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Brad Gallaway's blog

Needing more storage space on Wii to play Art Style: Orbient


Not enough memory in here.

The amount of storage available on the Wii is truly pathetic, and not at all appropriate for the current environment. Adding insult to injury is the fact that you can only fit a small handful of games (never mind demos or movies) and I'm not able to delete the totally unnecessary news and weather channels to free up space for things that I actually want.

Can someone please make a big budget disaster game?


It's a long, hard road to get to this scene.

I just finished Raw Danger! on PS2 a few minutes ago... as I said earlier, it started out being a real struggle mostly for technical reasons, and that remained true all the way to the end. In terms of production, it was extremely rough and the budget for the game must have been practically zero. I'm still totally in love with the concept of surviving a natural disaster as the basis for gameplay, but the execution here was just too severely hampered to ever be totally enjoyable.

Fracture PSN demo impressions

I've seen tons of screens and read lots of articles, but PSN had a brand-new demo up so I gave that a whirl... The gist of the game is that you're a soldier from the Unreal school of how-do-you-move-in-that-armor? character design and you've got a gun that can affect change in the landscape tectonically. With a shot from your high-tech gee-whiz machine, you can raise small hills or create sinkholes, among other things.

Interview with Casey Muratori on Sushi Bar Samurai

The post-PAX love continues... Thanks to the new PAX-10 event highlighting indie games development, Casey Muratori's intriguing Sushi Bar Samurai was brought to my attention, and it's definitely one to watch for in the coming months. Below is a brief discussion on Casey himself, his game, and of course... games as art. What else?

Raw Danger impressions

Read Blog PostThere's a little bit of a lull in game releases right now before the total insanity of fourth-quarter holiday sales get started, so I'm taking the time to catch up on a few older titles. I played on PS2 last week and had a good time with that (check the review ) and this week, it's also on PS2.

Interview with Devon Detbrenner on Monster Lab

The post-PAX love continues... Next up is a few words with Devon Detbrenner, Assistant Producer at Backbone Vancouver (at the time the interview occurred), and one of the hip cats behind the upcoming Wii and DS title, .

Interview with Twisted Pixel Games

Read interview with Twisted Pixel GamesThe post-PAX love continues as I'll be featuring a series of interviews with the developers of games from the show that caught my eye. First up is my chat with Frank Wilson, CTO and Engineer at Twisted Pixel Games, and one of the people behind the upcoming XBLA title, The Maw.

Interview with Twisted Pixel Games

The post-PAX love continues as I'll be featuring a series of interviews with the developers of games from the show that caught my eye. First up is my chat with Frank Wilson, CTO and Engineer at Twisted Pixel Games, and one of the people behind the upcoming XBLA title, The Maw.

Substance over style

Read blog postThere was a short news piece in GameDaily today quoting one of the senior producers working on Gears of War 2 as suggesting that developers may be reaching the "upper end" of the 360's graphical capabilities. The producer goes on to say (in essence) that the ceiling hasn't been hit, but the very fact that this comment was actually seen as a kind of news got me thinking—even if (and that's definitely an IF) the 360 is closing in on the best that it can do.... so what?

Quick thoughts on Operation Darkness and XNA Creator's Club

This may not be news to anyone, but I recently signed up for the XNA Creator's Club on Live. For those who may not be familiar with it, this is the program that enables players to make their own game on a PC and then upload it to Xbox Live.
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