Titles that absolutely describe their game are a dying breed. What is there that ‘Super Meat Boy’ doesn’t tell you? He’s made of meat, he’s super, and he’s a he. What else do you want?
It’s a retro-esque platform game that proudly describes itself as incredibly hard, and comes from two of the more ingenious but twisted minds of the current indie development scene.
There’s something very special about the process of old-fashioned, frame-by-frame, 2D animation. In the old days, the only way to get your animated character to wave his or her arm was to spend hours upon hours painstakingly crafting each frame and constantly readjusting your work to make sure everything flowed correctly. Now you just set a couple of keyframes and let a computer do it all for you.
Dave Jones’ initials are tattooed across our nipples. We have a mullet, a moustache, aviator shades and a belly that arrives in a room a few seconds before we do. “Players are going to have to think very carefully about who they want to be,” Jones tells us. “You can be a psycho, quiet, on-the-streets kind of killer."
Whoa, hang a second. The DS has been around for five years? Strange as it sounds, it’s true – the DS launched in the US on November 21, 2004 to almost immediate success, and is well on its way to outselling every other major gaming platform in history. Current numbers put the DS (and its various incarnations) at nearly 115 million units sold worldwide, a runaway lead over Sony’s estimated 60 million PSPs
The Divinity series, like its classmate at High Fantasy High School, Gothic, is a big deal in mainland Europe. Until now, neither RPG has made much of a dent in either the UK or US. With its impressive translation, convincing animation, inventive quests, and combat and reward systems reminiscent of Diablo, Divinity II has the best shot yet.
Cast in the role of a Dragon Slayer, your role is, oddly enough, to slay dragons.
The painterly multiplayer world of Love is, for now at least, a place as much as a game. It’s the passion of one improbably talented, audaciously unconventional programmer named Eskil Steenberg; a man who seems to have found a new way of doing just about everything. The result is an incredible experience to explore, like nothing else you’ve played.
Whether you’re looking for electronics, hardware, anime, games, or anything remotely geeky, you’ll find it in Akihabara, a bustling shopping district in Tokyo, Japan. Located just north of Tokyo Station, Akihabara is really three towns in one. It’s a haven for tech hobbyists, a paradise for anime fans and gamers, and a popular tourist destination.
We haven’t covered LotRO much recently. There’s no dark reason for this, no sinister conspiracy – it’s just that this is an MMO that’s remarkably adept at keeping its head down and getting on with things. On the quiet, it’s accrued a massive and very happy audience. On the eve of its new expansion, it seems a good time to peer at what the game as a whole is like these days.
Bayonetta’s bravest trick is to throw out the usual rules on what you can do with on-screen action and third-person cameras in a videogame and just presume that you can handle everything going completely and utterly mental. And, as it turns out, you can.
God of War meets Dead Space in Hell. That’s how we first described Dante’s Inferno and it wouldn’t be risking the wrath of Hell to suggest that’s how EA’s infernal epic looks now.
However, reducing the game to comparisons no longer does it justice.