First Impressions: TowerClimb

 Posted by at 8:08 pm  Features
Apr 072012
 

After reading an article on Rock Paper Shotgun, I became compelled to give Davioware’s superhard platformer TowerClimb a try.  What I found was a surprisingly engrossing, atmospheric game crammed into a little 16-bit indie game.  TowerClimb stresses that taking things slowly and not rushing is the only way to survive, and boy does it drive that point home. Continue reading »

 

Apple Jack 2, the sequel to the incredible Xbox Live Indie Game Apple Jack, will be coming out sometime “early 2012.”  Creator Tim Sycamore of My Owl Software was able to take some time away from development of Apple Jack 2 to answer some questions.

Continue reading »

 

Yes, we realize you’ve already seen almost everyone’s Game Of The Year, but be kind to us; it’s our birthday.

January 1st not only marks the beginning of a brand new year, but also one full year since Critical Hit! began. Here’s a list of our favorite games that were released during that year. Continue reading »

 

We’ve covered the worst box art of the year, now it’s time to look at the best. An effective videogame cover does two things: it stand out on a shelf next to other box art, and it in gets across the general tone or concept of the game. The following covers are ones that I think accomplished this in the most stylish and eye-pleasing way. Continue reading »

 

It's about dogs that play football.

Every year, several sites feature their own article about the worst videogame box art of the year. But often times the box art featured actually bad designs, so much as ridiculous concepts paired with bland designs.

Like Jerry Rice & Nitus’ Dog Football (click to enlarge). Bad? I can’t help but consider the cover brilliant, in how perfectly conveys the absurdity of the game’s concept. They’ve even included a poodle and a chihuahua, so you know they aren’t being serious.

Instead, I want to focus on ten covers that are especially inept from a purely design standpoint. Which I hope will be equally entertaining.

But if it really was the doubleyew-tee-eff covers that you came here hoping to see, fear not! I have included a set of those as well, following the main entries. Continue reading »

 

L to R: Takamaru (Murasame Castle), Devil (Devil World), Marth (Fire Emblem), and Lucas (EarthBound 2).

Xenoblade Chronicles. The Last Story. Pandora’s Tower. Three games with one thing in common: Nintendo has the worldwide publishing rights, but won’t release them in the US. A popular story earlier this summer was how an organized fan effort called “Operation Rainfall” was going to great lengths to try and convince Nintendo Of America to release the games, only to receive a response that there are still no plans—despite the games being translated into English for European release—but “thanks for being such great fans!”

While I was a little taken aback by the borderline-trolling response from Nintendo Of America, I can’t say I was surprised by their continued lack of interest (or outright opposition?) in releasing these games in the US It certainly wouldn’t be the first time Nintendo decided to leave their US fans out of the equation. Or the fiftieth.

The truth is, Nintendo has a long history of holding games back from US release. The reasons sometimes vary (when reasons are given), but it’s a practice that goes all the way back to the early days of the NES.

To give you a small glimpse of what you’ve been missing, I’ve compiled a list of the twenty non-US first-party Nintendo games that struck me as being the most important, most interesting, or most potentially fun to play. I’ve limited it to mainly console releases (as opposed to handheld) in order to narrow things down. Now, allow me to guide you on a journey into the forgotten past… Continue reading »

 

Like Bizarre Creation’s Blur, Brink is a fun yet flawed multiplayer game that was released with major online connection problems, instantly crippling its chances of success.

But where the company line for Blur was that the connection problems were “isolated issues”—insisting that the online was working fine for the majority players, but that they were looking into it—Bethesda refreshingly acknowledged Brink‘s at-times nearly unplayable multiplayer almost immediately. Not only did they announce a series of patches, but also that there would be free DLC arriving in June.

Eventually June became July, and July became August. Friends became less patient and traded the game in while it still had value, or considered doing so, but I held onto it. And now here we are: it’s the first week of August, and the patches and free Agents Of Change DLC are finally here. So what’s the verdict? Continue reading »

Jul 072011
 

Axis Animation’s trailer for Deep Silver’s Dead Island accomplished a surprising feat: it introduced a brand new property (and one saddled with a fairly generic title, at that), without any real gameplay footage yet available, and got people talking about it.

Two weeks ago it also became an award winning trailer, picking up Gold at the Cannes Lions International Festival of Creativity. But why does everyone think it’s so great? It doesn’t even feature any of the protagonists in the actual game! In the following article, I’ll attempt to explain why it’s so great—it’s not just the story, but the way the story is told.

This article is going to contain SPOILERS, so make sure to watch the trailer first. Continue reading »

 

It’s said you should never judge a book by its cover. But the simple fact is that we all do it. We can’t help ourselves.

The job of a cover designer is to create an image that makes you want to read that book—or in our case, play that game. A successful cover has two goals to accomplish: it needs to get your attention, and it needs to visually summarize what makes this game so great that you should play it. Unfortunately, the covers of Mass Effect do neither of these. Continue reading »

Jun 182011
 

As many of you have heard already, the Tomb Raider series is getting another reboot, this time in the form of a prequel.  The Tomb Raider series had already been redone back in 2006 by Crystal Dynamics, the same company developing the upcoming prequel.  During this three-part retrospective I will be revisiting Tomb Raider: Legend, Anniversary and Underworld, the three games developed by Crystal Dynamics after they had obtained the Tomb Raider license.   Each of these games were played on my Xbox 360, so I am not sure about any problems, unlockables or differences on the other versions.

Continue reading »

© 2011 Critical Hit! - Video Game Reviews Powered by WordPress Suffusion theme by Sayontan Sinha