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Interview with Eyehook Games' Mike Muir, creator of Epic Dungeon

Epic Dungeon Screenshot

In case you weren't aware, the developers on Microsoft's Indie Games channel are in the middle of an Uprising. Sick and tired of being drowned out by a flood of cash-in crapware, the people who take game-making seriously have banded together to release a slew of high-quality titles. One of the initial games available was the superb Epic Dungeon from Eyehook Games. Mike Muir, the man behind the magic, was gracious enough to take time out of his schedule to answer a few questions about his project.

Majin drags and Monster Hunter blues

Majin and the Forsaken Kingdom Screenshot

I scored a copy of Majin and the Forsaken Kingdom for cheap during Black Friday, and I've been putting time into it since then, albeit haphazardly. While it's true that my work schedule has been kind of erratic and disruptive to my game schedule (which clearly, is far more important) the truth of the matter in this case is that I'm having a hard time finding the motivation to push forward. The game is cute and I'm always interested in how developers implement team/partner mechanics in singleplayer titles, but Majin just isn't doing much for me.

Interview with Uber Entertainment's Chandana Ekanayake on Monday Night Combat: Spunky Cola Special

Monday Night Combat: Spunky Cola Special Screenshot

I had the pleasure of interviewing Uber Entertainment, the creators of Monday Night Combat, back in August before the game released. Now that some time has passed and the team has just released a major title update and some DLC, it seemed like the time was right to check back in and get the lowdown.

Interview with SWERY 65 (Hidetaka Suehiro), Director of Deadly Premonition

Deadly Premonition Screenshot

Whether you're a fan or not, the fact is that Deadly Premonition has made quite a splash, and eliciting such a response doesn't happen with just any title. Clearly, the director is onto something here, and the goal is to find out what. So, without further ado, here are twelve questions with SWERY 65.

Breaking down gaming brick walls

Have you ever had a game that you just knew was going to take serious effort to complete, but you dug in for the long haul and stayed with it until the end? I'm not talking about the average (and tedious) 60-hour Japanese role-playing game (JRPG) or anything that's a simple matter of hours devoted. No, I'm talking about something that's really difficult, or something that presents some sort of extraordinary obstacle to overcome. Something like the video game equivalent of a brick wall.

Pigsy's Perfect 10, The Deep Cave and some random links

Enslaved: Odyssey to the West -- Pigsy's Perfect 10 Screenshot

The first thing I played after formally ending my hiatus from games was the Pigsy's Perfect 10 DLC for Enslaved: Odyssey to the West. I don't want to say too much about it since I'm considering doing a quick review for it, but what I will say is that it was excellent from start to finish.

The problem with blaming the gamer

Enslaved: Odyssey to the West Screenshot

Recently, I read an editorial written by Tae Kim over at GamePro. Basically Tae (and a few others) are saying the same thing that I've been saying for years—most games are too long without the content to support such length, and that story-driven games in particular would benefit from being tighter and more focused. I'm glad to see that this idea is starting to pop up more and more, because it's true. However, there's a bit of a spin to Tae's piece, and this little twist is something I have an issue with.

New Podcast and Faery: Legends of Avalon

Faery: Legends of Avalon Screenshot

In a nutshell, Faery: Legends of Avalon is a very simple, straightforward RPG done in classic style. The player takes on the role of a fairy who must help save rapidly-dwindling magical lands being eroded by a world of non-believers. Quests are of the "talk to X, go to Y, do Z, talk to X again" variety and combat is a streamlined turn-based system. If you've ever played an RPG, then you know what this is all about. It's basic, basic stuff. While the general lack of complexity might be seen as a negative in most cases, I have to say that it's appealing here.

MGS: Peace Walker, XBLA's The UnderGarden and Faery

Metal Gear Solid: Peace Walker Screenshot

Been spending some more time with Metal Gear Solid: Peace Walker on the PlayStation Portable. Like I said in the last post, it got off to a slow start but it's really been picking up. After putting a few more hours into it and getting past the fifth boss, I think what I like most is that it's both stripped down (the tactical stealth action) and complex (the Outer Heaven sections) at the same time.

Undead Nightmare, MGS Peace Walker and Japan's Top 10

Red Dead Redemption: Undead Nightmare Screenshot

I've been trying to push forward in Red Dead Redemption, but after putting a few hours into it, it still hasn't grabbed me. Great graphics, plenty of content, blah blah blah… I think the thing for me is that I'm a big story guy. Stories and characters matter to me, and if a game gets off on the wrong foot then it takes a lot for me to stay with it. I know a lot of people say that Redemption really pays off in the end, but it just starts so poorly that I can't find the motivation to continue.

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