When I started this Cover Game feature, I figured that these two games by Shade would be fairly similar to one another.
After all, they’re both third-person shooters featuring cute girls and a certain amount of fanservice to enjoy. Taking games with what I assumed to be a similar “feel” to them as a guideline, I estimated that they’d both be reasonably short affairs that I could romp through quickly.
After 45 hours of pursuing all of Gun Gun Pixies’ endings, I realised that I might have been wrong. After starting the rather more mechanics-centric Bullet Girls Phantasia, I confirmed that yes, indeed, I was very wrong. And, as such, because I want to do a proper job of this… it’s going to take a few articles to do the latter justice. So let’s begin today with a look at how it plays.
Continue reading Bullet Girls Phantasia: Enlisting for Duty
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!
Continue reading Columns II: The Most Passive-Aggressive Puzzle Game Ever
One of the most interesting things about Death end re;Quest is the fact that it gradually evolves over the course of its duration, with new mechanics and structural elements being continually introduced throughout the first distinct “part” of the game.
Today we’re going to take a look at part of the game’s overall mechanics and structure: specifically, the part of the experience that allows you to explore and advance the overall story. We won’t be discussing the narrative itself today — just how it’s presented and how the game hangs together.
It’s one of Compile Heart’s most interesting games, even before you’ve unlocked everything — so let’s take a closer look at one of its coolest aspects.
Continue reading Death end re;Quest: Where Does the Game End and the World Begin?
When we’re talking about conventional games — particularly today’s games — it’s important to consider them from a wide variety of perspectives.
Typically, we look at a game from several different angles: the way it’s presented through its sights and sounds; the way it plays through its mechanics; and, where applicable, how it handles its story.
When contemplating visual novels, the balance tends to be a little different. We tend to up the focus on narrative considerably, and in many cases mechanics don’t enter the picture at all — many visual novels simply don’t have any! That is, unless you’re 428: Shibuya Scramble, in which case your narrative and mechanics combine together to produce something exceedingly interesting…
Continue reading 428: Shibuya Scramble – The Mechanics of Storytelling