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Showing posts from May, 2014

Backlogged - "Superman" (N64)

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The very nature of the internet ensures that the new interest or idea or joke of one could very well be the beating of the proverbial dead horse of another. On that note, I decided to take a look at the much maligned "classic" that is Superman for the Nintendo 64 upon purchasing it from a flea market this weekend, despite everybody and their mother having done so. For the first time in my life, I now own an N64, and it's really very exciting. And while I could talk for hours about how great both Banjo games are, or how I feel Diddy Kong Racing is a huge improvement over Mario Kart 64, or how great it feels to exploit cartridge-tilting glitches in Ocarina of Time, I felt like it was necessary for me to add this game to my review repertoire.

Now, last year, I played the infamous E.T. for the Atari, and discovered that it was just as bad as everybody proclaimed it to be, and in all honesty, I could see how it crashed the feeble game industry of the early 80's. But is S…

Pouring One Out For Banjo

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Today is a day that will probably strike a giant, crushing blow to the hearts of gamers everywhere. I know, on a very personal level, it certainly affects me. It was announced this morning that around 20 staffers were laid off from Rare Ltd, due to a "methodology change." And despite the fact that anybody losing their job for such an arbitrary reason is horrible to begin with, one of the losses was especially telling and tragic. Chris Sutherland, head programmer for Donkey Kong Country and Banjo Kazooie, not to mention the voices of Banjo and Kazooie among many other things, was a casualty of these layoffs.

When he was let go, however, it didn't come as a big shock to me. Because Rare today is a joke. A bad one-liner that even Conker would be ashamed to utter.

A Post-Mortem of "Twisted Complex: A Love Story"

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About two years ago, now, I was in the final stretches of finishing my first novel, Twisted Complex: A Love Story. It was a pet project I had been working on since I was about thirteen or fourteen, and from its inception to its completion, it had gone through several, several, several incarnations until it became the finished product that it is today. In the time since its publication, I've had time to go through it several times again, and to field opinions from other people. So now, looking back, I have a few things to say about it, some things to reveal about its production, and where I plan to take the franchise in the future. Also, if you read on, be warned about massive spoilers in this post, as I discuss major plot twists in the book in a pretty casual way.

Review - "Daylight" (PS4)

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I can't do it. Really. I just can't go on. Shadowy witches with glowing eyes have inexplicably popped up behind me and shrieked. Objects have fallen and made loud noises. I've gotten my character lost in the labyrinthine maze of a mental institution. After prolonged exposure to this, all of these supernatural occurrences, I've simply come to the conclusion that there's only so much of this that one critic can take, and put down my controller, most likely for good. This isn't because Daylight, the latest from former IGN staffer and part-time PSP licker Jessica Chobot, is a nerve-jangling thrill ride of a chiller. Because despite some occasional hints of goodness, it ultimately isn't.

But it is, however, a fundamentally bad game with barely any redeeming qualities to speak of. Oh, yeah, and it's boring, and somewhat broken, and... well, you'll see. Read on.

So, What's The Deal With Summer of Schwarzenegger?

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So there's a thing I'm doing this summer, and I announced it for the first time back in January. With those three months of heat and humidity almost here, and me being far too lame to attend E3, Comic-Con, or Anime Expo, it's high time that I explain just what the hell Summer of Schwarzenegger even is. Also, how it's going to go down, why I'm doing it, and... other things.