The original Gravity Rush was an important release for Sony’s Vita handheld: it was a high-profile, first-party release, which the system has not, to date, seen all that many of, and is unlikely to see any more.
It was positively received at the time of its original release by press and public alike, but Sony’s consistently poor marketing of the platform — coupled with a general sense of apathy by the more “mainstream” parts of the gaming community — meant that it passed a lot of people by.
And that’s a great shame, as it was an excellent game. Thankfully, Bluepoint Games managed to give it a second chance on the much more popular and widespread PlayStation 4 in the form of enhanced port Gravity Rush Remastered, so a whole new audience can discover the joy of swooping around Hekseville.
Continue reading Gravity Rush: A Hero is Born
Sega’s Yakuza series is perhaps one of the most misunderstood franchises out there to people who haven’t played it.
Prior to its original release, it was assumed that the game would be a Japanese clone of Grand Theft Auto. Then people saw its real-time combat and started assuming it was a brawler.
It is neither of these things. It is, in fact, one of the most well-disguised JRPG series you’ll ever play.
This article was originally published on Games Are Evil in 2013 as part of the site’s regular Swords and Zippers column on JRPGs. It has been edited and republished here due to Games Are Evil no longer existing in its original form.
Continue reading From the Archives: Yakuza’s Modern-Day Questing Makes a Fine JRPG
Gravity Rush is an interesting series. Originally intended as something of a flagship title for Sony’s Vita handheld, its first installment was well-received but passed a lot of people by.
Fortunately, it managed to get a second chance at success thanks to an enhanced port for PlayStation 4 by Bluepoint Games, the company previously responsible for the PS3 versions of God of War and Team Ico’s classics Ico and Shadow of the Colossus. And, from there, it did well enough to spawn a true sequel, this time specifically designed for the PlayStation 4.
The two games are both excellent, but both suffered somewhat from poor release timing and, in the case of the first game, the somewhat niche-interest status of the Vita as a platform in the West. Consequently, they haven’t had nearly as much love as they deserve from the general public.
What better reason to take a closer look at where this series came from and why you should check it out, then?
Continue reading Gravity Rush: Introduction and History
Showcase PlayStation VR title Summer Lesson recently got a physical release in Asia with English subtitles, so I decided to grab a copy and investigate.
As you may recall, the idea of using VR to simulate interpersonal interactions and intimacy is something that I find very interesting indeed, so I was keen to try out this unusual title, and excited to have the opportunity to do so in English.
This morning I strapped on my PlayStation VR, sat comfortably and prepared to spend a virtual week in the company of Hikari Miyamoto. My headset didn’t come off until I’d finished an entire playthrough, at which point I was thoroughly convinced of the value of VR.
Continue reading Summer Lesson: First Impressions
Puyo Puyo Tetris is cause for great celebration, particularly for those of us who have been missing certain aspects of “the good old days” of gaming, whenever those might have been in your personal opinion.
Why is it noteworthy? Well, numerous reasons: it’s one of the few Puyo Puyo titles to have made it West without significant modifications or complete rebranding; it’s a reinterpretation of Tetris that doesn’t suck (EA and Ubisoft, pay attention); and perhaps most importantly, it’s a standalone puzzle game that not only isn’t a microtransaction-riddled, play-throttling mobile phone game with infuriating touch controls, it also got an actual, honest-to-goodness physical release. In fact, in the case of the PlayStation 4 version, the physical release is, oddly, the only way to get hold of a copy.
It’s also an absolutely cracking game, so let’s take a closer look at what it offers to puzzler aficionados.
Continue reading Puzzler Essentials: Puyo Puyo Tetris
There’s an assumption among certain parts of the gaming community that you need a big budget and a massive team to make something that looks amazing.
This is nonsense, of course, and nowhere is this more apparent than in the output of Japanese doujin circle Edelweiss, who have, to date, put out three exceptional (and exceptionally beautiful) games, each of which demonstrates a clear understanding of how to produce something that both looks spectacular and plays incredibly fluidly, in the grand tradition of arcade games.
Edelweiss’ most recent release is Astebreed, a shoot ’em up that began its life on PC but was subsequently ported to (and enhanced for) PlayStation 4. And it’s one hell of a game that any shmup fan should be proud to have in their library.
Continue reading Shmup Essentials: Astebreed
Nier: Automata is a fascinating game in its own right, but it becomes even more of an interesting story when you take it in context of everything that led to its creation.
In order to understand Nier: Automata and its predecessors, it is particularly important to understand creator Taro Yoko, one of the most distinctive “auteurs” in all of video game making — albeit one who, until the release of Automata, had largely flown under the radar in stark contrast to his contemporaries such as Hideo Kojima.
Yoko is a creator who, it’s fair to say, has consistently pushed back against the boundaries of what is “accepted practice” in video game development — both in terms of subject matter and mechanical considerations. And the results of his resistance to conventions and norms are some of the most distinctive and interesting — albeit sometimes flawed — creations in all of gaming.
Continue reading Nier Automata: Introduction and History