Last year’s great new Mario and Zelda games reinvigorated two series that seem to have finally found nostalgia for parts of their past they neglected. Super Mario Odyssey, especially, offered a tribute to Super Mario 64 that’s been overdue.
Tagged With kotaku game diary
Mixing survival gameplay with a narrative is always a tough task for developers, but it’s one the creators of We Happy Few takes on. I’m 10 hours into their game, which was released yesterday for Xbox One, PS4 and PC, and I’m both charmed and frustrated. The writing is excellent, and the visuals are spectacular, but the clumsy gameplay makes appreciating these things difficult.
I’m a sucker for Flat Heroes’ simple look and how good it feels to bounce around putting off death, but my favourite part of this minimalist Switch platformer is the moment before the levels actually start.
I was sick this week and decided to play Fallout 4 to relax. I’m not 100 per cent on board with Fallout 4 — I find its emphasis on action over roleplaying frustrating — but it’s full of fun characters. One of them, the robotic detective Nick Valentine, isn’t just one of the best character in the game. He’s one of the best in the entire series.
Playing a preview build of Body of Evidence, I found myself working against the clock to clean up crime scenes and hide dead bodies.
As I meticulously scrubbed blood out of hardwood floors and tabletops, I felt exhilarated to play a role in a situation I hope I never take part in.
“Got him!” I exclaimed in a text message to my colleague Kirk Hamilton at 2:33PM on Friday of last week. I’d been fighting a tough boss in the difficult 2D exploration and combat game Hollow Knight. One minute later, horrified, I was sending a follow-up text: “Oh no. Didn’t get him.”
The producer of the gorgeous upcoming Switch game Octopath Traveller made waves this week with a quote in which he said that mechanically it was a spiritual successor to Final Fantasy 6. Other people have made similar comparisons.
But Octopath is nothing like Final Fantasy 6 — it’s more like a SaGa game, with some experimental ideas that work, and some that really don’t.