#video
#video
by Amr (@siegarettes)
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Rising Dusk is an atmospheric, anti-coin collecting puzzle game. You traverse Japanese landscapes while dealing with various yokai. You can only fail by falling offscreen, so despite the spooky theme it’s not violent one. Blocks in the environment will react depending on how many coins you’ve collected, becoming boons or traps depending on the context. But mostly traps.
This results in interesting challenges, like a rainy level where you dodge coins falling from the sky, or one where you climb a mountain, being forced to collect coins along the way so that the footholds below will disappear if you fall.

by Amr (@siegarettes)
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Vaporwave often celebrates the commercial aesthetic–the highly polished corporate art, turned kitsch by time and changing tastes. It’s both a reclamation of, and a celebration of, art as a capitalist tool.
Celestial Hacker Girl Jessica draws from the other side of vaporwave’s turn of the century obsession. It’s sincere and positive, almost naive, in the way the early internet felt. It evokes feeling of a space constructed by young people with newfound access to the world and new tools to express themselves. It’s like something you’d make with a trial of Jasc Paintshop Pro and some basic modelling software–using every available brush and filter to create the most maximalist expression of an emotion.
And it’s brilliant.

by Amr (@siegarettes)
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God of War makes a big deal of the fact that the entire game is framed in one continuous take. Comprised of an extended shot, uninterrupted by cuts, the long take–or oner–has gained a certain reputation in film due to the technical difficulty required in capturing it. In an episode of the video essay series, Every Frame a Painting, Tony Zhou described the long take as something “critics and film students get raging hard-ons for”, and yeah, there’s definitely a masturbatory quality to it. So I can see why a game in the AAA space, which often deeply values technical achievement, would pitch God of War’s long take as yet another technical feat it’s mastered. I mean, sure, you did a 2 hour film in one take, but how about a 30 hour game?
by Amr (@siegarettes)
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When I started de blob 2 I expected a breezy puzzle platformer full of cities ready to be painted. What I was greeted with was an opening that dragged its feet, was a bit too wordy on the tutorials, and took its sweet time getting to the playful coloring bits. It was all well and good from there, with the dynamic soundtrack and simple puzzles providing a pleasant whir of activity.
Then I hit Blanctown.
by Amr (@siegarettes)
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A throwback platformer emulating games like Commander Keen and Duke Nukem, Rad Rogers follows the Rise of the Triad reboot and Bombshell as one of Interceptor Entertainment’s attempts to bring back the spirit of classic PC gaming.
For the first hour or two, I was on board for Rad Rogers. The opening was embarrassing to watch, but the platforming and gunplay had enough to them to make running around a level and collecting all the trinkets entertaining. But before the first world was even done Rad Rogers wore out its welcome.
by Amr (@siegarettes)
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Do you like cute-em-ups? Scratch that–do you like *cats*? Because I got a game for you and it is called Neko Navy.
Children of Zodiarcs Video(!!!) Review
by Omar (@siegarettes)