Aside from the initial reveal, I’ve largely ignored of NieR: Automata. I’ve got nothing against it, I just don’t get much out of preview coverage. Demos, trailers, etc. all present an image of a game, yet the lack of information leaves me more uncertain than confident. It’s up to the consumer to fill in the blanks, whether they be positive or negative. Nonetheless, I succumbed to temptation and played Automata’s Demo 120161128. So, I guess we’ll go down this rabbit hole of speculation and assumptions, because I can’t stop thinking about it and probably not for the reasons others can’t.
NieR: Automata is developed by PlatinumGames. That’s a simple and well-known fact that brings joy to many. There are few developers that could contest with their pedigree when it comes to third-person melee-focused action games. Mixing their high intensity combat with the world of NieR is a promising combination and likely the reason why so much hype is building around Automata.
However, PlatinumGames’ involvement and Square Enix’s expectations of the title mostly cause me distress.
Most Japanese indie games haven’t been prevalent in the industry over the last decade. A growing Steam presence is starting to bring many of these games to light, but plenty have yet to make the transition. Until recently, they were almost exclusively created for low-print runs at Japanese conventions or, in the cases of digital distribution, shoved in the obscure corners of the internet. This includes Aqua Cube, a cute puzzle platformer released for PC back in 2008.
Although not exclusive to the medium, one of my favorite things about video games is how many elements are includes within a single work. Everything from level design, artistic style, story telling, cinematic direction, music and numerous other bits contributes to the title as a whole. Each aspect can pull from different inspirations as well as individually succeed or fail, while still coming together as one product.
The game-focused aspects of video games are likely most important to the majority of people. However, sometimes developers simply use them as a vehicle for the overall experience rather than the main draw.
Being an fan of older versions of Final Fantasy XI is somewhat of a sad situation. Many titles that people are nostalgic for exist in their entirety today. While you may not be able to recapture that exact point in your life, where you played Super Nintendo on a Saturday morning with few worries, the game itself is intact. You can have almost an identical experience today to the one you had ten, twenty or thirty years ago.
Final Fantasy XI is fortunate. Unlike many MMORPGs, the servers are still alive. Though, if you log in and expect to re-live the passion you had for it as it existed in the mid-2000s, you’ll likely be sorely disappointed. Your Final Fantasy XI no longer exists. It’s the nature of an online-only world that is constantly updating for a changing market.
The Wii U GamePad’s intended purpose, as a second screen experience for console gaming, is a failure. Aside from a few examples, Nintendo has largely floundered to find much of a reason to use the device. Because of this, I was drawn to ZombiU, a third party Wii U release that makes full use of the controller. However, I was cautiously optimistic.
Initially, I expected a more modern survival horror experience that empowers the player with a large arsenal of weapons. The genre’s evolution in this direction is something I’ve always disliked, although it did produce many enjoyable third person shooters. Surprisingly, I found ZombiU hearkens back to more traditional entries in the survival horror genre.
The Wii and DS have huge libraries. With over 100 million hardware units sold for each, plenty of publishers and developers were pumping out titles in an attempt to grab even a fraction of the market. I was almost solely focused on these platforms during their life spans, but still some games slipped through my cracks.
I never even knew Windy X Windam existed until I found it in a bargain bin the other day.
Aconcagua, a PlayStation release from 2000 that’s often misreported as a survival horror game. It’s is a point-and-click adventure that pits five survivors against both environmental and military hazards.
This video is about the Argentinean market, Sony’s involvement in the region and Aconcagua itself.