Sport & Auto
- About Future
- Digital Future
- Cookies Policy
- Terms & Conditions
- Investor Relations
- Contact Future
You’re probably kicking yourself for not thinking of it first. Instead of relying on one critic’s point of view, mash them all together into one easily-understood uberscore. Rubbish games will be punished, quality will win out, and the occasional dodgy verdict will be smoothed over by the masses. That’s the theory.
All the editors at GamesRadar are huge nerds and have been since birth. For example, during the holiday break we visited our parents and dove into the closet to read our old comic books. What we found was both disappointing and exciting. Even though the ROM comics were embarrassingly made and much worse than we remember, the ads for video games inside were also much worse and poorly made than we recalled, but in a good way.
If there’s one thing all Marvelous games have in common (and we’re including Suda51’s Grasshopper oddities as spiritual bedfellows) it’s the focus on the little things. The quirks of the Harvest Moon girls, the pixilated pooch in Contact, hanging out with Travis Touchdown’s kitten; all unnecessary asides, but vital pieces of the puzzle. Little King’s Story has them in droves.
Developers Vanillaware have created a mothers-lock-up-your-daughters looker; a rich, hand-drawn 2D world, a warm bath of colour that begs your eyes to soak in it. Like the recent Wario Land, 2D enables the kind of intricate art design that would crush a 3D game. The demo opens in a dark bamboo forest – pea-green stalks in the foreground parallax-scrolling against a static background to give the impression of depth.
Hide and seek is one of the oldest playground games in existence. It only makes sense to translate the thrill of escaping your friends’ clutches into a digital form. After all, “don’t get caught” is a parameter gamers can instantly recognize.
It’s a simple premise that has expanded from outwitting a single enemy unit into outthinking collective AI.
We like creative things at GamesRadar. We especially like creative things that happen to be about gaming. And that's why we like Rebecca Mayes. Rebecca is a creative contributor for Game People - a site which 'provides space for niche video game writers' - where she reviews games by singing about them. They're game reviews, but in song form.
Because we like Rebecca and what she's doing at Game People, we got in touch
When deciding which game should sit on the illustrious Wii previews page we reached a zombie-scented fork in the road. Do we cover Onechanbara or Dead Rising? Hands-on with Capcom’s effort sees it shaping into a disappointingly wonky ride, so we opted for the underdog.
Bonus levels don't feature in games as much as they used to. With Hollywood-style narratives and ultra-realistic graphics and physics, there's little space for a sudden warp to a magical place filled with cherry pick-ups and score multipliers. Which is a shame, because bonus levels have given us some of our fondest gaming memories. So join us as we celebrate the finest examples of this dying art.
The other day the folks from Majesco came by and took us through a whirlwind of games in development, mostly aimed at the younger crowd or family-friendly party scene. We’ve got a lot to talk about so let’s get cracking.
Back in the day we got our thrills by physically pretending to do things we couldn’t actually do. We drove go-karts to simulate NASCAR racing and bashed our LEGOs into each other while saying “PEW PEW PEW!” because we didn’t have any TIE fighters on hand. Then videogames came along and were all like, “You wanna blow up some TIE fighters?”
Log in using Facebook to share comments, games, status update and other activity easily with your Facebook feed.