Review – Cursed Mountain

Cursed Mountain is the latest game in the survival horror mountain climbing genre. It really wants to let everyone know that it’s scary, it has angry contorted faces all over the place, deep dramatic music, and lots of dark shadowy stuff everywhere. It also really wants to recreate the feeling of climbing up a mountain. You will have to literally climb every inch of this huge mountain. Except for a few parts where they jump you ahead a little, since only so much mountain can fit into a ten hour game.

This videogame is less “survival horror” (most noticeably absent from the game is the whole “survival” aspect) and more of a genre that I made up after playing Gears of War, which I like to call “on rails but not really.” →  You had me at read more.

Review – Digital Devil Saga

Atlus has a reputation for releasing games that appreciate in value. They print a bunch of copies, but they sell slowly at first but eventually you’ll need to trade in a console or two to have enough credit to pick them up.

Recently, they have been trying to curb that reputation – partly by printing more copies of new titles, but also by reprinting old games. Shortly before the ultimate demise of the PS1, they reprinted Persona 2, for example. More recently, they reprinted three Shin Megami Tensei PS2 games: Nocturne and the two Digital Devil Saga games, each of which had been selling for more than $60 for a good while.

Being the dedicated RPG enthusiast I am, I completed my PS2 SMT collection with the two DDSes when I heard the news. →  Garou: Mark of the Posts

Getting the Batcave Right

Now that videolamer has become the haven for misfit and under appreciated games, a review of perhaps the year’s biggest release seems out of place and wrong. As such, no review of the excellent and entertaining Batman: Arkham Asylum will be drafted by me for inclusion on this website. Besides, the internet is already chock full of reviews and I really would have nothing to add to the conversation. But I will do a blog entry on a tiny detail that has almost no impact on the game whatsoever: How the Batcave was included, and what other video game makers will hopefully learn from this.

As Batman kicks ass and takes names all across the island that holds Arkham and its many criminals, he eventually reveals that he has a hidden Batcave just for such emergencies. →  Postsona 3 FES

Review – Wanted: Weapons of Fate

These days, it does not take much to get a 3rd person, cover based action game greenlighted for production. Do you have some sort of licensed property to link it to? Then you’re golden! But if you really want to spice it up, find a property that has some sort of silly gimmick for you to work with. That will help justify having the publisher spend millions (and the consumer $60) on a disposable six hour experience. This is exactly the kind of mentality behind Wanted: Weapons of Fate, the tie in game to 2008’s Angelina Jolie vehicle developed by recently defunct developer GriN. In such a crowded genre, Weapons of Fate likes to think of itself as being different and better from the rest, similarly to its source material, this is nothing more than a case of self delusion. →  Shining Post: Legacy of Great intention

Golden Jew’s Nuggets of Wisdom #5

My initial thoughts of the DS, complete with its Nintendo Gimmick Stylus, was that it was a Junior Pokemon Power Ranger Machine (my affectionate nickname for the Wii that drives Jay up the wall). I had no desire to draw rainbows (for fear of pissing off these people) or successfully masturbate a virtual cat into ejaculation with a stylus, so the DS didn’t seem right for me. Of course, with a $200-ish pricetag and no games I like I didn’t seem like a PSP person either. I thought that my next generation future was the same as my high school prom future: bathroom abortion baby. Or more accurately, being date-less.

Then I started finding good RPG games on the DS. Etrian Odyssey (1 and 2), Chrono Trigger, Magical Starsign, Final Fantasy Tactics A2, Dragon Quest 4 (it gets a grudging “good” vote) and now Devil Survivor have all sucked me in. →  SNK Article Classics Vol. 1

Review – Personal Nightmare

There once was a time where games were designed to ease the player into the gameplay, get him addicted, and then proceed to murder him. This was naturally because the games could only be sustained through a diet of quarters, and demanding a constant flow of money from addicted players was the most effective way to separate a gamer from his cash. Games today have the liberty to come in a lot of forms and sustain themselves in many different ways, so that cliché difficulty curve isn’t used so often anymore. Personal Nightmare, for example, simply murders the player right off the bat.

Personal Nightmare was made by Horrorsoft, creators of Waxworks (which I reviewed previously). Both inhabit the very specific niche genre commonly called “survival horror,” although they existed before that term was coined. →  All this can be yours, if the read is right.

The Six Hour Rule

Great game, great graphics, good story, co-op mode, online play but only 10 hours long. Or words to that effect. I’ve seen a number of reviews that say something about the relatively short length of a game being negative despite the fact that the game, considered too short by the reviewer, would probably take me months if not years to actually play through.

How long is too long? What do we mean by length? How much weight should reviewers put on the price-point/length-of-game ratio in deciding whether or not a game should be recommended? The Ram Raider has a nice article about price point considerations which is what prompted me to think about how long a game takes and about getting old. Being an old cranky, jaded gamer…

Gone are the days when I could buy a game and then revel in it for long periods of time until I’d explored every nook and cranny and devoured all the content in the main game, unlocked all the ummm…. →  Did I do that?

A Farewell to (Wild) Arms

One of the first RPGs to land on the Playstation in 1997 was an unassuming, Old West-inspired game by the name of Wild Arms. Though it never managed to compete with more mainstream series, it has a greatness all its own; with a solid difficulty balance, a variety of puzzles, and a plot that dwells more on loneliness and a decaying world than on long-haired villains or a large but irrelevant main cast, I consider it one of the best RPGs on the system.

In the past couple weeks, the news got out that Akifumi Kaneko, the lead designer and scenario writer for the entire Wild Arms series, left Media.Vision in 2008. This came a couple years after Michiko Naruke, who had been the primary composer for the first four games, had stopped working on the series due to illness. →  I regret learning to read.

Breaking: Old news and images from canceled Suda game

Being a game journalist is hard. From thinking of sensational headlines to figuring out how to post rumors as truth, the pressure to deliver stories whether they exist or not can be crushing. Luckily there is a web forum called NeoGAF that any reputable journalist can use as a primary source without that pesky “old man journalist” idea of citing sources.

A poster on NeoGAF believed he found new information about an old Suda51 project for the PS3 that Edge magazine profiled years ago. Other forum members, being significantly more discerning than game journalists, realized this was old news, mocked the poster and then moderators locked the thread.

Instead of ending there, as a simple mistake by an excited fan on a web forum, the news was picked up by multiple outlets. →  Tony Hawk’s Posting Ground

Review – Hearts of Iron III

Paradox Interactive is becoming known in the innermost of hardcore gaming circles as “the only grand strategy gaming company left on earth,” a level of praise earned by their constant desire to take giant swaths of history and make games out of it. Instead of reading this, you could in fact be playing what we insiders call the “unnecessary gauntlet” of grand strategy gaming: repeating all of human history from 200 BC to 1956, the last moment in history that needs to be covered because Eisenhower’s presidency is the absolute pinnacle of mankind’s achievement. Year by year, hour by hour. No, Paradox Interactive doesn’t cheat like Firaxis, doesn’t do things like assigning one turn of gameplay a five year value in world time. You want to play five years? Then you better be prepared to play them out. →  [send private information]