Brad Gallaway's blog
By Brad Gallaway on February 22, 2009 - 11:26pm.

Finished Manhunt (PlayStation 2) today for the first time. It was an interesting experience. Although it certainly lives up to its reputation as being an extremely graphic and gory game, there was a lot more to it than just that… the story and setting (death-row convict is rescued from the chair only to be thrust into a kill-or-be-killed game of hide and seek) were engaging, and the work with tone and mood were excellent. The stark, brutal feel and incredibly bleak outlook of the game’s entire world were very well-realized. There's also quite a bit of meat to chew on for people who like to delve into meta-commentary, but I'll save that for another post.
By Brad Gallaway on February 20, 2009 - 9:04am.
This has been an eventful week for downloads on the PlayStation 3. Flower and Noby Noby Boy are now both available through the Store, and although I think it's correct to put them both in the same general category, my reactions to both couldn't be more different. 
Flower is fantastic. I don't necessarily think it's the second coming as some seem to report it, but it is most definitely the kind of thing that makes a player step back and re-examine their entire conception of video games.
By Brad Gallaway on February 17, 2009 - 11:44pm.
Although I haven't had a ton of game time lately, I took advantage of the extended weekend and spent some time with two download titles, Lit and Flower. 
Lit is from Way Fordward (Shantae, Contra 4) and makes its home on the Wii. An intriguing mix of Puzzle and Horror genres, the game’s hook is that touching darkness or shadows is instantly fatal. Naturally, the player must make his way through twenty-five rooms (and five boss battles) by taking advantage of paths and safe zones created by lamps, televisions, broken windows, and so on. My review is in the can already and should be making an appearance soon, but in a nutshell I'd say buy it if the subject matter appeals to you, just be prepared for some frustration due to a few poor design choices.
By Brad Gallaway on February 15, 2009 - 12:22am.
 In preparation for this week's podcast (just wrapped up recording a few hours ago) we asked readers on the forums what title they'd like us to talk about, and they selected God Hand, from now-defunct Clover Studios. In all honesty, I never saw that one coming. I picked up a copy back in '06 when it was brand-spanking new, and I think I logged somewhere around an hour or an hour and a half with it before I tossed it aside. I seriously hated the game at the time, my patience for its cumbersome controls and infuriating camera to be basically nil. It also didn't help that the game has an absolutely terrible first level, and does the bare minimum to introduce players to what it's all about.
By Brad Gallaway on February 12, 2009 - 2:36pm.
 Another peek into the inner workings of fan-pleasin' publisher, they were kind enough to send along some photos and information on their upcoming title Tokyo Beat Down for the Nintendo DS. Unless you're the type of player that regularly picks up golden oldies, I'm guessing that it's been a while since a side-scrolling beat'em-up has come your way.
By Brad Gallaway on February 10, 2009 - 11:50pm.
For those of you who've been paying attention, a great little game called Weapon of Choice hit the Xbox 360’s Community area, and it's been on fire ever since. After spending time with it and doing the research on where it came from, I was a little surprised to discover that this title was essentially the work of one man—Nathan Fouts, formerly of dev studios Running with Scissors and Insomniac. Having worked on games such as Postal, Ratchet & Clank Future: Tools of Destruction, and Resistance: Fall of Man, I had to know more. 
What's the story behind being a part of Running With Scissors and Insomniac, and then going solo with Mommy's Best Games?
Downloadable games seemed like they could sustain a small company. I started Mommy’s Best Games to make the weirdest, funnerest games that I could squeeze past the censors. The best part is that on Community Games, while they do have ratings, there is no overbearing, money-hoarding publisher trying to rain on your game design parade. Consequently, no one stopped me when I started adding udders to the Teat Walker or various strands of drool to Pitcher Mouth.
By Brad Gallaway on January 30, 2009 - 11:23pm.
Polished off Star Wars: The Force Unleashed this afternoon, and it was a pretty fun thrill ride from start to finish. I have to admit that I had heard the gameplay had some problems before I started it, so I set the thing to Easy and I'm glad I did. The developers have a real over-reliance on snipers and people firing from a distance which wouldn't be so bad except that it's far too easy to get knocked down and fall into a gang rape as you bounce back and forth between enemies. There's nothing more frustrating than getting ping-ponged without the chance to really do anything, and even on Easy it happened to me more than I like. 
By Brad Gallaway on January 30, 2009 - 2:44am.
I'm still catching up with games from 2008 that I never got a chance to get around to… this week, I'm trying Star Wars: The Force Unleashed on the 360. I'm definitely a Star Wars fan (although less so since the new trilogy ruined everything) but I've got to say that so far, this one fits into the canon pretty well and I really like the tone. Playing as Darth Vader's secret apprentice is a neat concept, and LucasArts nailed his character design—his costumes all exude a sort of low-level wraith-like quality, and although I'm sure that there are only a finite number of ways to carry a lightsaber, this new "behind the back" style is pretty hot. 
By Brad Gallaway on January 19, 2009 - 11:19pm.
This is sort of a games thing, but it's also a family thing… anyway, the wife is playing Tomb Raider: Underworld right now (not linear enough!) and my son was watching her pilot Lara through some ruins for a bit. He really enjoys watching it, and since the bulk of the action is Lara climbing up walls and jumping chasms, we think it's fine to let him take a short peek once in a while.
So anyway, my son and I were at the airport the other day walking down one of the concourses when he suddenly grabs onto my leg and starts pointing at a wall.
"Dad, look over there!" I looked in the direction he was gesturing, but I didn't see anything out of the ordinary. I asked him what it was he was talking about. "Right there on the wall, it's a life pack just like in Tomb Raider!" Mounted near the bathrooms was a portable defibrillator in a red box, and I have to say, the package inside looked a lot like a life pack. As a dad who plays games as much as I do, that was definitely a pretty cool moment, and I couldn't help but crack a big smile.
We didn't run over and collect it, though.
By Brad Gallaway on January 10, 2009 - 12:53am.
Atlus was kind enough to share some info with me about their upcoming DS RPG My World, My Way, and I'm passing it along to you. Launching February 3rd, My World, My Way is the story of Elise, a spoiled-rotten princess who finds that the one thing she can’t have is a boyfriend. Why not? Because the boy who has captured her fancy is an adventurer, and he’ll never settle down with a bratty girl who has everything handed to her. Naturally, the first thing Elise does is set out to have adventures of her own in order to land that boyfriend, once and for all. The story is absolutely on the comic side and far from the usual RPG fare, and the mechanics follow suit. Eagle-eyed readers will notice the "Pout" option and PP points in these screenshots. In a strange twist, Elise is such an effective pouter and tantrum-thrower that she has the power to affect change over tons of things in the game—everything from skipping random battles, to completing quests just by saying that they’re too annoying to finish legitimately. For readers who crave their RPG a little off the beaten path, My World, My Way is definitely one to keep an eye on. And as I'm sure most of you know, Atlus RPGs can be notoriously hard to find after their initial release. Don't say I didn't warn you, K?

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