RONIN snuck up on us this month with a rather confusing premise. Turn based action platformer it’s little badge said proudly. At first, thinking perhaps there had been a mistake we came over to politely explain that that would never work.
Competitive, dodgeball inspired, local multiplayer bullet hell with cartoony graphics and lovable character design.
With the ever increasing presence of technology in our day to day lives, it makes sense that we would do away with the old in favour of the sleeker, sexier new. Letters, books, dvds, and boardgames have all been snatched up by this digital monster. This week we look at a game that probably should have been left where it was, Chainsaw Warrior: Lord Of Night.
Is it simply a case that Valve will cowtow to he who has the deepest pockets?
Players who grew up with Sonic and/or Mario will feel at home with Mega Coin Squad.
1) A feeling of pleasure and also slight sadness when you think about things that happened in the past.
2) A ploy used by game studios to make you buy a game with outdated mechanics and graphics.
Super Panda Adventures is an action platformer where you play as Fu, a Samurai Knight who also happens to be a panda. Kickass! At the beginning of the game you complete your training. Awesome! Then robots take over the world, steal the princess and kill your sensei. Not so awesome.
The idea of multi-layer gameplay has been thrown around a lot in the past. Switching characters to change your skill sets for different situations or even to change the world around you and the formula usually works. Shadows: Heretic Kingdoms makes it shine.
Open world survival sandbox is a term that’s thrown around a lot these days. From the blocky landscapes of Minecraft to the more smooth worlds of Blockscape, the two dimensional fantasy world of Terraria to the space travelling world of Space Engineers. The genre has boomed like an exploding septic tank, with Tug being the latest nugget to land in our hands.
In a game where you can travel about two hundred metres in a single bound (not to mention the grappling and rocket boots.) It is obviously important to have a massive environment to explore. A Story About My Uncle provides this without looking linear or contrived. On top of this even though there was often no clear way to go we always went the right way first time. If that doesn’t scream great level design then we don’t know what does.