Closure is a successful 2009 indie game that has won the acclaim of game designers and notable industry figures. Does the PSN game capture the spirit effectively?
Does Cloudberry Kingdom's infinite number of challenges translate into infinite levels of fun? Find out in our review...
Innovation is typically thin on the ground in tower defense games. Under the hood, very little changes: you’re still protecting your base - typically in a top-down perspective - by placing turrets and obstacles in the path of oncoming enemies. Well, Comet Crash innovates. You still do all of the above, but you do it while controlling a spaceship.
Does shadow-shifting make for good puzzle gameplay? Find out...
decade old shooter gets another upgrade with updated visuals, new game modes,
and new maps. Read our full impressions in our review…
The nutshell we’re about to stuff Crash Commando into, essentially saving the you effort of reading any further should you so wish, has two distinct halves. One is brightly coloured; with lots of pinks and greens clashing in nauseating ways. It has been decorated like an Easter egg in the style of the Worms games. The other half is darker, more serious.
Sometimes, a game’s premise is so clever, original, or plain fun that we’re willing to overlook significant issues because it’s just so damn good. Crescent Pale Mist isn’t exactly one of those games. Its accumulated flaws can’t cripple its awesome ideas because, well, the bland side-scroller doesn’t have a single standout strength. Even its greatest assets are half-hearted and hobbled. So, no, there will be no overlooking of CPM’s significant issues...
Any game that features one furry, cute creature projectile vomiting rainbow colored, nutrient-filled puke into another critter's mouth is pretty much awesome in our book. While managing to pull off such a bizarre twist on one of Mother Nature’s more gross-out moments in a tasteful, stylish way is definitely impressive, Critter Crunch has a lot more going for it than Furbies that barf psychedelic spew.
You can really sum up Cross Edge's endless problems in a single sentence: It feels like it was designed in a Japanese boardroom. And that's because it likely was. When you've got a role-playing game featuring characters from Capcom's Darkstalkers, Nippon Ichi's Disgaea, Idea Factory's Spectral Souls, and Gust's Ar Tonelico and Atelier franchises (among others), chances are you're dealing with a lot of behind-the-scenes politics.
We ducked down, hiding inside a building being riddled with
bullets. Taking the stealthiest path through the shanty town might have seemed
like a good idea at the time, but once we were spotted it was only a matter of
seconds before dozens of enemies had us surrounded. We hit the right shoulder
button and turned on Active Camo, which let us sneak to the second floor of the
building undetected. There, we saw a machinegun turret on an adjacent building.
Switching to Active Armor, we ran toward the end of the rooftop and leapt off
the side, deflecting bullets and landing without a scratch. We punched a hole
in the wall of the building using our strength boost, activated our speed boost,
and darted up the stairs. Once on the top floor we picked up a Korean soldier by
his throat and threw him off the rooftop, then jump on and fired at enemies,
turning the tide of battle in only a matter of seconds. And suddenly we were reminded
why we loved Crysis so much when it released in 2007...