Since the super-nifty dee-luxe Devil Summoner 2 package (scroll down for the pic) got me in the mindframe for extra bonus-type stuff, I thought I'd put out word for the soundtrack and art book that comes with a pre-order for Atlus' Knights in the Nightmare for the Nintendo DS.
Awhile back, I reviewed a game called Onechanbara: Bikini Samurai Zombie Squad here at The Horror Geek website. The game wasn't great (it was repetitive, translated in pure "Engrish", and had environments that looked like something straight out of a low budget first generation PlayStation 2 game), but I liked it for the cheese factor (half-naked chicks running around killing zombies with swords is a win in my book) and geysers of blood.
I knew a film version was in the works (and I've been looking forward to it, honestly) and now NipponCinema brings us an official poster, synopsis, and release date for the movie.
In between projects at the moment, I spent most of my game time today (which was not much) checking out the various Community games I've downloaded over the last few weeks.
Every Wednesday when I check out the new stuff on Live, I make a point of looking at the new Community offerings and queue up the trials for a day just like today when I want to play something, but I'm not quite ready to commit to something substantial. Anyway, I think I tried something like ten or twelve different titles, and only one of them was worth a damn.
Called Trino, you take on the role of a small, aquatic-looking life form that creates triangles in space. The point of it is to trap enemy creatures within the triangles to earn power ups and move on. It's sort of half-puzzle, half-action, and it has a very polished and "complete" feeling to it. I didn't spend a lot of time on it, but I paid for the download happily and I'll be getting to it in short order.
Anyone who reads this blog knows that I have a great appreciation for indie games. Small, interesting, and innovative are things that I can appreciate, so today I've got some scoop on an upcoming title that should be worth keeping an eye on: Grapple Buggy, coming from Nathan Fouts over at Mommy's Best Games.
Of course, ours involved three-dimensional, cybernetic, holographic overlays ala Dead Space or Grand Theft Auto.
Jack Schulze and Matt Webb, creators of the "Here and There" map, were indeed influenced by games—even some not so obvious ones—but games were just one of many influences. (This is probably a good thing given how limited most in-game maps actually are.)
So far it is simply available in poster form, but a 3D-perspective melded with a top down view would seem to have profound applications outside of gaming. Not that gaming wouldn't see a benefit. Gaming worlds are getting bigger and navigating them can be as daunting as navigating the streets of Manhattan for some of us. A "Here and There"-influenced map would be a godsend.
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