Friday, 28 October 2011
Friday, 21 October 2011
Saturday, 15 October 2011
Xotic sticks out like a sore thumb amongst other shooters. A simple glance at a screenshot will prove this. There are colours barfed up everywhere and it appears that more familiar weaponry such as a standard barrel-and-trigger gun, has been replaced with a large fly. You are bound to question exactly what it is that you are looking at and how many drugs you have taken. But while Xotic may look a million miles away from your typical shooter, it is arguably more of a shooter than the current majority in the genre. You are probably more interested in the fly though, aren’t you?
Wednesday, 12 October 2011
After Gemini Rue delivered its final message about the human condition, I found myself sat upright before my monitor as the end credits rolled, applauding. But what was it that had caused me to feel the need to demonstrate a physical appreciation of the game in a room occupied by only myself? Mental disabilities aside, let’s just say that Gemini Rue is a poignant package that commands the respect it deserves.
Sunday, 9 October 2011
Despite the capacity to tell stories in a whole myriad of ways, the most popular games simply adopt a cutscene enamoured, Hollywood-style narrative. It's disappointing to say the least. That is why we need more games like OIO. This sidescrolling puzzle platformer weaves a promiscuous plot by dropping its players straight into the peculiar. The inevitable curiosity of the player is only resolved through the gameplay; a drip-fed reward that drives a constant need to solve the mystery of the eponymous character's situation. Its narrative hook dismisses the usual action-packed formula and instead favours a slow pan across its twisted environments. Uncanny Games certainly know how to create an atmosphere worthy of their name.
Tuesday, 4 October 2011
Sunday, 2 October 2011
“Nobody can die in this game!” moans Death as he sits atop a crate, kicking his pink bunny slippers to and fro. He continues to complain about his destitute situation; finding himself in a point-and-click adventure rather than a role-playing game in which hundreds of rats are killed before even reaching level two. Confused by Death’s references to ‘the game,’ Wilbur the Gnome exits the miserable conversation that he describes as “deathly unhappy.” As soon as those words exit his lips he turns to the player and apologizes for the terrible pun and claims it will not happen again. Moments like this epitomize my love of graphic adventure games. The Book of Unwritten Tales marks a glorious return to the root of their existence. It is a breed of game that is best described as the love child of Lord of the Rings and Monkey Island.