Review – Lunar Knights

Because Lunar Knights is such a solid little game, I had hoped the gameworld would be fleshed out; I hoped that I’d have enough new levels to allow me to upgrade all my weapons without returning to the same stages over and over. I wanted the many mechanics to continue to build on each other and each to be fully realized. Hell, while playing it I designed my own game (usually I charge to see my ace designs, but for the sake of this review I am willing to go hungry):

Multiple high quality CG movies in a DS game? Yes, please.

Imagine Zelda in one expertly designed dungeon that has many facets closed off at any given point. As you progress you gain control over the weather but cannot change it at will, you must decide on the climate before descending into the dungeon, so choose well. →  Read the rest

Review – Rune Factory

Game flow usually follows a straightforward path. In any Zelda game, you adventure, find items, speak to an odd character like Tingle, then adventure some more. The adventuring itself is compelling because it is great fun and the items you receive for adventuring often add a new play mechanic and unlock new areas for adventuring — it’s a very simple loop that has worked well for 20 years.

A game like The Sims is significantly more complex but the game flow is still easy to understand. The players micromanage their Sims in order to gain skills and keep their various meters high. In turn, they are rewarded with job promotions because they are skilled, socially relevant, and come to work with full stomachs and empty bladders. With the promotion money, players extend their homes, plant bushes and buy new furniture and electronics. →  Read the rest