If you’ve been following along for a while, you’ll know that friend of the site and big bossman of DigitallyDownloaded.net Matt Sainsbury has been beavering away at a series of visual novels of late.
Collectively known as My Time With Dee Dee, each “volume” of the series focuses on a particular aspect of literature and explores it in depth from a practical perspective, both through the volume’s own narrative and a bonus academic-style explanation of the genre or school of thought.
To date, we’ve taken on the erotic thriller in the first volume, the concept of the male gaze in the second, and existentialism in the third. Now, with the upcoming fourth volume, Sainsbury has set himself a challenging goal: to explore, challenge and confront the ideas of the Marquis de Sade. To that end, he sent me an early version of the new game to take a look at and see what I thought. So let’s do just that!
Continue reading My Time With Dee Dee, Vol. 4: First Look
Sometime in 1997. I am in my last year of compulsory education. My brother, ten years my senior, has come home from America to visit, on vacation from his job on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine. I always enjoy this, because he tells me all about the interesting new games that are coming out for exciting new platforms like the Sony PlayStation.
“Have you heard of Final Fantasy VII?” he asks. I respond in the negative. I had a feeling I’d heard the name Final Fantasy before, perhaps in the Super NES magazine Super Control that his ex-girlfriend used to work on back before they split — and before he left our green and pleasant isle for pastures new — but I’d never really paid it much mind. He seemed excited, though — and given that his position meant that he saw a lot of new games each and every day, this was enough to make me pay close attention.
“It’s the only game that I’ve ever seen make someone cry,” he said. I knew immediately that I had to play it. And thus a switch flipped, and what would become the Pete of today was born.
Continue reading Final Fantasy VII Remake Demo: Yes
Sometimes when you sit down in front of your 1980s microcomputer, you don’t really want to do anything particularly productive or meaningful.
If you’ve ever found yourself in this situation, you have long been well catered to, since both interactive and non-interactive demos and software toys have been part of the public domain software landscape pretty much since the earliest days of computing.
A great example of something that is fun to play with but has no real “meaning” to it is Jane’s Program, an addictive exploration of sound, colour and rudimentary physics that might be just the thing if you’ve had a hectic day!
Find a full archive of all the Atari A to Z videos on the official site.
It’s always a pleasure when a developer, publisher or localiser reaches out to me and asks if I’ll take a look at their project, because it tends to expose me to things that I might otherwise have been unaware of.
In turn, I can then share those things with you, and you can check them out as well! Everyone wins.
The latest title I’ve encountered in this manner is Bluemoonpark, an upcoming Kickstarter-funded visual novel by LA-based startup Amateras Inc and Korean developers Archive Factory Creative Group and Project Team Heimdallr. Let’s take a first look!
Continue reading Bluemoonpark: The Most Precious Wings
I’m no expert on mech games — or indeed the mecha “genre” in general — but Daemon x Machina had me intrigued from the moment Nintendo announced it.
And it’s certainly a game that is worthy of your attention, regardless of whether or not you have an interest in giant robots blowing things up; the sheer amount of pedigree attached to the project makes it immensely intriguing.
With that in mind, then, I decided to give the Prototype Missions demo that launched on Valentine’s Day a go. Read on for some impressions!
Continue reading Daemon x Machina: Exploring the Prototype Missions