Cheating Necessity


By – Trevor Shanahan



Did you ever play Halo or GoldenEye with people?  Local competitive multiplayer in FPS titles often divides screen real estate into segments, with a segment devoted to each player.  This gives each player their own point of view, and inadvertently, gives other players the opportunity to sneak a peek at a competitor’s screen to gain an advantage.  This used to be cheating; now it’s a game.  Enter Screencheat.

Cheating Necessity image 2.png

Are you looking at my screen?


Screencheat, developed by Samurai Punk, necessitates looking at other players’ screens to play the game effectively.  You see, players are invisible within the game world.  I’ll repeat myself for clarity; players are invisible within the game world.  It’s a fact that if something is invisible it cannot be seen, but with Screencheat you can see what that invisible thing sees – this is your greatest weapon.  When a method for cheating becomes an important aspect of your own success and survival within a competitive game world a familiar genre gets reinvigorated.

Cheating Necessity image 3

Are you sure you aren’t looking at my screen?!


Personally, this game screams “eSport” as much as it does casual or even party play.  Changing a few gameplay elements familiar to the competitive FPS format (like making visible players invisible and necessitating viewing multiple screams almost simultaneously) changes both the approach and play of something many have called “stagnant.”

Cheating Necessity image 4

Now I’m certain you were looking at my screen!


With 2-8 player local and online play, 10 weapons, 10 maps, multiple game modes, variations, customization options, mutators (augments for in-game play and effects),  and an original soundtrack; there’s a lot here.


Screencheat is currently available on Steam, GOG, Humble, and is coming to PS4 and Xbox One.






About The Blogger

ccccccMy name is Trevor Shanahan and I am pursuing a graduate degree in video games/media studies. I am interested in video games and everything they touch (their industry, development, games as art, psychology of games – like gamification, industry issues, culture, etc.). I have come to realize that the more I learn (and learning is so important) the more I do not know. Learn as much as you can about what you love and try to give back to it.