By Brad Gallaway on August 14, 2013 - 8:01am.
HIGH "Paula Abdul is my spirit animal."
LOW Frequent low-level glitches and technical weirdness.
WTF Seriously Volition… still no booty slider in character creation?
By Darren Forman on August 12, 2013 - 7:02pm.
The Good, the Bad and the Average
HIGH The additional freedom afforded during "Kshatriya."
LOW The restrictive, irritating cadence of "Heavy Squad."
WTF Stare those enemies down? They just beat me to death for trying.
By Brad Gallaway on August 12, 2013 - 6:20pm.
First, here's my take on Dragon's Crown for PS3/Vita, which you may have heard about thanks to the brouhaha surrounding the hyper-sexualized art style. Personally, I thought it looked great, although everyone has their own preferences. However, it's an incredible game regardless of what it looks like, and it's probably the best beat-'em-up that's ever been made.
By Guest Critic on August 10, 2013 - 3:06pm.
Partly Cloudy, with a Chance of Thunder
HIGH Serene setting and a welcome thematic change. The more complex puzzles actually challenge players to think.
LOW Some levels present no challenge whatsoever. Mechanical precision using imprecise controls is necessary to execute some solutions.
WTF Getting struck by lightning makes a seed jump?
By Sinan Kubba on August 10, 2013 - 1:52am.
This week we attempt to scratch the mountain that is the GameCritics.com backlog by getting to some of those titles that we've always wanted to play, but never made the time for. Now, we have made the time, at least for three of the games. The crew dishes on I Am Alive, Sleeping Dogs, and Heavenly Sword, and more, plus a What We've Been Playing roundtable. Featuring Sinan Kubba, Chi Kong Lui, Brad Gallaway, and Richard Naik.
Download: Right click here and select "Save Target As..."
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Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.
By Brad Gallaway on August 7, 2013 - 7:48pm.
The Incredible Journey
HIGH The final swimming segment is absolute brilliance.
LOW The last scene of the game seems slightly misplayed.
WTF Who keeps cutting all the rope ladders in half?
By Sparky Clarkson on August 7, 2013 - 7:14pm.
In the wake of Microsoft's unpopular and ultimately reversed turn towards invasive DRM and daily activation requirements, there has been a renewed discussion of the economic challenges of AAA development and the supposed danger that used games posed to the industry. The standard excuse that it's too great a challenge to create games that achieve players' graphical expectations while still selling enough games to be economically viable in the context of a console exclusive has been trotted out, and as usual it is false, or at least lacking in perspective.
By Darren Forman on August 7, 2013 - 7:07pm.
HIGH Nailing a long range shot without gameplay assists.
LOW Feeling like little more than a dancing puppet throughout the game.
WTF Spotters are undoubtedly the real heroes, not snipers.
By Darren Forman on August 2, 2013 - 10:16pm.
Putting Down Roots
HIGH The soothing, low tension early stages.
LOW When the physics don't work as advertised, leading to multiple stage retries.
WTF There's no rewind feature to undo minor mistakes?
By Brad Gallaway on July 31, 2013 - 1:40pm.
It's no secret that State of Decay from Undead Labs has been one of my favorite games this year. Despite a lot of lackluster zombie-themed stuff overcrowding the market, these folks managed to bring an original vision and a brand-new twist to material that most people had already written off. Now that the dust has settled and the game has been out for a while, I figured it was the perfect time to check back in and do a little (har har) post-mortem Q&A on this groundbreaking survival title.
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