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- Review: Kirby Treads Familiar Ground in His Return to Dreamland
- An Interview With Diablo 3′s Game Design Team at BlizzCon 2011
- [BlizzCon 2011] Diablo III
| Review: Kirby Treads Familiar Ground in His Return to Dreamland Posted: 24 Oct 2011 07:51 AM PDT I honestly have no idea how I got through the first few video games I played during my childhood. I’m not just talking about the NES stuff from the mid-’80s, but games like the Smurfs for the Atari 2600. Assuming my memory is correct, there’s a random fence that, if you didn’t jump over in precisely the right way, meant instant game over. And somehow, I had put up with that damn instant death fence — again and again. I’m not sure whether I did so because I was a very perseverant child, or if I simply had nothing better to do than try-and-try-and-try again. Back then, video games for kids were simple, crude, and a bit on the cruel and unrelenting side. Nowadays, kids games have dialed down the cruelty to the point where failure is not only not an option, but it’s not really even acknowledged. But even though they’ve become easier, they have not progressed much in terms of being less janky. It sort of makes sense for some Flash game on a NickJR or Disney XD website to look like it was made in some high schooler’s programming class, but when you see uninspired characters, repeated assets, and horrible glitches in a retail game meant for a home console, it’s downright disheartening. So it’s nice to see that while Sesame Street: Once Upon A Monster still adopts the lack-of-failure motif, it’s within a game that looks like people cared about its craft. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
| An Interview With Diablo 3′s Game Design Team at BlizzCon 2011 Posted: 23 Oct 2011 07:50 PM PDT Once upon a time, getting about in a Zelda game was such a clear-cut process. You had your dungeons (anywhere from four to 12, depending) and you had the overworld that linked them all together. Aside from the occasional spin-off (Four Swords Adventures was broken into levels, and Majora’s Mask centered around the hub of Clock Town), that’s how it always worked. You’d wander around, maybe poke into a cave for a Heart Piece, clear away some scrub, fight some bad guys, and eventually work your way to the next subterranean puzzle labyrinth. The Legend of Zelda: Skyward Sword is mixing things up, and — for the first eight hours of the game, at least — the results are pretty great. Skyward Sword’s design makes the distinction between overworld and underworld much muddier than in past games. Perhaps that’s appropriate, since this adventure divides its world into three layers rather than the usual two. Above the dungeons, you have the overworld; meanwhile, above it all is the realm of Skyloft, best described as an aerial take on Wind Waker’s sea. At the heart of Skyloft is a large city held aloft by (one assumes) ancient magic or technology or something, but the skies are littered with floating islands, and Link travels between them on the back of a huge red bird. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
| Posted: 23 Oct 2011 07:50 PM PDT
Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
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