Posts with tag: game title
Posted at 01:49 on 1st August 2011
Given the transient nature of mobile games it might be useful to occasionally take a snapshot of the games I currently have in rotation (in a ‘New Games’ folder on the first page of my iPhone’s menu). Even from this tiny sample it’s possible to see how many iOS games that until recently would have […]
Go to article →Posted at 02:23 on 8th May 2011
A while ago I finally caved and bought the shiny, voiced, HD remake of Monkey Island 2: LeChuck’s Revenge on Steam. The recent round of Q&As and interviews with the Portal 2 writing team (where they reveal that the writers actually cued up the recorded voice performances in the game themselves, to ensure that the […]
Go to article →Posted at 22:32 on 20th February 2011
Minotaur Rescue (a.k.a. “Solar Minotaur Rescue Frenzy”) is Llamasoft‘s (i.e. Jeff Minter’s) first game for iOS. It’s available as a universal app which natively supports iPhone and iPad device configurations. The game is part of the “Minotaur Project“, a series of games modelled after the design sensibilities of different eras of computer hardware, but unbounded […]
Go to article →Posted at 17:37 on 12th December 2010
Earlier in the week we finally hit the big scary launch button on Isoball, the iOS/Android puzzle game that I’ve been producing at Zattikka for the last few months. You can get the lowdown in the launch press release, and versions for iPhone/iPad Touch, iPad and Android are now available on their respective App Stores. […]
Go to article →Posted at 22:29 on 12th September 2010
Before we can get down to discussing the long-awaited second installment in 2K Czech’s rich-simulation crime saga, we must first clear up a piece of mindless vandalism. I am referring of course to Eurogamer’s catastrophically mishandled review, penned by freelancer John “Who?” Teti. The review shows the downside of Eurogamer’s freelance review policy. Their reviewers […]
Go to article →Posted at 20:16 on 30th November 2009
Machinarium is a point and click adventure game for the PC by Czech independent development studio Amanita Design. I still dimly recall playing Amanita’s debut game Samarost in 2003, and thinking at the time that I’d pay good money for a full-length, commercially released game with the same gameplay style. (Samarost was more of an […]
Go to article →Posted at 00:29 on 29th November 2009
Followers of my twitter feed might have gathered that this is what I’ve been up to at work over the last few weeks – arranging for this game to be sponsored by Gimme5games.com. We launched it on the site earlier this week and you can play it here. The developers inform me that the iPhone […]
Go to article →Posted at 14:14 on 24th August 2009
Research and Development is a puzzle-oriented single-player mod for Half-Life 2: Episode 2 developed by Matt Bortolino. It was released in July and is slowly starting to generate a well-deserved buzz in the wider gaming community. In single-player gameplay terms it’s perhaps the best thing that anyone has ever done with the Source engine, and […]
Go to article →Posted at 11:07 on 21st August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. I wrote about this game before in 2003, but these are my updated (and hopefully final) views. If you take a group of artists that has been denied meaningful creative freedom for years, and give them carte blanche to make what they want, […]
Go to article →Posted at 09:55 on 20th August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. One of the few games released for the NGPC that didn’t piggyback on an established gaming brand, Faselei! is a turn-based tactical game about giant robots. It appeared in the UK right at the end of the machine’s life, with a limited quantity […]
Go to article →Posted at 03:54 on 19th August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. While most of the games for the NGPC were developed by SNK (or their partners), there was a small but consistently high quality third party presence. SNK presumably offered favourable terms to encourage Capcom, Namco, Sega and Taito to speculate on the system. […]
Go to article →Posted at 10:20 on 18th August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. Ruddy mine carts. I’m tempted to leave the review at that, but I suppose I should explain. SNK made two Metal Slug spin-offs for the NGPC (the 1st and 2nd Missions). These feature micro-miniaturised versions of all the recognisable elements from the arcade […]
Go to article →Posted at 12:05 on 17th August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. To eke out some more mileage from the Capcom license, SNK devised Card Fighters Clash, a virtual CCG based around collecting, trading and battling with charmingly-illustrated cards based on characters from SNK and Capcom’s back catalogues. They were probably as surprised as anyone […]
Go to article →Posted at 09:35 on 16th August 2009
This article is part of the NeoGeo Pocket Color: 10th Anniversary retrospective. With SNK’s pedigree, you’d expect that the NGPC’s library would bountifully stocked with fighting games, and it doesn’t disappoint. SNK released no fewer than eight portable fighting titles, covering all of their main franchises at the time (King of Fighters, Fatal Fury, Samurai […]
Go to article →Posted at 01:55 on 30th July 2009
“The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.” George Bernard Shaw, again In the previous post, I complained about the Dead Space franchise, and the prevalence of “pot-boilers” in publisher’s catalogues – games that tick […]
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