For those who don’t know, the Nintendo Switch has several classic NES games on its online store. These include Donkey Kong, The Legend of Zelda, Super Mario Bros. and others. Every month Nintendo releases additional games to the store, and it appears the SNES games may also be coming very soon.
Let’s not kid ourselves, 2018 was not the best year for EA. With the poor reception of Battlefield 5, and their stock dropping considerably one might hope 2019 would be better. However, it appears that the new year is already not being kind to the industry giant. Last night Kotaku released an article that reportedly, EA has canceled their large open world Star Wars game. Continue reading “EA reportedly axes large open-world Star Wars game in favor of smaller title”
Today I’d like to begin a discussion on one of the most underappreciated elements which manifests itself in almost every game: death. More specifically, death of the player controlled character(s) as a result of gameplay and player decisions. Without this kind of death, the average game would feel like little more than a poorly written action movie. The kind with no tension due to the fact that you know the hero is going to make it out of every situation on top no matter how desperate things seem. Despite this importance, many of the titles I’ve played over the years simply failed to attach an adequate weight to players’ deaths. All too often, the result of dying is nothing more than a momentary setback which I struggle to even call an inconvenience for fear of overstatement. It’s a trend so severe that when I do come across a game where death has truly well-implemented weight to it, it stands out to such an extent that I’m inspired to write a series of articles on the matter (the first installment of which you are reading now). Continue reading “Assigning Weight to Death in Games, Pt. 1: The Problem and Challenges”
As a preface, I would like to say that I have not played Ni No Kuni: Wrath of the White Witch, and therefore I have no prior knowledge of the first game installment. This review will only be based on Ni No Kuni II: Revenant Kingdom.
Duplicate Protection and Ranked Best-Of-Three Finally Arriving
For a while, we members of the Magic: The Gathering Arena community have been wishing for some changes, and our prayers have finally been answered! In the recent State of the Beta written by Chris Clay, principle game designer at Wizards of the Coast, discusses the upcoming January 17th Ravnica Allegiance patch. To many players delight, the patch comes with the much desired duplicate protection, along with ranked best-of-three, which has been a highly desired feature. Let’s hop right into the details! Continue reading “Duplicate Protection and Ranked Best-Of-Three Finally Arriving”
Welcome to Five Dollar Dives. This week I will be reviewing the spectacle brawler One Finger Death Punch. Continue reading “One Finger Death Punch Review”
See below for the wide array of games that are releasing this week! Continue reading “Games of the Week | Jan 14 – Jan 20”
Charming, cutesy games flood the indie market, half because indie developers don’t have the resources to make super ultra high-resolution graphics that dip into the uncanny valley for some people, and the other half is because they’re usually the only people who want to make small, cutesy games. Greg Lobanov’s Coin Crypt is a wonderful example of the small, charming indie game that fills its own niche and has gameplay with a surprising amount of depth.
The first of three parts of a new documentary series has been released called “The Making of Metro Exodus.” This first installment focuses heavily the history of 4AGames, their history, and accomplishments. Major facts about Exodus are minimal in Episode 1. We do however get some discussion from Lead Game Designer Viacheslav Aristov about their design of seasons in game. Continue reading ““The Making of Metro Exodus” Documentary Episode 1 Released”
DISCLAIMER: SWITCHBLADE IS STILL EARLY ACCESS AND IS SUBJECT TO CHANGE
Switchblade is produced by Lucid Games, and is slated to exit early access and go free-to-play on the 22nd of January 2019 on PS4 and Steam. I would best describe it as a battle car MOBA, as it is similar in its control scheme and combat to games like Crossout. It also borrows several aspects from the vastly different genre of MOBAs, such as unique cars with abilities, class roles, mobs that push lanes, towers, gold shops, and more.