Gamesugar

March 5, 2010

Demo Report – Patchwork Heroes

Filed under: Editorial Rants — Tags: , , , , , , — Jamie Love @ 2:12 pm

Patchwork Heroes
While the demo for Patchwork Heroes only offers up three of the game’s warship sabotaging missions, it’s clear after the very first that few games could ever hope to occupy so little space on a memorystick while offering so much of what has been missing from the Sony diet.

Take the weight of the bloated development cycles and money invested in offering more of the same experiences, only in higher definition for a pack of clapping seals hungry for mediocrity, and lose all connection to that misguided faith as this tiny demo offers up more charm, heart, tactile pleasure, control freedom, and divine spark than should be possible from the hollowed out husk of the great beast that once ruled this industry with an iron fist, and still kinda likes to think it does.

(more…)

January 25, 2010

Trying to Catch the Wind: an Interview with Jenova Chen, Part 1

Filed under: Features — Tags: , , , , , , , — Chris Lepine @ 9:15 am

Interview with Jenova Chen

“We should find ourselves indulging in similar daydreams if we started musing under the cone-shaped roof of a wind-mill. We should sense its terrestrial nature, and imagine it to be a primitive hut stuck together with mud, firmly set on the ground in order to resist the wind. Then, in an immense synthesis, we should dream at the same time of a winged house that whines at the slightest breeze and refines the energies of the wind. Millers, who are the wind thieves, make good flour from storms.” – G.B., 1958

Direct File Link

December 29, 2009

Demo Report – Holy Invasion of Privacy Badman! 2

Filed under: News Feed — Tags: , , , — Jamie Love @ 9:13 am

Badman 2
It’s a good snowy day to check in on NIS’ recent demo release for (I’m only going to type the title in its entirety once) Holy Invasion of Privacy Badman! 2 – Time to Tighten up Security!

The demo revisits the expected experience, inviting me in for a nice cup of tea with its superbly simplistic layout and interface, promptly frustrating me to no end with scenarios worthy of NIS serving as the publisher – this isn’t a bad thing, I just have zero patience and need a game like this to remind me to chill out every so often. At times this is slightly soul-crushing, but I believe there’s something important in the lesson.

Part of me would like more time to layout a perfectly planned dungeon, but the game finds its mark in presenting an imperative to dig furiously before the heroes arrive, therein watching well laid plans turn to waste and delivering a slap in the face to think harder while working faster. I’m sure there’s plenty of people providing strategies far greater than the Swiss cheese dungeons that keep failing me, but I’m determined to figure this out on my own.

(more…)

« Newer Posts

Powered by WordPress