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You guys are lucky I'm a professional. Otherwise, I might give Plain Sight 12 out of 10 just on principle. I might even do that anyway. We'll see.
Understand that Plain Sight is a multiplayer indie game for PC, available on Steam, about murderous, explosive, acrobatic robots battling one another with katanas in a web of gravitational fields. It's part flight sim, part Jedi Knight, part vertigo-inducing spectacle, part experiment and all risk-reward. What kind of a monster would go and break apart a game like that to say whether it's worth buying? You might as well dissect a woman to determine that yes, she has healthy kidneys and firm, spongy lungs is therefore probably worth going out with.
I'd argue that a solid percentage of gamers could watch this video and know that they need Plain Sight in their lives, just like that, and that not knowing what on Earth is going on in the video is not an obstacle. For the rest of you... ah, well. Here we go.
London studio Beatnik Games has let us know that Plain Sight will be released on 22nd March.
Any publicity is good publicity, they say. Unless it crashes your server.
Local heroes Beatnik Games have started an open beta test for their hybrid deathmatch platform game, Plain Sight. You can download the game from the official website.
Plain Sight is an independent release for PC which, since it's developed using XNA, Beatnik hopes to make available for Xbox 360 as well at some point.
In the game, players' cartoon robot avatars bound around small spheroid levels in the style of Mario Galaxy. They kill each other for points and then multiply and bank those by blowing themselves up, in a kamikaze score-attack mechanic reminiscent of Kenta Cho's Every Extend games.
Independent London-based Beatnik Games has unveiled Plain Sight, a PC title created using Microsoft's XNA tools, which the developer also hopes to release on Xbox Live Arcade.
Due in early 2009, it's a simple multiplayer game where players control robot-like characters with swords. The idea is to chop opponents up, gain points, and then bank those points by blowing yourself up.
The better the score, the bigger the player; the bigger the player, the larger the death explosion; the larger the death explosion, the more people that die in the blast; the more people that die in the blast, the higher the multiplier applied to the score you bank. Simple.