I’ve written recently about how some games are suffering staggering falls in their player base, with Project CARS enjoying a less than stellar second week and Evolve tumbling like a stone. Those two are understandable to some degree though, with plenty of mitigating factors (very…
DayZ has always been a game with a reputation for not holding players’ hands and the developers behind the standalone anti-game – that’s Dean Hall’s words, remember – are equally straightforward. Brian Hicks continued that tradition this week on the DayZ forums, responding to a…
By James Pinnell on March 4, 2014 at 2:33 pm
Maniken50 doesn’t mince words in his short, fairly disturbing review of the phenomenally popular survival builder Rust.
“I love this game”, he muses. “I built a house around a guys house and made him my prisoner, I fed him cans of tuna and cooked chicken when it was available, and some times I would drop in spare logs of wood (when they were available).”
This is followed by what can only be described as a Hannibal Lector love note, where he describes torturing and restraining the poor fellow, in a recreation of a scene from Silence of The Lambs. Strangely enough, or not as it were, this review was helpful to 93% of the 18,000 people who rated it, with comments congratulating (and damning) the player on his efforts and pledging a purchase based on his story.
This isn’t as much as an exception as the rule in the new world order of online sandboxes — both Rust and DayZ, two titles that are almost certainly the most unrelenting, unforgiving and anarchic games of the decade. Griefing has now grown to become de rigueur when building a new community in a space with little to no rules, restrictions or, most importantly, consequences.