God Hand

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‘Rare’ PS2 Games Coming To The PlayStation Network

7:45PM October 3, 2011 | Luke Plunkett

I’ve been dreaming for a while now of picking up a PS2 game I already own, putting it in my pS3 and having it work. Ever since my launch PS3 did that’s been totally out of the question, so I guess I’ll have to settle for the next best thing. More »


In Real Life

When Your First Game Design Is Destroyed By Dad

1:00AM February 18, 2011 | Brian Ashcraft

Atsushi Inaba’s credits are impressive. He’s produced titles like Okami, Viewtiful Joe and, most recently, Vanquish. When he was young, he dreamed of becoming a game creator. Then his dad found out. More »


In Real Life

Resident Evil Creator Grew Up In An Evil Residence

7:00PM November 11, 2010 | Brian Ashcraft

Shinji Mikami is responsible for one of the most successful game franchises ever, horror series Resident Evil. It’s not just the games that are scary. Mikami’s own childhood sounds horrific. More »


I <3 Stupid Games

6:00AM May 11, 2010 | Tim Rogers

My current least favourite part of the modern video game is when it tells me to stop having fun for a few minutes so I can think about something. More »


News

Resident Evil Creator Had Too Much Freedom For God Hand

4:00PM April 6, 2010 | Brian Ashcraft

Cult hit God Hand was one of the last titles released by Capcom’s now-shuttered-subsidiary Clover Studio. Shinji Mikami, creator of Resident Evil, designed the game. He now has regrets. More »


Why We Play Games, And Why We Grumble About Them

2:40AM February 26, 2010 | Leigh Alexander

Sometimes, one gamer’s flaw is another’s feature. Even the highest-rated games aren’t always perfect – but what determines the flaws we’ll tolerate versus the ones we can’t forgive? It all depends on why you play games. More »


Uncategorized

The Difficulty of (Games’) Difficulty

5:30AM May 12, 2008 | Maggie Greene

Kieron Gillen has a nice meditation on difficulty and games over at the Escapist: where do you find it these days? Gillen opines that real difficulty, something “balanced expertly on the precipice between hard and unfair” (like his example of God Hand), is increasingly pushed towards the edges. As the rules of the economic game have changed, many titles are forced to balance challenge with “completability,” with the balance being skewed towards easy (or ‘easier):

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