A Lesson In Payne HIGH Bullet time shoot-outs in noir noughties aesthetics. LOW Platforming challenges WTF This game is my age – and now I feel so old. Max Payne comes from the perplexing minds of Sam Lake and Remedy Entertainment. Released in 2001, it’s often hailed as the earliest […]
Death From Above
HIGH A great twist on the Tower Defense formula!
LOW One of the later challenge missions had no margin for error.
WTF The story.
Terrence & Norwood In The Fog
HIGH Switching characters.
LOW Laggy combat.
WTF A talking egg?
Anime Grinding Simulator
HIGH Fantastic visuals.
LOW It feels like there’s only half a game here.
WTF The insane and pointless grind.
This article is the second installment of Darren-Kun’s Magical GungHo Adventure! If you haven’t read the introductory piece, you can find it here.
In this column, Darren sat down with Kazuki Morishita, President and CEO of GungHo Online Entertainment. Known for taking a very active, hands-on role in game development, Morishita-san was kind enough to set aside several hours for interviews with us to get his thoughts on a wide range of topics ranging from GungHo’s particular approach towards creating entertaining videogames, the differences between developing for mobile and console gaming, and the challenges involved with targeting global worldwide releases for their IPs.