I’m perhaps the biggest Metal
Gear Solid fan I know. Barring the purchase of accessories and other
paraphernalia, I’ve analyzed Snake’s speech about
memes at the end of Metal Gear Solid 2:
Sons of Liberty for my final in my critical analysis class about a year
back, and vividly remember staying up one night of my sophomore year in high
school trying to piece together the entire series and when they took place.
While the original Dragon Quest games have largely come to dominate the legacy of developer Chunsoft, the Mystery Dungeon series has provided a quiet historical counter-point. First conceived as a Dragon Quest spinoff, the Mystery Dungeon games arguably did for the roguelike genre what Dragon Quest did for the RPG. It took a complex, systems heavy western genre and stripped it down to its core appeal, creating a surprisingly fully formed console roguelike. In some ways, it feels like the culture of games has just now caught up with the work Chunsoft did on the Mystery Dungeon games. When the original Shiren the Wanderer game finally reached US shores with an port for the Nintendo DS, it still felt modern, despite its Super Famicom roots. Even now entries in the series still quietly sneak out, feeling perfectly at home with the current popularity of indie roguelikes. Spike Chunsoft is not ignorant to this either, if their work on One Way Heroics is anything to go by.
Even among the recent revival of SHMUPs, DOGOS, by developers OPQAM, immediately makes an impression. Rather than looking to immitate the more commonly mined arcade titles, DOGOS builds itself in the tradition of European PC shooters. Instead of being led down a tunnel of enemies, you’ll move between mazes, canyons, and open arenas, taking on a variety of objectives as you progress. There’s a focus on detailed graphics and environments, and an overall more open approach to a genre that’s often driven by a perpetual forward momentum. DOGOS, if nothing else, attempts to shake up the common formulas of the genre. How successful it is, that’s a bit more complicated.
If you know anything about me, you know that I have a soft spot for robots. Well, okay, more like a liquefied gooey center that spills out whenever I get the chance to talk about them. If the design of Heart & Slash is any indication, developer AHEARTFULOFGAMES does as well. There’s an art direction that evokes the Mega Man Legends series, clear nods to other famous robots, and a return to themes of artificial beings finding a sense of humanity that’s been popular since Pinocchio came around. The story itself centers on Heart, the titular protagonist, struggling in a post-human world against QuAsSys, a quality assurance system moving to create a world of perfect equality—by removing the unique individuals it sees as defects. Naturally, that puts Heart, with their Apple II inspired chassis and singular design, in opposition with QuAsSys, which of course means a lot of robot brawling.
We (or I for the most part) here at clickbliss are usually
at the forefront of Neptunia reviews.
Like Compile Heart and their videogames, we pump out our Neptunia reviews in a timely fashion. MegaTagmension Blanc + Neptunie VS Zombies (we’ll call it NepZom for short) was a game released back in the
States May of 2016. Why did I take so long to publish this review? Was the game
just that good that I was so immersed in the world of NepZomthat I couldn’t put my opinions into
words?
I have a love-hate relationship with dungeon crawlers or
games similar to that genre. For the most part, I think they’re outdated and repetitive.
For the ones I do like - or tolerate,
it was largely in part because they had a solid story behind the archaic gameplay.
I was hoping that MeiQ would a dungeon crawler backed up
with a good enough plot that I can tolerated crawling around ugly soulless dungeons. Plus the game has mechs, MeiQ should be good right?
Max Payne 3 sat in my PlayStation 3 hard drive for
about close to a year now. I got the game last fall as a part of a Red Dead Redemption bundle PSN was
offering for $5. Now as this summer draws to a close I decided to tackle the
game in further to slim down my backlog. I didn’t know to expect from the game
to be honest. I know that some people enjoyed it and loathed it. Clickbliss’
very own editor-in-chief Omar seemed to enjoy it (after all, why else would they
have two copies of the game) – so I decided to play it and throw out my two
cents on the game to the sea of nuanced opinions out there. (spoiler: I
enjoyed it immensely)