Hi all. Just a quick note to let you know that I've just made a big move which accounts for the lack of reviews recently. I have several juicy tokens waiting in my inbox and should have some more reviews up by the end of the week.
(week of March 21st, 2010) Pretty strong week this past week - it's worth having a look at the recent releases. But here's two that I enjoyed the most: Avatar Bumper Cars (80 MP) Sometimes it can get annoying when a trend starts to peak and the bandwagon starts to get full. Yes I am talking about Avatar games - that's me, Debbie Downer. Avatar games seem to have natural appeal to those who value their avatars and like the big-headed cartoony look, so we've seen a flurry of them come out lately. And I get it, I do. One other common theme is that the gameplay in avatar games is almost always very very basic. The avatar becomes the hook (and succulent bait), and the graphics, and then it's a matter of picking a simple theme and gameplay mechanic. So when an Avatar game works for me, it's usually because the simple gameplay mechanic is well-executed and enjoyable. Breaking through the opening unintentional negativity, the reason I chose Avatar Bumper Cars this...
EDIT: POSITION FILLED Bryan (lead programmer) and I are looking for some part time help with Legend of Kilflame. The position requirements and compensation are below, along with the current state of Legend of Kilflame. Please send a note (formal resume not required) to cevo70@yahoo.com if you're interested. REQUIREMENTS: Deep understanding of XNA and C# programming. Experience working with 3D terrain, models/objects, and animations. Responsible, reliable, and able to devote 5+ hours per week until the job is done. Open to phone and online discussions regarding progress and direction. "Kick-off" chat is required. Recommended: Have a published or work-in-progress game on XBLIG, preferably 3D. RESPONSIBILITIES: While much of the game is completed, we need help establishing a working 3D terrain/gameworld. All assets are completed (models, rigging, animations, textures, etc). You would work on creating a live test world with these assets, a...
B Swine flu? No, I had a Borderlands addiction, apologies. Anyhow, I am back and had the pleasure of playing though Freqµency, a color-based robotic-themed platformer. To be honest, I am little wary of games that designate colors according to the Xbox controller buttons - but I am one of those people that starts to dislike things as they become more common - so don't mind me. Freqµency follows a tried-and-true set up for a platformer that I tend to enjoy. That is, create a "home base' with important NPCs, and then send the player out on missions which upon completion loops back to the home base for progression of the story. Using this method, Freqµency creates a nice sense of accomplishment while also allowing for pacing and narrative. Similarly, as the player completes missions the robot character gains upgrades. When it comes to the upgrades, I am torn. The game is built around color - both sapping objects (any object) of their color to gain it, and then expelling it in...
Comments
Post a Comment