Trine was a 2D yet 3D platform puzzler, in which you controlled 3 different characters each with unique skills, as they fight/swing/levitate their way across a traditional fantasy world. It was really charming, had simply gorgeous visuals and had some really clever little physics-based puzzles. I was sold on it from the demo, but I went and bought it from Steam as soon as it was out and played through it both by myself, and with my 10 year old cousin in the local co-op feature (I was on the keyboard, while she used a 360 gamepad). The only thing it was lacking was online co-op, which the game would have benefited hugely from. Apparently, Trine 2 will have such a feature, and its going to be great.
There was a trailer released at E3 and it looks to continue the story of the knight, thief and wizard, though how exactly they’ll justify them getting back together will be amusing, since if I remember rightly they managed to separate themselves at the end of the first game, after the ridiculously difficult final level. Not that it matters, I just want more cool physics puzzles to jump around in and I’ve never seen such a quality looking giant toad in a game before. The original Trine only came out on the Playstation Network and the PC, so I hope this time they release it on XBLA since it’d fit in very nicely. Though again, I’m mostly interested in the PC version, since it’ll clearly be the prettiest.
Dome Keeper is an excellent little spin on the tower defense game, in which you play the role of a jetpacking miner defending his base from swarms of aliens, whilst searching for a hidden relic buried somewhere beneath him. And now, with this huge free update, you can play it with friends.
I want to talk about Cloudpunk, a game where you get to be a flying-car delivery driver in a futuristic cyberpunk city. Its world is an incredible achievement of environmental design, and while the gameplay itself may be basic, the city of Nivalis is a thing of beauty to behold. Nivalis is built out of hundreds of hand-modelled cuboid buildings; there’s nothing procedural about it. Apparently it took 3 years for the devs to design the city, and it really shows.
I do love me some quality pixel art, and it doesn’t get much better than this. Cast n Chill is a cozy side-scrolling fishing game by small indie dev team Wombat Brawler, with absolutely gorgeous visuals. It’s simple to play, and you you can dip in and out of it at your leisure, making it a fine addition to our collection of coffee break games.
There’s not a lot I can say about Clair Obscur: Expedition 33 that hasn’t already been said, but here’s my take anyway. The game deservedly garnered a heap of attention when it came out for being a fantastic example of a JRPG, that happened to be made in France. Technically, ignoring the fact that the team includes a bunch of ex-Ubisoft veterans, it’s the debut title from developers Sandfall. And what a debut game it is.
Is bingeing bad for us? It seems an obvious question, but I have been thinking about it lately, while revisiting Lost, the tv show that started 22 years ago (cripes, I feel old). Back when it was airing, my friends and I watched it religiously every week, talked about it in great detail, eagerly awaiting the next episode. It was the definitive show of its time, sparking debates and endless theories. It felt great to be a part of that, the sense of all experiencing the same thing together over a long period of time – most seasons had over 20 episodes, which is way more than most shows get these days – and they aired one by one, every week for several months. In today’s age of bingeing a show from beginning to end, I wonder what we are missing by not taking our time.
It’s safe to say that Fumito Ueda’s third game was one of my most anticipated titles of the previous generation. Announced in 2009, I eagerly watched every gameplay trailer and read up every snippet of information I could. Ico and Shadow of the Colossus remain two of my most beloved games, and I found the idea of another game by the same studio a mouth-watering temptation. A multitude of delays and long periods of silence from both Sony and the developers led many to believe it would never see the light of day, not to mention the troubling news that Ueda himself had left the project due to creative differences with Sony. The game lingered in development hell for several years and its fate was uncertain. Ueda and his team remained with the project as consultants and the game eventually had a release date set for December 2016. My excitement rekindled and I wondered how it could ever live upto 7 years of anticipation. So, was it worth the wait?