Brad Gallaway's blog
By Brad Gallaway on November 4, 2008 - 8:50am.
So after being completely impressed with WiiWare's World of Goo, I hit up the developers for a brief word. Quite friendly and accommodating, this is what 2D Boy's Kyle Gabler and Ron Carmel had to say...
By Brad Gallaway on November 2, 2008 - 12:18am.
The last few days have been absolute hell on my productivity. Fallout 3 was just released, and pretty much everything else going on has been put on indefinite hold while I make my way through the irradiated wastelands.
To be brutally honest, the game didn't make a strong first impression with me once I actually had the disc. I wasn't the biggest fan of Bethesda's Oblivion, and the first day or so spent in post-apocalyptic D.C. is guaranteed to seem like nothing so much as Oblivion with guns.
By Brad Gallaway on October 28, 2008 - 2:01am.
Tonight, the evening of October 27, gamers and journalists from across the country gathered at the Experience Music Project in the heart of Seattle to celebrate the release of PopCap Games' newest offering: Bejweled Twist.
By Brad Gallaway on October 26, 2008 - 7:00pm.
Despite my hesitation to comply with the $15 price point that's been occurring more frequently on the various download services, I've been hearing nothing but good about World of Goo via WiiWare and decided to take the plunge—thankfully, the word on the ‘net was correct.
The art style is great
By Brad Gallaway on October 14, 2008 - 11:00pm.
With the resounding success (on any platform) of the download model, publishers and developers are now starting to cash in as the price for electronic delivery creeps up.
Although $10 had been originally thought to be the sweet spot for consumers (I agree), more and more titles are now sporting a $15 price tag.
By Brad Gallaway on October 10, 2008 - 11:00pm.
Haven't had a whole heck of a lot of time to game this week, but what little time I did have was devoted to Sega's Yakuza 2.
This guy is one seriously badass motherf*cker
I'm not going to talk a lot about it right now because I feel an ethical responsibility to review it and I want to save some ammo for that future piece, but I will say that I think it's great. For those who don't know, the game is basically a real-time brawler with some light RPG elements bound together by an extremely well-written crime drama storyline -- and in this case, i do mean well-written. It's not a parody or a caricature of a story twisted around and made to fit all sorts of absurdly contrived game nonsense... it's a real, honest-to-goodness, straight-up serious crime drama.
By Brad Gallaway on October 4, 2008 - 11:00pm.
Not enough memory in here.
The amount of storage available on the Wii is truly pathetic, and not at all appropriate for the current environment. Adding insult to injury is the fact that you can only fit a small handful of games (never mind demos or movies) and I'm not able to delete the totally unnecessary news and weather channels to free up space for things that I actually want.
By Brad Gallaway on September 25, 2008 - 11:00pm.
It's a long, hard road to get to this scene.
I just finished Raw Danger! on PS2 a few minutes ago... as I said earlier, it started out being a real struggle mostly for technical reasons, and that remained true all the way to the end. In terms of production, it was extremely rough and the budget for the game must have been practically zero. I'm still totally in love with the concept of surviving a natural disaster as the basis for gameplay, but the execution here was just too severely hampered to ever be totally enjoyable.
By Brad Gallaway on September 18, 2008 - 11:00pm.
I've seen tons of screens and read lots of articles, but PSN had a brand-new demo up so I gave that a whirl... The gist of the game is that you're a soldier from the Unreal school of how-do-you-move-in-that-armor? character design and you've got a gun that can affect change in the landscape tectonically. With a shot from your high-tech gee-whiz machine, you can raise small hills or create sinkholes, among other things.
By Brad Gallaway on September 16, 2008 - 6:09am.
The post-PAX love continues... Thanks to the new PAX-10 event highlighting indie games development, Casey Muratori's intriguing Sushi Bar Samurai was brought to my attention, and it's definitely one to watch for in the coming months. Below is a brief discussion on Casey himself, his game, and of course... games as art. What else?
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