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GameCritics.com Podcast Episode 22: Scribblenauts, Muramasa, and Are games too hard?

Do games need to be easier to attract a wider audience? Or are games too easy as it is? Where did all the hard games go? What role does culture play? Will "Autoplay" features reduce frustration or just make gamers lazier than ever? With your help, we attack these questions from all directions. Also: quick hits on Scribblenauts and Muramasa: The Demon Blade. With Chi Kong Lui, Brad Gallaway, and Tim "If You Lose at Candy Land You're Banished to the Woods" Spaeth.

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The Horror Geek presents: New Dead Space: Extraction trailer features lots of necromorph limbs

Electronic Arts is really pulling out all the stops to promote Dead Space: Extraction, the on-rails Wii-exclusive follow up to last year's hit survival horror game Dead Space. This latest video showcases more interviews with the development team, a look at some of the controls, and a bit about the game's design philosophy when it comes to creating fear.

Dead Space: Extraction hits retailers next week.

Muramasa: The Demon Blade Review

Not nearly as sharp as it looks

Muramasa: The Demon Blade Screenshot

HIGH The hand-drawn artwork is incredible eye-candy.

LOW Feels empty and barren; a rough sketch of a bigger game.

WTF Did the developers honestly think that style trumps substance?

Demos: Free Monkeys, Banchos, and Wii-views

A while ago, I complained about demos that failed to impress, and wondered why it seemed so difficult for developers to accomplish what appears to be a fairly straightforward task.

At the end of the piece, I invited developers to write in and school me if I was off-base, and one actually did. Talented game dude and all-around good guy Andrew Rubino dropped me a line not too long after my blog ran, and this is what he had to say:

In summary, making a demo is harder than it seems, especially for some games. A demo for something like Gears of War would be relatively easy – have a couple combats and the player walks away with a good understanding of what the game is about. But a demo for something like Batman is harder, (something that I can see now that I’ve played the full game, which is awesome, btw). (More after the break)

Cursed Mountain Review

Proving that horror isn't based on guns and gore

Cursed Mountain Screenshot

HIGH Refreshingly different and mature on a kid-centric console.

LOW The lack of play variety may put off some players.

WTF Do religious artifacts really need more powerful upgrades?

Replayability and Muramasa

A while ago, I received a request for a quote from a guy named Chris at a site called The Submission. Chris was putting together an article about replayability, and I was glad to contribute, although I don't quite think I said what he expected… In any event, I thought it was an interesting read when all was said and done.

My review of Cursed Mountain is nearly done and I've got another piece coming up for (believe it or not) Sudoku Ball Detective. In the meantime, I've started playing Muramasa: The Demon Blade for the Wii, and I'm finding it to be a difficult experience. Difficult not in the sense that it's hard to play, but difficult in that part of me wants to praise it and admire it, while another part is deeply unsatisfied with its structure and content.

I definitely need to play more of it before making up my mind, but whichever way it goes, I have a feeling that this is going to be a difficult piece to write.

The Games of PAX - Day Two

The Games of PAX - Day Two

Since this was my first year going to a conference as a family unit (mommy-daddy-baby) I decided to skip most of the presentations and after-hours events. My little boy was great on the exhibition floor, but I didn't want to push my luck… or his endurance. Since I don't have much to say on the other events that occurred (and boy, there were an absolute ton of them) here's my final rundown of the games I saw and played.

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