Brad Gallaway's blog
By Brad Gallaway on August 27, 2009 - 10:35pm.
Just completed the new Tatooine DLC for Star Wars: The Force Unleashed on Xbox 360. As my co-podcaster Tim Spaeth so eloquently put it, it's another piece of "stealth DLC" arriving with no forewarning or fanfare, much like Mass Effect's Pinnacle Station. However, unlike Pinnacle Station, this add-on is pretty sweet.
Starting out, the mission assumes that the player became the Emperor's new disciple at the end of The Force Unleashed proper. (This was only one of two possible endings.) Seeing main character Starkiller as a desiccated metallic husk consumed by the dark side was a bit of a shock, but still pretty cool, regardless.
By Brad Gallaway on August 25, 2009 - 8:30pm.
So, out of my ten-year career reviewing games professionally, I've only awarded two perfect "10" scores. I'm no math whiz, but if you average that out, I'm pretty sure that's one for every five years. My gist? I don't hand them out lightly.
One of the games to which I gave top marks was BioWare's Mass Effect. Encapsulating basically everything I love about videogames, action, and sci-fi all in one complete package, I blew through the game and devoured every last tasty morsel. Couldn't get enough. Although it's true all good things come to an end, thanks to the implementation of DLC, good things can keep going for a little longer. More Mass Effect? Yes, please.
By Brad Gallaway on August 24, 2009 - 9:56pm.
Started NyxQuest: Kindred Spirits on WiiWare yesterday. I only had time to get two or three levels into it, but I was really liking what I saw. The art style is very minimal and clean, and the mechanics are immediately accessible.
Basically, you take control of a winged girl and navigate puzzle-ish levels on a 2D plane. The jumping/flapping/gliding works well, and the formula is enriched by using the Wiimote to manipulate certain objects in the environment. In certain sections, you're controlling the girl with the left stick and a button, and moving stone blocks with the Wiimote pointer and a trigger. It's a little like the old "rub your stomach and pat your head" routine, but in a good way.
I look forward to spending more time with it.
By Brad Gallaway on August 22, 2009 - 10:54pm.
I had originally intended to write about Avalon Code tonight, but before I get to that I have to discuss Trials HD.
Anyway, never in a million years would I have predicted that I would have become as obsessed with this game as I have, but it's been dominating my life for the last few days.
Reminding me a lot of an updated Excitebike early on, I knocked out the first few clusters of levels pretty quickly. I didn't get gold medals on all of them, but I did well enough to satisfy my own personal sense of achievement. Moving up, the Hard level was indeed hard. When I got to Extreme, I couldn't believe it.
By Brad Gallaway on August 16, 2009 - 9:22pm.
I would never have guessed it, but I've been completely addicted to Trials HD on the Xbox 360 this week. One of the spotlight Summer Arcade releases, it's basically an updated version of the venerable NES classic Excitebike hopped up on stupidiculous amounts of steroids.
I'm not a fan of games that feature timed runs as a core part of gameplay, and I'm not usually a fan of games that emphasize an extremely high degree of technical precision, but in spite of those preferences, I got hooked immediately and I've been putting an unusual amount of time into it every night.
By Brad Gallaway on August 12, 2009 - 9:26pm.
An expansion of Microsoft's XNA Creator's Club initiative, the Community Games area (now known as Indie Games) is a place for creative individuals, independent developers and small studios to have their work seen by the 360 audience at large. Anyone who thinks they've got a great idea can enter a submission through the Indie process and eventually have a game ready to be sold and downloaded to hard drives all across the world. It's a great opportunity, and the only program of its kind to be available on a home console. Unfortunately, Microsoft has given this area of Live very little attention, and despite being an incredibly exciting and innovative feature, very few players know the first thing about it.
With any luck, this article will help change that.
By Brad Gallaway on August 9, 2009 - 10:31pm.
I had a chance to play the Batman: Arkham Asylum demo currently available for download. The title is obviously getting a lot of attention for a number of reasons, a primary one being that it looks like it's going to turn out pretty decently—an achievement considering that the majority (if not all) previous attempts to bring the Caped Crusader to consoles have been trash.
By Brad Gallaway on August 4, 2009 - 11:00pm.
Ok, so if you read this blog even once in a while, it's pretty likely that you know I'm a pretty big Atlus fan. I'm not quite sure if I've crossed into full-blown Atlus whoredom, but I may be getting there. In any event, because they have a great upcoming lineup (and because I have no other blog topics this evening) here's a quick preview of four games coming down the pipe from the hardest-working developer in showbiz…
By Brad Gallaway on August 3, 2009 - 12:17am.
Huge thanks to Anonymous for tipping me off on how to defeat the gorilla boss in world four of Cocoto Platform Jumper (WiiWare).
It's a simple little game that by all reckoning should have been a complete cakewalk, but this gorilla seemed invincible and all efforts to find answers on the Internet were a complete fail. My frustration at this part had grown to the point that I had actually quit the game in disgust, and I was contemplating calling Nintendo to complain that they were selling a piece of defective software. Then, lo and behold, Anonymous chips in with a comment and solves the mystery.
By Brad Gallaway on July 31, 2009 - 12:07am.
For a little change of pace, I invited my good friend and super-author An Aguirre to sound off on games from a female perspective. As you can see from her gameography, she’s no newbie to RPGs and has definite opinions on a few topics… I gave her free rein to jot down whatever she felt like, and here’s what she came up with. I think you’ll agree that there’s some interesting stuff here:
I'm not a level grinder or a number cruncher or a loot monkey. It will probably come as no surprise that I love the stories these games tell. I'm in it from start to finish because I want to know how it ends. That's the same reason I read a book. Sadly, many games seem to have rushed endings; it's 100% awesome until you get to the wrap-up and it's like the designers said, "Ok, good enough, the end," and you're left wondering why you spent $50 on this. My affinity for story is also why it irritates me to no end to pick up an awesome-looking game and realize I have to play Captain Jack Dawson, and screw me if I don't like it.
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