas Suika has put together nothing short of a team of wizards to make this thing happen, and I’m thrilled to tag along behind them, cack-handedly throwing words at a screen in the hope that they all sound good. Seriously though, this game is doing a lot of stuff that I’ve wanted to see these things do for literally decades, including treating the crew as a vital part of the mission (complete with personalities, skills, arguments etc) instead of just stats, combining ‘proper’ RPG questing with an unpredictable universe, and offering basically all the freedom that you’d actually get if you were trapped at the wrong side of the universe on a slowly collapsing ship.

It’s Farscape. It’s Voyager. It’s Star Control II. It’s a lot of more obscure franchises and European SF worlds wrapped up into one, designed to play differently every time you play. Can’t wait to show you more of it, but check out the website for at least a few more details.

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The BRITISH Review: Street Fighter V

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Shooting Crap: Limbo Of The Lost

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Shooting Christmas

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Terrible Old Games You’ve Probably Never Heard Of

Ah, shininess. It's lovely, unless you have to take a photo...

Ah, shininess. It’s lovely, unless you have to take a photo…

Speaking as something of a crap game connoisseur and obscure dumpster diver myself, there’s something inherently enjoyable about bad things… especially when someone else is on hand to do all the actual hard-work and supply witty commentary. I’ve always liked Stuart Ashens for that, at least in part because he typically rides a good line between scathing takedown and actual fondness. Bad games or POP Stations or whatever aren’t treated as the worst things to be inflicted on the world since the Macarena, but interesting cultural artifacts worth both plucking from obscurity and a good finger-wagging. Take for instance this old review of Street Fighter clone Human Killing Machine, or the Quickest Game Over videos featuring a truly stunning death from the Speccy version of Grange Hill. A valuable lesson for kids everywhere.

Now of course, his piddling million or so followers is no match for my own A-List YouTube fame, but when he announced he was crowdsourcing a book about terrible old games – yep, that was a project I was happy to throw some money towards. And then leave sitting on my shelf for about a month because this time of the year is a fricking nightmare. But this weekend, finally, I got around to reading it. And writing these words…

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