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Segmented mini-scenarios had existed prior in role-playing games, such as a series of individual town narratives in Dragon Quest or a variety of non-linear objectives in Ultima, but SaGa presents sketches of four separate quests entirely, bound together by
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The premise of this strange title from a group of Taito-affiliate developers is a spiritual successor to Elevator Action that didn’t quite make the cut; after developing a slew of DS Taito sequels in the years prior, Spy Games: Elevator Mission got publis…
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It is common to refer to survival horror games as using theme park-style design, but few games literalize it like Illbleed.
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Sega was the master of exaggerated, nuanced physics engines, and Monkey Ball fits that mold to a T.
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While the main Klonoa team finished up Lunatea’s Veil, Namco contracted out their frequent collaborators at Now Production to produce a sequel to Moonlight Museum for the brand-new Game Boy Advance.
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It’s hard to imagine that Puzzle Bobble arose from nowhere in particular, but none of the post-Tetris random-piece puzzle games that came prior resemble it: it’s match-three, but the board is designed by-hand and drops from the ceiling, crumbling only as…
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Shenmue understands the inherent arrogance of its protagonist Ryo Suzuki’s quest — in brief moments, tucked away behind a web of other cascading events, it shows the perspective of those left behind by his decisions, who seek to pull him back from the bri…
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It’s difficult to judge solely from the cover what kind of game this is, but the first real mission spells it out: drive an RC car up a series of oddly modeled ramps to get onto a countertop, and push an egg into a pot of boiling water using the collision…
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Recently I discussed some of the arcade clubs I have participated in over the last couple of years.
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Splitting the majority of the puzzle gameplay off to Moonlight Museum puts Lunatea’s Veil in a position to carry forward the original game’s action elements, but Lunatea’s Veil seems uninterested in reprising the quirks from the original.
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Players familiar with the effortless gear drifting of OutRun 2 may balk at the idea that it inherits much from the team’s prior Daytona and Scud Race titles, but common DNA threads through each one.
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It has become convention in the games criticism space that there is an inherent difference between a game “review” and a game “critique.”
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I’ve attended MAGFest six times now, and one of my favorite events each year are the tournaments.
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A side jaunt on the WonderSwan gave the Klonoa developers a chance to dig into the puzzle aspects of the original release, and no enemy suited their needs more than the Boomie.
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The first nuance of Tetris that a new player will comprehend is the role of each piece.
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Drax asks: what do you think makes something “arcadey” since that’s a label i see getting thrown around a lot
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Where Kururin Paradise poured the scrappy look of the original Kuru Kuru Kururin into a sleeker, cheerier skin, Kururin Squash completely revamps the look and feel with lush 3D backgrounds and and a focus on gentler curves.
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A Katamari-like from the actual Katamari developers, those Now Production contractors who toiled to get Keita Takahashi’s vision off the ground.1 Munchables twists the “roll up stuff, get bigger, roll up bigger stuff” loop from Katamari into a game all ab…
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The Helirin’s rotation in the Kururin games has a particular dynamic: certain rotation angles will always reoccur provided the player has space to sit and wait.
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Retrospectively speaking, Ace Combat’s1 rough-hewn edges might appeal to those turned off by how quickly the series streamlined starting with its immediate sequel.
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The fundamental genius of the Kururin trilogy derives from its unique, bare-bones approach to modulating outcomes over time.
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Although the package is unassuming and generic, Skydiving Extreme is actually a hidden fourth Bust-a-Groove entry, using a similar QTE combat concept without the rhythm component.1 The latter absence fundamentally alters the flow of each match: without sy…
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Tall: Infinity’s ascetic insistence on clipped chains and limited board manipulation cultivated a severity that perhaps muted its appeal, so Techno Soleil went back to the drawing board and overhauled its core components1 into something radically differen…
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In Deus Ex, hour after hour of slices of the world perfectly align into a living playground of roving militants and hapless civilians.
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First perceptions may peg this game as a Jenga variant with some explosive addendums, but Boom Blox is more of a generic rigid-body physics sandbox with support for a diverse range of play-styles.
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The kineticism of chiseling a sculpture out of stone infuses itself in any purely mechanical discussion; there’s no analysis of Picross 3D that can ignore it.
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Racing games often get boiled down to how turns are taken and how other cars behave, ignoring jargon-heavy descriptions of handling dynamics and transmission characteristics.
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Atlus adapts the grisly world of surgery as a timer juggling exercise, with the player managing a main time limit, the drain on their patient’s vitals, and the interval until a new hazard spawns.
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The Layton series put itself in an unenviable position with a follow-up to the grandiose Unwound Future, which pushed the world-rending consequences of the series to their breaking point.
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The usual action-puzzle title, hopelessly indebted to Tetris, builds upon a grid-based playfield with game elements falling from the ceiling; Digidrive ignores this, with elements appearing at four points and drifting smoothly down two perpendicular lanes.
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Tucked away on the official AARP website – the acronym formerly stood for “American Association of Retired Persons” – is an oasis of small arcade-style games; browser experiences perfect for an aging audience uninterested in metaprogression or buildcraft.
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Command-line interfaces are less a mystic channel of communication with an operating system and more a compromise.
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Having soldified their position at the top of the “experimental” commerical gaming heap in Japan, NanaOn-Sha were able to let their hair down with PaRappa 2, moving past the idyllic picture-book narrative of the original game in the process.
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Goemon is clinging onto that 1997 release date for dear life: it gets plenty of points just for implementing a serviceable 3D Zelda template before Ocarina of Time dropped.
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Although it’s technically a prequel to Solomon’s Key, Fire ’n Ice dispenses with that title’s action-oriented approach in favor of a tile-based Sokoban platformer, much like Catrap.
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Raph asks: can you talk about a game you love but would never want to be good at, something where wading through low level gameplay is satisfying enough (yakuza 3, i’m asking for yakuza 3) This is a bit of a weird question because Yakuza isn’t necessarily…
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Usually I would avoid talking about something as dry and static as enemy spawn positions, but for Ninja Gaiden, their naive implementation colors the entire play experience.
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While the core conceit is a guy who punches stuff with robot arms instead of shooting, there’s a surprising amount of Mega Man DNA present here, even beyond the selectable stage system.
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Although it was mostly outsourced and didn’t get mainline status, Code Veronica vastly outstrips its predecessors in sheer scope.
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Much like in Techno BB, there’s a certain amount of complexity extracted just from moving many tiles at once.
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As you drive for the first time, you’ll notice that the 1-wood has its impact zone tightened up such that any non-perfect hit will sharply slice or hook.1 Beginner characters used to trade out power and control for easier impact zones, whereas here the ex…
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Happy new year!
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I used to do lists of each of the games I had left unfinished over the year with little blurbs to accompany each, although after a stressful holiday season last year I put the practice on hold.
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Devil Dice leverages the simplicity of die orientation to complicate what would otherwise be rote tile-matching mechanics.
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The burst mechanic (surely drawing from Tetris Effect’s zone mechanic) violates the purity of the elegantly terse Lumines concept on a first impression, as it tacks on an extra meter and lets you blow up the stack on-demand.
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Grid-based puzzle games usually project the playfield as a flat surface; Tall: Infinity bucks this by wrapping it around a vertical cylinder, tying the edges of the playfield together and incorporating gravity.
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Techno BB is just waiting for its time to shine as a profile picture machine; the adorable half-panda half-bumblebee main character looks like a archetypal blind box figurine, with its little ears poking out over its aviator goggles.
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Pass interference is usually the bane of a cornerback, but in NFL Blitz’s take on American football, where penalties don’t exist, lets defenders manhandle or completely tackle open receivers to their heart’s content.
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One of the “issues” with many of the arcade rhythm games I play is that they have such a breadth of content and high difficulty curve that I rarely reach the point where I’m comfortable talking about them in the context of a full review.
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Luna asks: I want to see the rhythm game breakdown/a rhythm bonanza discussion personally :3 Raph additionally asks: Or an explanation on when aesthetic obfuscation in rhythm games is and isn’t acceptable Rhythm game critique threw me in the loop for a wh…