Tag Archives: design

Waifu Wednesday: Katrielle Layton

It’s interesting to see the trajectory that Level-5’s Layton series has taken over the years.

While remaining true to its roots as an interactive puzzle book with a narrative tying things together, each individual installment has experimented with the formula somewhat, even going so far as to replace the iconic protagonist Professor Hershel Layton with other leads in more recent installments.

Which, of course, leads us to Katrielle Layton, Hershel’s daughter and a wonderfully appealing character in her own right. Let’s take a closer look!

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Pokémon Sword and Shield: Living a Trainer’s Life

This article is one chapter of a multi-part Cover Game feature!
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When the original Pokémon games were announced, I didn’t initially realise that they were RPGs — at least partly because I wasn’t overly familiar with how RPGs worked myself at the time.

Nowadays, of course, I know much better. But “RPG” is such a broad term, particularly when you throw its tabletop counterpart into the mix. There are lots of different ways you can approach the idea of an “RPG” from a mechanical perspective, and lots of different games over the years — including Pokémon — have experimented with the formula.

Pokémon Sword and Shield are, of course, no exception. Let’s take a closer look at the game’s mechanical components and contemplate how these games approach the idea of you “role-playing” as a Pokémon Trainer.

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Waifu Wednesday: Kasumi

Since she makes a guest appearance in today’s episode of Warriors Wednesday, I thought we’d take a closer look at my favourite Dead or Alive girl for today’s Waifu Wednesday.

Kasumi is one of those characters that it’s probably not fashionable to say is your “favourite”, what with her being one of the most prominently seen characters in the series, but I don’t care. I like ninjas, I like thighs and I like redheads.

She’s also an interesting and iconic character with a long history. So let’s explore the real Kasumi.

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Columns II: The Most Passive-Aggressive Puzzle Game Ever

Remember Columns? Remember how we talked about how chilled out it was, and how it didn’t want to stress you out? Yeah, you can forget all that with its direct follow-up.

Columns II is an example of an approach to sequels that was popular for a short while in the late ’80s and early ’90s: the provision of an experience clearly geared towards expert players, and a distinct case of “the same, but more so, and way harder“.

While Columns wanted everyone to relax and have a fun old time matching coloured gems, Columns II does everything in its power to stress you out at every opportunity. And I both love it and hate it for that!

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NES Essentials: Mario Bros.

I’ve always had a soft spot for Mario Bros. ever since I first encountered it — not on a Nintendo platform, as you might expect, but on the Atari 8-bit range of computers.

This 1983 arcade game from Nintendo isn’t the most fondly remembered installment in the portly plumber’s long-running adventures — but revisiting it today reveals it to still be a lot of fun and eminently worth playing.

Plus, if you have a Nintendo Switch Online membership, it is, at the time of writing, one of the many NES games you get included as part of your subscription.

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The MoeGamer Podcast: Episode 5 – GRAPHICS!!!

It’s that time again! No, not THAT time, podcast time. Jeez.

I’m once again joined by my good friend and longtime supporter Chris Caskie to discuss a subject that is close to both our hearts: graphics.

Hit the jump to watch the full video episode… and I’m working on getting audio-only versions set up now that we’ve established a good formula for these.

Continue reading The MoeGamer Podcast: Episode 5 – GRAPHICS!!!

Mighty No. 9: “Better than Nothing” – The Game People Love to Hate

This article is one chapter of a multi-part Cover Game feature!
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Mighty No. 9 is an interesting tale from 21st century gaming that has doubtless been very influential… though perhaps not in the way that was originally hoped for.

One of the earliest success stories of the crowdfunding boom in the early 2010s, the Kickstarter campaign for Mighty No. 9 promised something a lot of people were hungry for: a new Mega Man game in all but name. And oh boy, people were hungry for it; the campaign smashed through its initial $900,000 goal within days of its announcement, and the final total raised through crowdfunding cleared $4 million.

It was a game that should have gone down in gaming history. Instead, its lasting legacy was as an example of how not to manage a crowdfunding campaign, and a final product that had a somewhat mixed reception. But was it actually that bad?

Continue reading Mighty No. 9: “Better than Nothing” – The Game People Love to Hate