Couch co-op games have never really been a big thing in my gaming life, simply because I'm very rarely in the position where I have someone to share the couch (and the game) with in the first place. Although I tried my best when I was younger, always attempting to get my friends playing NBA Jam and Mortal Kombat as much as I could, but to no avail. In fact, the most I've ever played any couch co-op with anyone else has been with the golf game: Tiger Wood's PGA Tour 11. I mean, anything is more fun with friends, so I eventually learned to take what I could get and play whatever those around me were interested in.
Viewing entries tagged
fun
There's always so much to be gained from going into a game blind, with no real idea about what to expect. Then again, we've all be burned by a movie or a game that looked interesting, but turned out to be a stinker. However, when you go in blind and discover an excellent little experience that you were never expecting, the overall level of satisfaction gets raised significantly.
I feel like at this stage, I could ask any regular reader of this blog for a short list of things that I really like to see in games and anyone keeping track would have an easy time figuring it out. Perhaps you might start with a narrative, or some king of story-telling device that plays a central role. You might then add in some kind of aesthetic importance, where the graphics can be considered art, and they play an important role in telling the aforementioned story. Finally, even though it's not as obvious as the others, you might think to shape the game mechanically as a traditional point-and-click adventure. If you did all that, you'd undoubtedly be pretty close to a game that really can't fail to impress me.
Sometimes I wonder if I've been living under a rock, but then I remember that I don't consume as much news media as I used to, especially when it comes to games. Therefore I tend to miss a big game every now and then, so I have no idea about hype levels or expectations. Sometimes I'm fortunate enough to just boot up a game because the trailer looked interesting and that's about that.
In recent times, Bithell Games have been making a name for themselves as an indie developer to watch. Of course Mike Bithell is someone that's been on my radar since I first played the brilliant Thomas Was Alone, and I suspect I'm not the only one. However, what's really excited me about his company's recent work, is that they've released a series of "Bithell Shorts". These are short, but high quality games, that explore a unique mechanic or system and tell a succinct story. Needless to say, this is a winning combination for me, as I often prefer to play smaller games with nothing but quality content, as opposed to bloated hundred hour grinds that never truly satisfy.
Sometimes when I sit down to write these blog posts, I wonder to myself what kind of point I might want to make about the game in question. Often I have something I want to say, so I just ramble on until I think I've said it, but then there are those special cases where I don't really feel like I have a lot to say, but I still want to ramble on a bit because I had such a good time after all.
As usual with any kind of racing or fighting game, I have to preface this post with a disclaimer. My enjoyment and enthusiasm for racing games is only equalled by my complete lack of skill. The same goes for fighting games, as these are two genres that I always love to play, but am forever woefully awful in every way.
Does every game need to be pushing the limits of the medium and creating original and innovative experiences? Clearly the answer is: no. In a world where the big budget games show up every year with the latest and greatest in technical fidelity, and countless little indie projects are released every single day with weird and wonderful takes on what a video game can actually become. I now attempt to answer the question, whether or not there's still room for a game that doesn't do a whole lot of anything at all.
Oh how I love a good twin-stick shooter. The simplicity of the mechanics, the awe of the aesthetics, and the challenge of the moment-to-moment gameplay. All of these things make up one of the purest and most satisfying gaming experiences you can get, so why do people keep insisting on adding lore into the mix?!
It's very rare that I get to spend any amount of time with a game that focuses primarily on couch multiplayer. You might already know that I don't spend a lot of time playing multiplayer games in general, let alone local multiplayer. So I'm pretty stoked to be able to talk about Starwhal at all, let alone actually having played it.
You'd be forgiven for thinking that a classic genre like point-and-click adventure games has nothing new to offer. In fact, for the most part I believe you would be right, as even when we transitioned from 2D to 3D, the format still remained the same. Turns out that it takes a little bit of imagination and circumstantial context to inspire something truly unique and interesting.
At times it feels like 2018 has been the year of over-hyped games, but maybe that's just my own perception messing with my mind. After all, I was never going to be all that interested in a Spider-Man game, no matter how well received it ended up being.
At some point when arcade games were losing their audience to home consoles and computers, we lost a whole lot of fun genres. Of course, we can't all have a light-gun setup at home, or a full sized motorbike to sit on and race, because it's just not practical. Even with the return of peripherals like plastic guitars and skate boards, we still couldn't replicate the arcade experience all that well.
Up until now, my involvement with the Star Wars universe has been limited to the major movie releases. I've always been aware of the extended universe and how intricate and detailed it can be, but I never delved into the depths. However, I've bought a Star Wars game collection or two, and have all these old games waiting for me to dip my toe in and have a look.
There once was a time between when I got my first job, and when I actually had to start paying bills. This was a time of spending money on anything at all, without responsibilities or obligation to tie you down. It was the perfect time for feeding coins into arcade cabinets, long after the arcades had gone out of fashion and jacked up the prices.
For the longest time, any game built on the reputation of some other form of media, tends to make a big old mess of things. Often I suspect it's because some executive decided that they needed a game to sell alongside the release of their next "blockbuster" movie, and rushed one out to cash in. So why would anyone make a game based on a movie that came out 25 years ago?