I think I’ve figured out the problem I’ve had with the Mario games since Super Mario 3D Land back in 2011: it’s all about the design. Super Mario 3D Land was varied, with the developers tossing out new mechanics left and right that never feel overused, and level designs that were colorful and unique. But then there were those other pesky New Super Mario Bros. games. Those were the ones that felt stale; they lacked creativity and that spark of something special that made games like 3D Land so much fun. Super Mario 3D World continues the philosophy of 3D Land, as well as the philosophy of most modern Nintendo games: it’s varied and quite enjoyable most of the time, but also has the tendency to get stale quickly. [Read more...]
Pikmin hails from a time when Nintendo was, and I don’t mean to sound like I’m the first person to make this argument, more willing to take a risk. The GameCube was out, with it’s weirdly designed but still marginally industry-standard controller, and they took some gambles on new properties, like Luigi’s Mansion, Animal Crossing, and, yes, Pikmin. People who said Nintendo hadn’t been interesting since they defined 3D games on the N64 just weren’t looking hard enough. Pikmin has always impressed me, from its weirdness to its relative mechanical complexity and sharp visual style.
It deserves better. [Read more...]
In which I contend that Game & Wario is less a product, more a state of mind. [Read more...]
I had an odd relationship with NetherRealm’s new fighting game since the time it was announced to the time of its release. The idea of a gritty fighting game starring the DC heroes and villains was interesting. The lack of the developer’s signature ultra-violence was disheartening and it seemed like the game was going to fall to the wayside as Mortal Kombat 9 with a DC skin. After getting the game earlier than expected because of my need for a fightstick, I can gladly report that Injustice: Gods Among Us offers enough fresh hooks and ridiculous moments to set it apart within the fighting genre.
What do you want out of a LEGO game? [Read more...]
Illustrious game designer Ron Gilbert has fascinated audiences with classic adventure games like The Secret of Monkey Island and Maniac Mansion. He’s really the father of adventure games, and has been kicking around the idea for The Cave for a while now. However, frustrating design decisions and a myriad of technical bugs mars The Cave’s attempts to elicit old-school adventure game humor and style. [Read more...]
Editor-In-Chief Evan Tognotti and Senior Editor Clint Prentice both got Wii Us at launch. A conversation about the console is featured below. Remember to check out Clint’s reviews of Nintendo Land and Scribblenauts Unlimited, as well as Evan’s reviews of New Super Mario Bros. U and ZombiU. [Read more...]
With designers from the brilliant World of Goo and zany Henry Hatsworth in the Puzzling Adventure, Little Inferno is far from the spectacular puzzle game you might expect, but that’s ok. Little Inferno has something a little different in mind: it asks the question, “Hey, should you really be playing video games right now?”
As a kid, I always enjoyed using my imagination in crazy and inventive ways. I had this castle play set that I would use as a backdrop for an entire story. Then I’d bring in my Transformers or the different LEGO objects I had made that day. What followed was the blending of imagination and fun in this really unorthodox fashion. Scribblenauts games have tried to scratch that same itch of crafting anything your imagination can think up. I’ve tried playing Scribblenauts games before but they never really grabbed me. The original release on the DS was buggy and had an incredibly limited scope for an idea that seemed full of infinite possibilities. Scribblenauts Unlimited evolves on the core concepts of the past Scibblenauts games and very closely recreates the feelings I had as a kid armed only with a toybox and my imagination.