The Erasure-powered glory of Robot Unicorn Attack has seen many different iterations, from the original Adult Swim flash game to the mobile app, heavy metal to Christmas to a Facebook evolution. Now PixelJam takes us back to the very beginning with Retro Unicorn Attack.
Some might say that Adult Swim is beating a dead horse with all of these rehashes and retoolings of Robot Unicorn Attack. I say you cannot kill a robot unicorn, and the chiptune version of Erasure's "Always" is worth the price of admission.
Also admission is free, so there's that. Go play.
I used to love SimCity so much that I bought SimEverything, which is why I didn't just play SimTower but studied a game guide in a bookstore in order to discern how to best manage the game's elevators. Elevator management! The joy.
I liked my GameCube enough that I gave Odama an honest try, despite or because it was a real-time strategy war game that was also a pinball game. I never had someone play the support role using Donkey Kong bongo controls, but the option was available.
Sorry, but I skipped Seaman and so I can't tell you that I am an expert of the weird, awkward, alternately fun and boring works of one of the most enduring creators of oddball games, Yoot Saito. I can at least tell you that his new game on 3DS is... very Yoot Saito.
Aero Porter is a game about getting luggage onto airplanes, which would be a damning description if SimCity, a game about city planning, wasn't proven to be fun and if a game about making boxes—ArtStyle Boxlife—wasn't one of my favorite games (ever!).
Real-life tedium can be turned into superb video games.
I just can't tell you that Aero Porter is superb. Not yet. I'm suffering through it now, in the bits that I play when I'm not being pulled back into the new Professor Layton. I'm suffering, but I'm fascinated, because this thing is a mad creation.
The luggage spirals down, down, down. You can speed up the belts or slow them down. The pieces of luggage are different colors and you want to get them onto their proper planes. Your main lever of control are the connecting arms that you can raise and lower—a set on the left and a set on the right—that reconfigure the game's stack of circular belts into a connected spiral. Lowering the right arms lets the luggage swirl to the next levels down. Lowering the left arm lets the luggage spiral back up. Using these arms, you want to get the luggage on like-colored luggage rings and then send them into the waiting planes, before those planes take off.
That's not madness, you might say. That sounds like a straightforward puzzle game.
It is a puzzle game. It is hard. It is also a game that gives you a bonus (!) if you get all of a plane's proper luggage on it before it takes off. And it's a game that puts all these belts on a power meter that drains as the belts roll and drains faster if you speed the belt up. You can refuel by dropping a gas tank on the same luggage belt as long as you can get it to the bottom belt and then drop it lower still—ideally without dropping any luggage off the belt in the process. But to save power, you can dim the lights in the game and play in the dark. Also: there are bombs, as you can see in the screenshot here. (That's screenshot in the singular; I've broken the vertically-aligned shot up in this article to make room for my scribblings.)
Aero Porter's fun? It's tedious? It's too hard, too early? All of that. Plus: it's got some weird Streetpass feature that lets me collect planes and then share them to send them to other people's games and. I'll be shocked if I ever Streetpass with anyone else who is playing this.
I'm not confident that I can recommend this game yet, but if you were wondering what in the world Yoot Saito is up to or what to make of the new 3DS luggage game, I sure hope this helped.
New Skyrim DLC releases today. We'll have impressions up for you in just a short while, but in the meantime you might want to know how to actually access the content yourself.
Game Front is here to the rescue, explaining everything you need to know in the video above.
Look, it's already pretty clear that the folks at IO Interactive like a particularly adolescent style of joke-making, what with the closet-humping and all. But the latest effort at promoting the Square Enix published game invites you to fling their poor taste at your Facebook friends. It's pretty tacky.
As spotted on Rock, Paper, Shotgun, Hire Hitman is a site that hooks into your Facebook profile and lets you aim the series' lethal protagonist at your social network buddies. Not too bad so far, right? The icky stuff comes when you pick the reason you want Agent 47 to kill your friends' identifiable traits. In the drop down menu, nestled in with other rude observations, the selections include small genitals for men or small breasts for women. Classy, no?
Completing the selections generates a video that has the data you input popping up on Agent 47's laptop and pictures from your target's photo albums flit on-screen to represent flashes of their life passing before their eyes as they die.
Maybe you really like Hitman and want to get your friends to play it. Fine. But, it doesn't really seem like insulting them with bullying language is the way to go about it. And, sure, the defense might be that you and/or Square Enix are having a laugh in the spirit of their game. But the person on the receiving end might not be laughing at all.
Update: As of this writing, the Hire Hitman site appears to have been pulled down by Square Enix and previously generated hits redirect to the main Hitman homepage.
Update 2: Square Enix has sent along a statement that apologizes for their Hitman Facebook app:
Earlier today we launched an app based around Hitman: Absolution that allowed you to place virtual hits on your Facebook friends. Those hits would only be viewable by the recipient, and could only be sent to people who were confirmed friends.
We were wide of the mark with the app, and following feedback from the community we decided the best thing to do was remove it completely and quickly. This we've now done.
We're sorry for any offense caused by this.
A crazy mix of arcade and defense gameplay with a sweet sense of style, Digital Harmony's Dragons Vs. Unicorns is available for free in the iTunes App Store today. It's not as cool as Dragons Vs. Unicrons, but it'll do nicely.
From the snapping noise a Wii U game case makes to the menu music, this Wii U song by YouTube user jimmy incorporates a whole bunch of sounds the Wii U can make. And the result is great.
But it does kind of get awkward in the middle there.
You're a young woman, crash-landed on an uncharted island in the south pacific. You're wounded, it's pouring rain; there are wolves everywhere. Your shipmates are scattered to the wind, and you're starving to death. There are scores of people already inhabiting the island, evil men who are hunting you and your friends for some unknown, deadly purpose.
You are so hosed.
Oh, but also, your name happens to be Lara Croft, so that probably improves your chances somewhat.
That's the setup for Crystal Dynamics' much-discussed, much-anticipated reboot of Tomb Raider, due out in early March of 2013. Last week I headed down to Crystal Dynamics' headquarters to play through the first two acts—a couple hours, taking my time—of the game. It's a striking location: Crystal Dynamics' offices are located in a shiny, futuristic office park situated near a marina at the end of a long, mostly-empty causeway outside of Redwood City. It feels like something out of Demolition Man grafted onto something out of Dexter.
But what am I saying? You don't care about office parks. You care about Tomb Raider. Here's what I picked up from my time with the game. In addition to playing the demo, I spoke for a while with creative director Noah Hughes, who was able to shed some light on a few things I was wondering about.
If you're looking for my elevator-pitch summary, here goes: "It's like a grittier, semi-open-world Uncharted starring a young woman. The writing's good. It's pretty fun."
My overall impression of Tomb Raider was positive. The game looks lovely, the performances are strong, the puzzles seem smart, provided they ramp up in difficulty to the extent that hardcore series fans like me want. The combat is a bit floaty and stealth is weird, but as long as those two things aren't the main focus of the game, it should still be fine. Moreover, Crystal Dynamics looks to be succeeding in its goal of re-creating a more human Lara Croft; the opening hours play like a gritty but surprisingly believable origin story. I'll have more specific thoughts about Lara's evolution later on today or tomorrow (Hughes and I chatted quite a bit about how Crystal Dynamics has approached her character), and more on Tomb Raider later this week.
With Cut the Rope and Cut the Rope Experiments, UK developer ZeptoLab created a pair of the most popular games on any mobile platform, along with one of the most beloved mobile mascots, the candy-munching OmNom. If anything can build on that success, it's pudding.
Due out later this month, Pudding Monsters looks to be a game about sticking pudding creatures together in order to form larger, more powerful ones, with the ultimate aim being to save your friend from being devoured by the fridge owner. So it's more of a pudding rebellion than just me sitting about in my pajamas eating a large tub of chocolate pudding. Mildly disappointing, but I'll live.
Eventually the monsters will leave the fridge, striking out into the world at large in a way that's incredibly un-pudding-like. They'll discover new species of pudding creatures, including a green slime monster that leaves a trail behind it as it moves, perhaps a homage to Kroger's Jelly Belly Very Cherry pudding, which does the same thing despite being red.
I can only imagine the pressure ZeptoLab is feeling right now, introducing its first new property since the one that's been downloaded more than 250 million times and launched a merchandising frenzy. Pudding Monsters probably won't unseat Om Nom from his candy throne, but if it's tasty enough it could be deemed worthy of his presence.
Ubisoft's two big holiday releases don't just share numerals and second words starting with "cr". They also both begin, bizarrely, with almost exactly the same quote.
Yes, of all the books, movies, TV shows and historical figures that are out there for developers to lift quotes from, both Far Cry 3 and Assassin's Creed III begin with the following line from Lewis Carroll's classic Alice's Adventures in Wonderland:
In another moment down went Alice after it, never once considering how in the world she was to get out again.
You can see it in action above. In Assassin's Creed, Shaun says it as you're about to open the door to the temple in the game's intro sequence, while in Far Cry 3, it's the first thing you see when you fire up a new singleplayer campaign. Both make sense given their individual context, I guess, even if Shaun's selection feels a little forced and Far Cry 3's intro cuts next to bros downing brews on the beach. And yet...
The games share almost nothing thematically or aesthetically. In fact, about the only things they've got in common are those listed in the opening paragraph. Oh, and... this quote. Sure, it might be some strange branding exercise, but it's more likely both teams thought they were being very clever, then had an "oh shit" moment when checking out the end product of their labelmates. What are the odds!
Unlike the realistic graphical style of the main series of games, E.X. Troopers is presented entirely in a manga-esque style. The game's cutscenes even come complete with panel frames and written onomatopoeic sound effects. The gameplay, on the other hand, stays mainly in the realm of the third person shooter. You start a mission, head out with your A.I.-controlled partners and capture points, defeat monsters, and collect rare items.
Aside from normal missions, there are also occasional giant robot battles and even a few rail shooting sections.
Outside of the missions, the game plays much more along the lines of an RPG. You move around your military academy base, talking with other students, doing character quests, or upgrading weapons and armor.
E.X. Troopers also sports a coop mode that gradually unlocks as you progress through the main game, giving you additional opportunities to level up and gain rare items.
To see the PS3 version of the game in action, check out the video above.
E.X. Troopers was released in Japan on November 22, 2012, for the PlayStation 3 and Nintendo 3DS. There are no plans for an international release.