Gamesugar

June 9, 2010

Blade Kitten’s Edge

Filed under: News Feed — Tags: , , , — Jamie Love @ 5:47 pm

Blade Kitten
Blade Kitten also got a tiny update over at the PlayStation Blog today – yes it’s a busy place today. Krome Studios Producer Heidi Stapleton has written about tackling both Krome’s first side-scrolling game as well as their first downloadable title.

As far as level design goes, she mentions obligatory sewer tunnels, grassy plains, an urban marketplace and temple – but hey she mentions Strider as an influence so fingers crossed.

What I’m most interested in with the title is the floating blades, which are independent of the player so that, as she says –

“One of the ways Blade Kitten differs from most other side-scrollers is that the player can engage in combat whilst climbing on walls and hanging from ceilings.”

Blade Kitten will have several blades players can purchase within the game, with different attributes for dealing with various enemies.

Word of a release date is said to be coming soon. Once again, fingers crossed – I need more side-scrolling fix this year. Well, every year.

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Trailer Park – Dead Nation

Filed under: News Feed — Tags: , , — Michael Tucker @ 5:13 pm


Zombies – The only humanoids you can slaughter in videogames that cause less weight on your conscience than Nazis.

Continuing the zombie craze that has infected both cinema and games in recent years, Dead Nation is an upcoming PSN exclusive that looks a lot like the reportedly underwhelming Zombie Apocalypse from Konami. However, with a cheesy trailer, tons of zombie gibs, and the promise of co-op, the game already has the trappings that keep dragging us back for more. Dead Nation will also keep track of national statistics if you’re into that sort of thing.

You can check out the trailer after the cut while I go flog myself for not resisting that zombie pun in the paragraph above.

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May 31, 2010

Who Is Joe Danger?

Filed under: News Feed — Tags: , , , — Jamie Love @ 3:36 pm

Joe Danger
On this slowest of gaming news days, Hello Games takes center stage on the PlayStation Blog with news and another look at their cartoon stuntman title Joe Danger.

The game adheres to Sony’s Play, Create, Share philosophy, allowing players to create challenges and races for friends – at anytime whilst riding through the game players can freeze the world and enter an edit mode.

Hello Games says the title is also made up of eleven tours with up to ten levels a piece to offer modes like Target Smash, Assault Course, Race, Coin Dash, Bowling Bounce and a Puzzle Mode.

Doesn’t seem to be any word on pricing just yet, which is always a doubly important factor when considering the mileage on such titles – Hello Games did say they were working to keep the European release date as close to North America’s as possible.

With the game set to launch via the PlayStation Network on June 8, 2010, I’d expect some more info soon. In the meantime you can catch a trailer after the break.

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February 18, 2010

Review – Fret Nice

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 9:19 pm

Fret Nice
Fret Nice’s invitation to play through familiar territory with a slightly skewed set of controls is as alluring as it is frustrating at first. Short on fancier words, I’ll suggest that there are plenty of moments in this writing about games experiment where I spend days puzzling over what to make of a title, and this is no exception.

The nagging sensation biting at my neck makes it hard to simply brush the game aside as a mediocre platformer with a hook. Even without the guitar, Fret Nice would be an interesting diversion from the everyday, though a little light on content. And so here we are, with me kinda liking the game, but entirely unsure of what to do with it – of course I realize the obvious answer is to be playing it.

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January 4, 2010

Review – PixelJunk Shooter

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 9:03 am

PixelJunk Shooter
Talking about the physics of a videogame, or at least the way in which elements and objects physically react to the player, leaves me thinking of pop cans rolling down hallways, the splinters of wooden crates, or bodies flailing before flopping on the ground – and afterward if stepped on. I think of little eccentricities that mean to draw me into a world made more convincing by their presence, subtle additions that nourish the reality of the world within the game.

If said game avoids confronting me with an endless series of puzzles meant to force my appreciation of the effort, so much the better.

Beneath the shooter exterior, PixelJunk offers a subterranean world of environmental puzzles as a focal point, distinguishing itself with a playground of experimentation that directly drives the solutions and pushes the player forward. It isn’t a world made more realistic because of the physical elements within it, rather a world made more compelling and interesting because of the depth found in the interaction between elements that the player is allowed to interact with and manipulate.

What we’re left with is a game that is at all times inherently playful, a sensibility sadly missing from so many current releases.

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