In March, I had the chance to play the opening pair of chapters from Trek to Yomi, an action game developed by Leonard Menchiari and Flying Wild Hog with Devolver Digital taking up publishing duties. It acts as a love letter to Japanese cinema of the 1950s and 60s, an appreciation that clearly led to
The importance of a good title cannot be overstated. Given that it’s highly likely to be the first thing a prospective player sees of a video game, the ability for a developer to decide on a proper one—one that both grabs the viewer’s attention and implies its general feel—is a vital part of the process.
A good chair can be difficult to find. Speaking from my own personal experience, its easy to get caught up somewhere between comfort and necessity as far as pricing is concerned. If I can save some cash when it comes to a seat for my desk, why shouldn’t I? After all, it’s just where I
The melding of videos games and cinema is a tall order. It’s a difficult fusion that developers the world over have attempted to reach from the moment that games became something more than simple shapes sliding across a black background, and to varying degrees of success. Trek to Yomi, a game in development by Leonard
At the tail end of last September, I had the opportunity to check out the demo for Young Souls, a previously Stadia-exclusive beat ‘em up developed by 1P2P and published by The Arcade Crew. By and large, the general takeaway from my several hours with it was an exceedingly positive one, and I found myself
The King of Fighters is a series long-beloved by fighting game fans. It’s consistently sported a colorful cast of memorable characters, flashy specials as satisfying to watch as they are to input successfully, and a high level of overall speed that sets itself apart not just from other team fighters, but the fighting game genre
There’s no shortage of games that have taken inspiration from From Software’s Souls series. Following the breakout success of its second title, Dark Souls, many developers have crafted titles of similar feel and seen them across not only unique boundaries of gameplay, but unique boundaries of setting as well.
In the current landscape of online RPGs, it often feels as though developers and publishers aren’t vying for your wallet so much as they’re vying for your time. As the years have passed and free-to-play has asserted itself as the de facto business model for any MMORPG attempting to break into the scene, it’s become
It can be a wonderful thing to stumble on a game that just lets you turn your brain off and have some fun. There’s a unique catharsis to it, even; sometimes you simply don’t want to worry about concerning yourself with the finer details of a brainteasing plot or mastering complex inputs with precise timing.
For a genre that has given rise to the creation of so many great games, it can often be difficult to separate the wheat from the chaff when it comes to the puzzle platformer. This is doubly true when games under its umbrella are heavily evocative of one another in certain visual or mechanical elements,
In October of 2017, German developer Piranha Bytes asked a question: “What would an open-world RPG that mixed worldbuilding elements of both fantasy and science fiction look like?” The provided answer to this question was ELEX, an acronym representing the words Eclectic, Lavish, Exhilarating, and Xenial.
The Cotton games are a series of shoot ’em ups (or cute ’em ups, if you prefer) that haven’t seen much popularity outside of their native Japan. Up until this year, Cotton: Fantastic Night Dreams, the franchise’s first entry, was the only one to receive a North American release on the TurboGrafx-CD in 1993, and
It’s that time of year again. The autumnal season is in full swing, and our current proximity to Halloween could very well move you to seek out TV shows, movies, music, and video games to commemorate the month of harrowing haunts and spectral spirits. There’s no shortage of spooky titles asking for your time, but
The moment it launched its Kickstarter campaign in October of 2019, Book of Travels built itself up to be a different kind of online game. Developer Might and Delight labeled it not as an MMORPG, but a TMORPG (that’s Tiny Multiplayer Online RPG) which places players in a large world with no immediate objective apart
There’s nothing quite like a good beat ’em up. Tricks of the trade guarantee things like fast-paced action, in-depth combat, and side-scrolling mayhem, with aesthetic flourish typically being the cherry on top. When a developer can successfully integrate all four of these elements into a cohesive whole, it’s easy to find yourself with a pretty
Today saw THQ Nordic’s first digital presentation in celebration of the company’s 10th anniversary. As you’d expect from a showcase ringing in a decade of publishing games, it was suitably filled with reveals of projects currently in development and new looks at a couple of previously announced titles.
When the original Bravely Default landed on the 3DS back in 2014, it stood as direct confirmation that there was still a market for high quality, turn-based JRPGs. It sported a job-based combat system and a party reminiscent of 2010’s Final Fantasy: The 4 Heroes of Light, a game that itself took heavy inspiration from
I’m always somewhat skeptical when it comes to plot-based decision making in games. Typically, you’ll be offered one of three choices in every situation: something a nice person would do, something a mean person would do, and something that falls somewhere in between the two.
Cyberpunk is one of the most interesting subgenres of science fiction. It’s a demonstrably solid framework for writing flawed and morally gray characters, beaten down by a world brought to the edge of collapse by the whims of puppeteering corporations and capitalism run amok. Often, it explores the question mark of human consciousness, individuality, and
There are a lot of unique challenges that narrative-focused games have to overcome. By necessity, they have to share an interesting story with engaging characters. They also have to keep things fresh throughout their entire duration to keep from getting stale, and perhaps most importantly, they have justify to the player that an interactive medium