The Legend of Zelda: A Link to the Past was my first ever Zelda game. It will always hold a special place in my heart not only for being the game that introduced me to one of the greatest franchises I ever have had the pleasure of playing, but also for being a fantastic game in its own right. So when a straight sequel was announced, I have no shame in revealing that I was very excited - kiddie at Christmas excited.
But how would I find a sequel to a game that I have placed on a pedestal for two whole decades? Would it be able to live up to the game I held so dear, and would there be enough difference in this game to make it a classic in its own right?
Like most Zelda games, we begin with Link oversleeping – Hylean heroes apparently need their ten hours of beauty sleep a night. After being woken to go and do some work, our hero gets accidentally caught up in a very familiar plot involving kidnap of Sage descendants to a mysterious parallel land. It’s up to our hero to collect some well-known jewels, and a famous sword to go off after them.
So yes, story-wise this won’t win any awards for individuality, in fact its parallel to Link to the Past’s story is equalled in the mirroring that also occurs between Hyrule and the game’s mysterious parallel land known as Lorule. And Lorule itself is essentially the Dark World from Link to the Past, right down to its music, design and enemies.Click here to read more...
With the new 3DS title A Link Between Worlds being released just last week, and with a Dealspwn review still a work in progress (early impressions are very positive though), I thought I’d compile a Top 5 that should whet your Zelda appetite, and hopefully provoke plenty of discussion. So without further ado I present to you the Top 5 Best Zelda games.
NB. There may be some light spoilers, but to be honest if you’ve not played these games yet, then shame on you!
The original game received a lot of unfair criticism when it was released, due to its new direction in art style, its apparently low difficulty level, and all that sailing between small islands of interest. However what lay underneath was a game that was packed full charm, even from Link himself – normally a protagonist void of emotion and character. It also introduced a parry mechanic which added a new dimension to combat, which created a much more fluid fighting system, and a more energetic and flexible Link than we were used to seeing.
Essentially it was an adventure that never took itself too seriously and was probably the most fun Zelda that has ever been released. Upon realisation of that, you understand the new visuals worked perfectly with the game’s core design and allowed for a really enjoyable experience.
When the HD version released this year for Wii U, we finally had the game we’d always hoped for, with Nintendo addressing many of the technical criticisms, and adding in a new Hero Mode to really up the challenge. Unmissable.Click here to read more...
Platforms: PS3 | PS Vita
Developer: Bloober Team
Publisher: Namco Bandai
The aim of A-Men 2 from Namco Bandai is to take us back to a simpler time. A time when games were all about the puzzles, where the game design presented intelligent problems, and the solutions required your own ingenuity and patience. They tend to go hand in hand with a sense of difficulty and perseverance – the game must provide a challenge otherwise a puzzle is anything but what its name suggests – but it’s all about balance. You want a game that challenges you, but keeps you wanting more. It’s a very fine line that can be very hard to keep to – maybe even more so in a puzzler. So how well does Amen-2 do in this regard?
The core of the game is that you are tasked with getting your groups of “A-Men” from their starting points in the level to the helicopter pick up point at the end. To make the helicopter appear, you need to have cleared a certain amount of enemies from the level to allow for a safe landing. But even with the helicopter here, getting to it is normally easier said than done. In true puzzler style, there are many obstacles between your elite team and their goal. To add to the difficulty, your units cannot sustain any damage from enemies or drop from more than one level above, or they will die. Any death to any unit will result in a level restart.
Click here to read more...
Developer: Scientifically Proven
Publisher: Midnight City
There’s a lot to be said for a good old-fashioned 2D platformer. It’s been a mainstay of the industry for decades due to its simplicity and accessibility as a genre. But as such the plethora of games has made the genre a little stagnated in that almost everything that can be done has been done to it. The room for innovation is limited, but as such is celebrated when it is executed well. So now Scientifically Proven – an indie developer – have created Blood of the Werewolf, their offering in the world of 2D platforming, currently available on Steam for £7.99, but how does it compare to nearly 30 years of history?
In the game, you take control of Selena, a werewolf, who is on the hunt for her missing child, Nickoli, who is one of the last surviving werewolves. Her journey will take her through a variety of landscapes and enemies, with tough obstacles to overcome. She’ll face bosses who are literally a who’s who of fantasy horror titles - Dracula, Frankenstein and Dr Jekyll to just three.
The main mechanical focus, when it comes to gameplay, is that you play the game as Selena in either human or wolf form. In human form, she is armed with a crossbow – whose aim is controlled with the mouse – which she uses to combat the enemies she comes across. It can also be used to shoot switches and other objects which can impact the surroundings. As a wolf, Selena grows in size and can use her brute strength to swipe at enemies. Also she inherits that well-known werewolf ability of the double-jump allowing her to reach even higher or further places than in human form. As is probably apparent from those descriptions, the two forms control and play very differently, but the ability to switch between them is preset in the game rather than at the player’s will. Indoor / underground sections where the moon is blocked out will be played as a human, whereas outdoor / windowed areas will be as a wolf. On the face of it feels restrictive, but actually what it allows the game to do is have sections specialised to either form, allowing for tighter level design rather than having to accommodate either form.Click here to read more...
Developer: Mine Loader Software Co., Ltd
Publisher: Namco Bandai
It may come as a surprise to some of you younger gaming ragamuffins out there, but despite my age, I missed the Pac-Man craze when it first came out by a good 5 to 10 years, and as such have never really grown up with it close to my heart. Sure I’ve played it through the years, but only fleetingly, and so I’m in probably quite a unique position as I write this review, that I won’t be weepy-eyed over hours spent in an arcade spending all my pocket money on the early 80s smash hit. Besides getting all soppy would undo all the hard work I‘ve done to build up this manly, butch guy image you all see me as here at Dealspwn, right?
Ahem. Moving on…
This latest iteration of the Pac-Man series is the tongue-twisting (and presumably Street Fighter-inspired) Pac-Man: Championship Edition DX+. The game looks to build on the 2007 release, Pac-Man: Championship Edition. The ‘DX’ version came 3 years later on XBLA, and now Namco Bandai have released a DX+ version of the game – as the current definitive version. Still with me? Good, let’s go eat some ghosts.Click here to read more...
Platform: Wii U
Developer: Nintendo EAD
For those of you who remember reading the Dealspwn Game of the Year 2012 Highlights will remember me stating that my most anticipated game for this year would be a Zelda Wii U game. Well 10 months down the line, and I’d be lying if I thought or hoped that game would have been a remake of a game I’d completed a decade ago. I wanted new Zelda, never-before-seen Zelda, and what I got from Nintendo was Wind Waker HD. I said before that Nintendo needed a Zelda game to propel them forward – a stance that has further been emphasised by a quiet first-half of 2013 and imminent next-gen console launches. So this review is not just any old review. On its shoulders is not just an evaluation of how good a Wii U game Wind Waker HD is, but also whether it can fill that need and push the Wii U forward. And also more importantly (to me at least) was my prediction vindicated that this would be the game of the year? You’ll be able to tell by my smugness at the end.
For those unfamiliar with the original game, or who simply weren’t gaming back when Busted were topping the charts in the UK, The Legend of Zelda: The Wind Waker was the main Zelda franchise release for the Nintendo GameCube. It took a few notably different steps to its gameplay and style off the back of previous N64 powerhouses - Ocarina of Time and Majora’s Mask. Despite gamers of the time (myself included) drooling over higher-res, detailed graphics thanks to a Spaceworld demo in 2000, Nintendo decided cel-shading was the way to go – putting a higher emphasis on the emotion of Link and other characters, something they felt was more achievable in this art style. Cue the witty “Cel-da” puns from games journalists and players alike, unable to see how a game that looked like a cartoon could carry on such a serious and beloved franchise.Click here to read more...
Developer: Codemasters Birmingham
Publisher: Codemasters | Namco Bandai
“It’s lights out, and away we go!” Yes, it’s that time of year again, as Codemasters deliver us their latest annual offering of Formula One racing - putting you in the driving seat against the most highly skilled and highly paid drivers in the world. And Max Chilton. And the big USP of this year’s iteration is that of classic cars and tracks to race around as opposed to just those on the current calendar. But will this addition and the package in general, see you racing to the shops, or leave you looking for an early retirement? And yes, the racing puns get worse.
Firstly let me be really clear on something. I place myself in a (what I hope is a fairly broad) demographic of gamers that love watching Formula 1 on TV, but when it comes to displaying that passion in an F1 simulator game, I’m useless. Seriously, I’m very, very bad at F1 games, and whilst this means that I won’t ever win the World Championship without some help (more later), it does also put me in a spectacular position to critique the game for the less skilled in F1 games, or those new to the genre or series. So strap yourself in, and prepare for the ride (told you).
Your first step into F1 2013 will be the famous ‘Young Driver Test’ that happens each year to find F1’s latest prodigal talent. It’s a way for the game to not only introduce you to the controls and mechanics of the game, but also provides a premise for unlocking teams that you can drive with in the main career mode. The better you perform in each of these tests, the more notice you’ll attract from better teams, giving you more options in Career Mode. It’s a great introduction, both with its pacing but also with its unforgiving policy of performance. If there’s anything newcomers can learn from the Young Driver’s Test, it’s that that driving in an F1 game is all about precision, control and skill. Any wayward braking or cornering will be punished through lack of car performance, and failing tests. It sounds hard, harsh even, and it is, but this is F1, and the sport itself is a specialist sport for a reason. F1 gaming veterans will eat this test for breakfast, with it offering little difference from previous iterations, but as a familiarisation exercise, it still works competently enough.Click here to read more...
Developers: Kraken Empire
Touted as a “fast-paced immersive adventure shooter”, Kromaia sees you take control of a ship in 3D space, where your task is to navigate obstacles and take down enemies. We’ll be honest, it’s not the first time a crowdfunding effort has pitched something like this, but Kromaia's distinctive aesthetics and expansive approach to player customisation are looking to set it apart from a SHMUP genre that’s very much back in vogue thanks to the likes of Kickstarter and (in this case) Indiegogo. We’ve had the opportunity to test drive a preview build of the game to demonstrate the control system, though it should be noted that this only included a survival mode. Basically, the idea is to shoot enemies and accumulate points whilst trying to dodge the enemy fire and oncoming obstacles until your shields run out and it’s game over. The ambitions of the developers at Kraken Empire do extend further than this -- there will also be a story mode which will make up the bulk of the main game, full of puzzles to solve and more tricky obstacles – but we didn’t get to see that, so we’ll have to take their word for it.
But back to what we did get to grips with. Kromaia boasts a control scheme that uses a “six degrees of freedom” navigation system, which to put in layman’s terms is essentially raising or lowering the pitch of your craft (up and down), steering left or right, or strafing left and right. This in itself is nothing revolutionary, but it’s the speed and fluidity through which you manoeuvre your ship that gives this game an edge over most. Being able to seamlessly go from strafe to turn to pitch means with some deft mouse click or button presses (the controls are customisable to your preferences) you can dodge enemies or obstacles with a certain amount of style and grace, without losing the quick-paced nature of the game. It can be quite rewarding at times to pull off a nice dodge with a quick strafe or tilt, although mastering it will require a certain amount of practice. But the good news is, it’s a control system with a large amount of promise, which is handy, because if the main game is going to be focussed around puzzles and obstacles, a good control system is vital to its success.Click here to read more...
Developer: Daedalic Entertainment
Publisher: Daedalic Entertainment
Point and click is perhaps the genre I remember most fondly growing up. Hours upon hours spent on games such as Day of the Tentacle and Monkey Island as a rabid kleptomaniac trying to work out what random combination of items the developers had conjured up this time to get past my current predicament. So it was with a wry smile that I powered up Memoria, a game in the Dark Eye series from Daedalic Entertainment, and a direct sequel to The Dark Eye: Chains of Satinav released in 2011. In Memoria, like its predecessor, you play as Geron, a bird catcher from Aventuria, in the kingdom of Andergast. Geron's fairy friend Nuri has been turned into a raven by a curse, and you are looking for a way to turn her back to her former self. Your search has led you into the forest to seek a mysterious mage called Fahi. Fahi offers to teach you a way to change Nuri back if you can solve the riddle he has been dreaming of. More specifically, he has been dreaming of a riddle encountered 450 years ago by a feisty princess known as Sadja. You then play out the role of Sadja and Geron, in vastly different times in Andergast, and you'll unravel more of the interlinking story, with plenty of twists and turns before it all comes together at the end.
So, a first notable difference to most point and click adventures is the notion of two protagonists. Now the first reaction - and certainly mine too when I saw a point and click game with multiple characters across differing timelines - was this would present plenty of cause and effect puzzles, similar to those found in the aforementioned Day of The Tentacle, but Memoria works slightly differently. A lot of Sadja's sections serve to flesh out a past that has already happened to her, educating both the player and Geron into this relevant past. This presents the player with plenty of diverse landscapes - and therefore puzzle opportunities - to explore, be it either in Sadja's adventurous past, or Geron's urgent and problematic present.Click here to read more...
Platforms: PS3 (reviewed) | PS Vita (cross-play)
Developers: Derek Yu
Spelunky. A lovely, cutesy title for a game, that. When I first heard it, it conjured up images of a fun-filled frolic in some long-forgotten mine in search of unknown riches and treasure. It would be an adventure that could be enjoyed by all the family, due to its charm and accessibility. This feeling rings true even upon loading the game, as you’re greeted by the loveable protagonist, this is a game that is going to leave you all warm and fuzzy inside. This feeling lasts for about 20 seconds of playtime, until you realize the true reason for the game’s name. It is a made-up word, one that you might scream in anger to save your blushes from your family and friends when you die for the umpteenth time. SPELUNKY!
The difficulty of the game is born from its simplistic, retro design and gameplay. You control an unnamed spelunker who traverses a variety of levels in search of untold treasure. Each level is a 2D area, of which you will start at the top, with the exit to the level down at the bottom. Sounds a pretty simple premise, and it is. Along your way to the exit you’ll encounter a variety of monsters hell bent on stopping you from your treasure-hunting glory. In true old-school platforming fashion the majority of these monsters can be dealt with by a swift jump on their noggins. Alternatively our hero is also armed with a whip which can damage and dispatch nearby enemies.
As if roaming monsters weren’t enough for you to contend with, each area will also have various traps vying for your health. Anything from good old fashioned spikes, to lava and acid threaten to upset your expedition. Add to this the fact that your character starts off with just 4 hearts of health, with few chances to increase your health, and many opportunities to lose them, and a likelihood of death and a game over looms large. Yep, that’s right, with no hearts left you have to start the game again from scratch – there are no continues.Click here to read more...
When I hark down memory lane to consider the next BFTP addition, there are a few things that run through my mind. There are a plethora of little titbits of games gone by that flood me with waves of nostalgia. These could be a particular section of a game that was unique, the characters or comedy within the game, or indeed the recalling of memories of when I was younger and playing said games – either alone or with friends and family. It is unusual for a game’s music to play so heavily on a fondness for a game, but for me that is one of the things that separates out Mystical Ninja: Starring Goemon from other games. And with it celebrating 15 years since its EU release this week, it felt like the right time to highlight to the masses a game that not only had very good, unique music, but was a game that was as mad as a box of frogs as well.
Mystical Ninja: Starring Goemon was a 3D platformer / adventure game that was an N64 exclusive way back in 1998. The central protagonist was the titular Goemon, a lad from Zazen Town, who with his friend Ebisumaru set out on an adventure to stop the Peach Mountain Shoguns from travelling across Japan and turning it into some gaudy array of theatres and stages on which they can perform. Throughout the game, they will meet fellow companions Yae – a female ninja – and Sasuke – a mechanical ninja robot – who will join them on their quest. They can even summon the giant robot Impact (who comes complete with his own camp theme tune) to battle against giant bosses. Think of a cross over between 1990s TV series Power Rangers and the Rig fight scenes in the Lost Planet series and you won’t be far from the mark. So yes, completely bonkers.
The source of the craziness is born from the fact that this game is so overtly Japanese, and that’s not just because the story itself is set in the Land of the Rising Sun. The quirky fun that is so often represented in Japanese gaming culture is here in spades, and you just can’t help but fall in love with it. And the quirkiness extends not just in the random and fun nature of the story and characters but in the humour of the game as well. For example the entire point of the game is to prevent Japan from becoming a giant stage, but the game counters this by putting in canned audience laughter after character punch-lines, and cheers at the end of particular series of dialogues between key characters – as though the game itself is one big theatrical performance.Click here to read more...
There are lots of reasons why I love doing these BFTP articles, but one of the main ones is that I get the chance to take a look back at some great games that simply wouldn’t be made today. Imagine the following marketing pitch if you will:
Dev “So we’ve got this great new game idea, it involves 3 Vikings who get kidnapped by an alien”
Marketing “Vikings kidnapped by an alien?”
Dev “Yes, in his UFO”
Marketing “Er, why?”
Dev “Because the alien is looking to create an inter-galactic zoo”
Marketing “Get out!”
Thankfully for me and you, The Lost Vikings wasn’t made in today’s environment where games had to make sense. It was made back in 1992 by Developers Silicon and Synapse (who would later become Blizzard) and focussed much more on clever puzzles and its distinct brand of wacky humour – hence the intergalactic zoo.Click here to read more...
Platform: Wii U
Developer: TT Fusion
There must be quite a few of us that were brought up on Lego. In a ruse our parents used to keep us preoccupied, they bought us brightly-coloured blocks that fitted neatly together. The only limits to what you could build were the limits of your own imagination. So naturally the majority of us built cars, houses and rocket ships, y’know cool kid things. So when developers TT Fusion built an entire city and its surroundings out of the stuff, complete with different cars, bikes and helicopters to get around, and you play as a cop looking to kick some ass and take some names by going undercover – that’s surely got to be a good game right? Well let’s see.
TT Fusion’s game in question is Lego City: Undercover, a sandbox-style adventure game for the Wii U that sees you take the role of Chase McCain and his adventures as he goes undercover to stop the villainous Rex Fury from a life of Lego-related crime.
Let’s start by discussing the inevitable comparison to the Grand Theft Auto series. With both these games being crime-related sandbox games across a large city, you can understand why people are calling this a “kiddie” version of the seminal GTA series. These arguments, however, are only partly true. Whilst the game has a large over world for you to explore and create havoc in, Lego City: Undercover is best described as a melting pot of the best bits of GTA, some Mario-style platform elements and the Lego games' dynamic, humour and charm. You’ll find that as well as reckless driving, undercover theft etc, you’ll also be indulging in a fair amount of platforming around Lego City – from wall-jumps and swinging on poles, to over-exaggerated spring pads which send Chase hurtling from one rooftop to the next. It’s a mix that means whilst playing, I rarely sat there and thought “I’m playing a watered-down GTA game”. The parts that feel like GTA are normally just filler sections to the meat and potatoes of the game which stay true to the Lego series – and that is in the official Side Missions of the game.Click here to read more...
Year of Release: 1992
Original Platform(s) of Release: PC (DOS)
Due to the Easter bank holiday – and me contracting this national lurgy that’s going round – you may have noticed last week I was usurped from regular BFTP article by the loveable trio of Matt, Jon and Carl. Given Disney’s decision to close LucasArts, they mused on their favourite LucasArts games of years gone by. Luckily I’m here this week to show them all how wrong they were. In fairness to Jon, he gave this game an honourable mention, but I’m here to give it its very own BFTP, and that game is the hilarious Day of the Tentacle.
DOTT was released in 1993 as a sequel to the 1987 Commodore 64 game Maniac Mansion – which saw you play as Dave Miller in an attempt to rescue your girlfriend from the clutches of an evil scientist with the help of your friends. In that game you could select 2 friends to join you from a group of 6 – Scooby Doo style. In DOTT, you play as one of those friends – Bernard Bernouilli – but this time your 2 companions are fixed for the entire adventure, and comprise of a slightly disturbed medical student called Laverne and wannabe rocker Hoagie.
The game starts with us discovering that chemical waste is spewing from Dr Ed’s laboratory. This waste cause Purple Tentacle (One of the two tentacles created as experiments in the original game) to grow a pair of arms, and have a heightened intelligence. So naturally he now has dreams of world domination – we’ve all been there. His kinder-natured counterpart – Green Tentacle – fears what Purple might do, so enlists the help of Bernard and his friends to stop him. When they arrive, the plan of action is to time travel to the previous day (using Dr Ed’s latest time travelling machine that uses a crystal and three suspect looking porta-loos) and turn off the chemical waste before Purple got infected – hence preventing any possible world domination.Click here to read more...
I heard on the grapevine that a half-decent FPS called Bioshock Infinite was released this week. And with said game being set in a city stuffed full of socio-political commentary, I thought the perfect tonic for this week’s BFTP would be a game that took the premise of serious political issues, and then rammed it full of satire and humour. Plus it seems outrageous that in the archives of BFTP history we have yet to mention one of the most famous early adventure game franchises. So to both those ends, ladies and gentlemen I present to you Zork: Grand Inquisitor.
Zork: Grand Inquisitor joins the franchise very late in its life when it was released in 1997 for PC. Way back in 1980 a quartet of MIT graduates designed and published the first Zork game under the Infocom name. The original Zork game was a text-based adventure game, and was made as a trilogy of games, with each one leading directly onto the next. For those who have not experienced the game, it is possible to play it in Call of Duty: Black Ops – just break out of the chair on the menu screen, and type in “Zork” into the computer screen and you’re all set.
But random information and stray trophies / achievements aside, we’re here to talk about a later game in the series. 17 years after the original Zork, Grand Inquisitor would see you take on the role of “AFGNCAAP” (Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person) as you delve into the depths of the Great Underground Empire, and with the help of Dalboz the Dungeon Master (unfortunately imprisoned inside a lantern) you will collect 3 legendary artifacts that will overthrow Mir “I am the boss of you!” Yannick – AKA The Grand Inquisitor.Click here to read more...
Matt relived some of his favourite FPS multiplayer maps earlier in the week, and his list contained a lot of the normal movers and shakers on the FPS scene that you would expect. But it got me thinking about FPS titles that often don’t get as much attention, which brings me nicely to this week’s BFTP – Turok 2: Seeds of Evil. Introduced to the gaming world via the Nintendo 64, Turok the character (and original protagonist) actually started out in comics as far back as the 1950s, but didn’t grace the console scene until Turok: Dinosaur Hunter in 1997. That game received positive reviews, and quickly resulted in a sequel appearing a year later – Turok 2: Seeds of Evil.
But what became apparent very quickly, was that this wasn’t just a quick reboot to cash in on an emerging successful franchise. - Turok 2 planned on bringing much more to the party.
The premise of the game is you play as the “Turok” – the one charged with maintaining the balance of the Lost Lands – attempting to overcome the threat of The Primagen, a creature which is sealed inside a space craft by numerous Energy Totems. Turok’s task is to clear out the enemies that the Primagen has sent to destroy the Totems, and then slay the Primagen itself to rid the world of evil. He is helped along this path by a woman named Adon who serves as a guide, and provides an introduction and the objectives required for each of the game’s levels. Adon herself does not affect the gameplay directly but exists in the game’s hub area in between each of the levels, leaving Turok as a lone gun against the hordes of enemies.Click here to read more...
Julian Gollop is probably most recognised in recent years for his work on the XCOM series of video games. But when it was announced late last year, that Gollop was working on a new game called “Chaos Reborn”, the industry got it’s heart in a bit of a flutter. Excitement across social media and news articles must have looked odd to those wondering why people cared about a sequel to a game launched on the ZX Spectrum over 25 years ago. That game was Chaos: Battle of the Wizards – or simply Chaos, if you’re down with the kids of the 80s.
Chaos was an early turn-based strategy game, where you took on the role of a wizard, who would compete in a duel to the death with up to 7 opponents, with the aim of being the last one left at the end of the carnage. These duels of 2-8 wizards could consists of any combination of human and AI controlled opponents, and you had the option before each bout of stating how strong you wanted your AI opponents (if any) to be.
Well a wizard wouldn’t be worth his pointy hat if he didn’t have a wealth of powerful spells at his disposal, and the wizards in Chaos were no exception. Each wizard’s selection of spells –different for each duel – provided the games main premise. All wizards involved in the duel started at pre-set places on the “board” and can cast a spell once a turn. The majority of spells are creatures that fight for your wizard – against other wizards and their creatures – and what made this game so fun was that no two creatures were the same.Click here to read more...
With one of the marketable points of Nintendo’s WiiU system being it’s asymmetrical gaming that can include up to 5 players, it got me thinking about the first time console gaming allowed for up to 5 players at a time. It may come as a surprise to some of you younger ragamuffins but back in 1993, console gaming was very much a single or two player experience. It was you and a carefully selected friend (or in some infuriating cases, a family member) against the gaming world.
So when the lovely people at Hudson Soft were developing a console sequel in their Bomberman series (the original Bomberman first released on the ZX Spectrum in 1983 under the pseudonym ‘Eric and the Floaters’), it was a good thing they were thinking outside the box. Their vision for Super Bomberman was to have up to 4 people involved in the multiplayer at one time. So along with the game, came a piece of kit that they also developed, call the Super Multitap – that would plug into Port 2 of your SNES and allow for a further 4 players to play, assuming you had enough controllers and the game supported it.Click here to read more...
Last week’s Valentine’s Day look at gaming’s most romantic moments saw me reminisce about a very poignant moment in a lesser-known Action RPG title on the SNES. That game was Illusion of Time (Illusion of Gaia in Japan and the US). Developed by Quintet, the game sees you take control of a young boy named Will who lives in the small village of South Cape with his friends Lance, Erik and Seth. Will finds out he must save the world from a comet that is due to crash into the ‘Earth’.
The reason for the inverted commas is that the world in which Will traverses is very similar to our own. In fact, the game itself feels like a brief introduction to the ancient wonders of the world. You will be traversing the Nazca Plains, Angkor Wat, Incan Ruins, the Great Wall of China; even the Great Pyramids and the Tower of Babel make an appearance. It’s definitely fair to say that this game played a small part in my passion for ancient history, and there are places on the above list that I will have to visit before I die.Click here to read more...
Developer: Denby Raze
Available From: GOG.com / Desura / IndieCity
“So wait, hang on, I combine this toaster, and this piece of string, and I can make a helicopter? Brilliant!”
There’s something very unique about most point and click adventure games. In amongst the blatant kleptomania, is the almost Macgyver–like ability to create something out of nothing to progress the story forward. It’s what gives the genre its charm, and also provides its biggest frustrations, when tenuous item combinations are the only way forward on a sometimes illogical path towards the game's end. So when Denby Raze (made up of two gaming enthusiasts who've spent much of their time on this critical side of the fence - Lewis Denby and Ashton Raze) developed Richard & Alice - an indie point and click title that promises to provide puzzles and item combinations that make sense - I was tickled-pink with intrigue at how they would balance the obvious solutions but provide enough interest for the player.
The game itself focuses on the two titular protagonists as they find themselves in an underground “prison” trapped in their own individual cells. A gander at the world outside the prison, and 'desolate' doesn’t do it justice. If you think the UK has had a lot of snow so far this year, you ain't seen nothing yet. Snow has ravaged the landscape for years in a manner that has led to widespread starvation, isolation and fear, with gangs forming to control what little supplies are available, and people gathering in safe zones to live together. Bleak? Well in a word, yes, and that sort of sets the tone for this adventure right from the off. This isn’t your usual charming, quirky and comic point and click adventure. The themes here are much darker from the get go, so you’d better be prepared for that as you dive in.Click here to read more...