Necromancer lets us know right at its unsettling title screen that it won't be taking us on some sort of lighthearted jaunt. It's a dark affair that conducts itself with an air of maturity, employing gloomy environs and tall, thin character models as opposed to pastel fields and typical old-RPG squat-folk.
GAME REVIEWS
Monday, November 1, 2010
Necromancer
Thursday, September 30, 2010
Gekisha Boy (Photograph Boy)
I spent my first few minutes with Gekisha Boy wishing that it played more like fellow crosshairs-based blaster Operation Wolf. While OW essentially allows players to fire away at will, GB requires them to make sure that its camera-wielding protagonist (who's charged with taking photos of atypical sights and events) doesn't stumble into bouncing balls and other such crap as they try to "shoot" things and watch for "funny" stuff. I initially hated this element of the gameplay; and being that I'm an old grouch, I didn't find the goofy/"offensive" moments to be nearly as amusing as everyone else seems to.
Monday, September 27, 2010
Psycho Chaser
I thought Psycho Chaser would be just another nondescript vert, with its one "notable" aspect being that it has the player control a running robot guy instead of a spacecraft. And when I first started the game up, it seemed to be a slow, ugly affair that would live down to my expectations. To be honest, the ugly aspect doesn't really change, but man, the pace picks up big time. This is a really good, really tough title, an unexpectedly awesome blaster that rewards those who give it a bit of time to shine.
Friday, September 24, 2010
Final Match Tennis
There are those who swear by Final Match. They tell their tales of sleepless nights spent on FMT tournaments, of never-ending delight delivered by a tennis title that outclasses all others. I, on the other hand, haven't ever drawn up any FMT brackets. I haven't congregated with assemblages of fellow fans. I haven't even lost a second of sleep to the thing. I do like it well enough, but I view it merely as an example of what can happen when a design team puts together a product that excels in the one area that matters most. As for what that one area is... well, it's not visuals. From afar, FMT looks a lot like a number of archaic NES-era efforts.
Thursday, September 23, 2010
Dungeon Explorer
While Neutopia was content with dressing itself up in nice, cartoony graphics and performing a fairly uninspired Zelda-imitator shtick, Dungeon Explorer found a way to murder the classic from which it borrowed its fundamental play mechanics. Ironically, DE's massacre of Gauntlet had little to do with the adventure elements it added to the mix (as it really doesn't feature much of a narrative); rather, it established its superiority by refining the action aspects it mimicked. As in Gauntlet, players view the proceedings from an overhead perspective and launch swords-and-sorcery-themed projectile attacks as they dash about labyrinthine environments. But there is no barreling through enemy lines here; one can't apply the tried-and-true Gauntlet stratagem of lowering one's head and plowing through armies of grunts and ghosts (in what designers laughably dubbed "melee combat"). Hit-point totals in DE are never stratospheric, and progress is best made methodically. Yet, combat is heavy, and the opposition, relentless, making the game one hell of a success as an action-based TurboChip.
























































