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