Developer: Radical Fish Games
Music: Tutorial-Battle from CrossCode’s composer http://intero93.tumblr.com/
In celebration of the launch of the CrossCode TechDemo++, here’s a run through of RadicalFishGame’s CrossCode TechDemo’s Final Challenge with some tips on how to effectively battle in this game down here in the description!
Lining up a shot, angling a shot just right, and savoring every breath as you let out that prefect shot is what makes Pool such an satisfying game, and it’s that very same technical satisfaction that makes the early build TechDemo of CrossCode, an HTML5 Action RPG on the Impact.JS game engine, such an entertaining and interesting demo. While it is just a TechDemo, the current public version of CrossCode shows not only a technically sound build but also shows just how much potential this project has.
(This entire post is in response to a fellow blogger of Crystal Prison Zone. I would suggest reading his entry first before reading my own not only because mine is simply a comment that had gotten too big for the comment box, but also because he’s a pretty dang good writer and makes his points rather well.)
There’s a gameplay mechanic in Ninja Theory’s Enslaved, a game which plays as a somewhat clumsy hack ‘n slasher with some auto-platforming a la Uncharted, that works much, if not completely like an escort would in most games. Due to a helmet placed on Monkey’s, the player, head, the player must protect a girl named Trip and escort her back to her home, and if the player fails to ward enemies off of Trip, she and the player will die. Thankfully, Trip can pull her own weight by providing the player with an upgrade system that ups basically all of the player’s abilities, decoys that will distract enemies, and tech-saviness that gets the duo through many a door and obstacle, all of which are unavailable to a player if Trip is not around. Better than most escorts, but still typical? Perhaps, if not for the fact that this mechanic links up with the story in a fascinating way. In a chapter about halfway through the game, a grief-stricken Trip leaves the player and runs through an enemy-infested area. With the threat of Trip and subsequently the player’s death looming overhead, the player must charge through the enemies and work their way back to Trip before the worst can happen to her. This is just one of many examples in video gaming in which narrative and gameplay are intertwined, and it’s an example that I use quite often in defending a game that tells a story that is not part of point ‘n clickie or unInteractive Fiction. Read the rest of this entry »
Some people might excuse themselves from their obligations with unrelated things like “tiredness” or “school” or “real life”, but don’t worry my zero readers, I’ve been away for the very reason that brought me here in the first place: video games.
Yep, video games, and that’s about half of what I still got out of last year. Not entirely sure how I got a hold of this many, what with me having constantly no money throughout the year, but regardless I’ve got quite a few more games to finish up from good ol’ 2011 (for a full list of what I’m working with, check out the About page). But what did I think about 2011’s gaming overall? Well, I’ll go more into detail after the break, but three words automatically come to mind:
Too Dang Good. Read the rest of this entry »
And here it is, folks, the first ever Polypinion Word Up Wednesday! This week, special The Gaming Guild guest Pipo and I discuss our first video games in honor of this being the first ever Polypinion Word Up Wednesday.
Do forgive the extreme informality of this one; this week’s Word was thrown together haphazardly and the guest was not informed of this until about 20 minutes prior to recording. Future Words will be much more structured and thought-provoking (and, you know, actually be on Wednesday CST), but this recording was fun nonetheless. Feel free to suggest ways to make this feature better either in the comments and via email, and, as always, happy gaming!