April 19, 2012
It’s maddening more often than entertaining, but Rhythm Heaven Fever’s catchy tunes and varied, gratifying gameplay make it worth seeking out.
The one and only major problem with rhythm games is the need for a good sense of rhythm to play them. And you either have it or you don’t, all but locking you out of such games if you don’t possess said sense.
Although in most cases, “good” isn’t enough; superb would be the better word. Nintendo’s Rhythm Heaven series is a prime example of this, asking players to master the beat of a myriad of wacky minigames, which range from playing golf to picking up pieces of food with a fork. They all seem deceptively simple on the surface, but turn into hellish tests of both endurance and rhythmic abilities right from the get-go. As the first installment to land on a home console, Rhythm Heaven Fever lives up to its reputation, bringing its special brand of crazy to a more appropriate format.
Continue reading at 4H Games >>
April 17, 2012
We get it already. Games are art. Now quit making such a fuss over it. It's an old argument that needs to die. Seriously. We're all sick of it. Enough already!
Besides, this constant preaching isn't achieving anything. In fact, I would say it's done more harm than good. How?
Because it depicts us as being insecure about this all-important subject.
The question of whether games are art has been debated for years. It's a topic that pops up frequently on message boards and in the press with titles like thatgamecompany's Flower being held up as prime examples supporting the argument. I think Journey is the better example, though, since it isn't constantly shouting "HEY, I'M AN ART GAME! APPRECIATE ME!" like Flower, but I digress.
The point is, plenty of people have supported the pro-art rationale -- more than was ever necessary. But they haven't managed to accomplish anything except articulate our collective thoughts. Never have I seen any good come out of the movement, like someone saying they've been convinced of the artistic merit of games. I've only seen agreement.
Continue reading at Bitmob >>
April 10, 2012
|Fezes are cool.|
So Fez is almost here (comes out this Friday! ...But I won't get to play it [no Xbox]). In honor of that, the soundtrack is being released. Right now you can only pre-order it through Bandcamp, but you can also preview the entire soundtrack there, as well as download a few free tracks. Pretty cool! Here's a sample.
So haunting... I really need to get an Xbox, if only for this. Seems worth it!
April 8, 2012
Man, this game is hard.
Thousands of enemies, all clustered together, rush forward. Three muscular men, evenly spaced apart between each other, run backward, attacking the approaching alien forces while deftly weaving through onslaughts of gunfire. Their range of movement is limited, however, able to shift only a few steps up and down. So you take the brunt of the enemy fire, it whittling your party's heath and armor down to zero steadily.
Damn, this game is hard.
You die. You try again, and die again. You try again, and this time succeed. Then you face another hoard and die in seconds, exhausting your continues.
GOD DAMMIT! This game... so hard. So mean. And then you pick yourself up and try yet again.
That's Serious Sam: The Random Encounter in a nutshell. Vlambeer's effort in last year's Serious Sam Indie Series combines the hectic, overwhelming action of the shooters with a turn-based battle system with minor interactivity. It's a weird but successful concept, blending the two gameplay types brilliantly and intelligently.
April 4, 2012
A magical multiplayer experience
Journey is a very simple game. It’s about a journey to a mountain far in the distance through a land buried by sand. That’s it. And yet, for such a basic premise, Journey is quite complex. It elicits a web of emotions, running the gantlet from happiness to sadness, from excitement to despair, and so much more, all over the course of a two hour trip. It establishes connections between players — strong ones — without words, but merely through each other’s company, facing the trek together.
It’s so much more than Thatgamecompany’s previous works, because it doesn’t feel purely experimental (flOw) or overtly artsy (Flower). It’s a game trying something new and confident in its ideas, never beating you over the head with its themes; precisely what a game like this should be.
Continue reading at 4H Games >>
April 2, 2012
In the meantime, try roping some friends or family into doing some four-player offline cooperative play. It'll like New Super Mario Bros all over again, but crazier.