showing 10 games
|Dragon's Crown||Atlus;NIS America (Vanillaware)||2013||Has been target of some controversy due to female reviewers (specifically ones that are vocally feminist) not liking the game's depiction of genders, with consumers of those reviews getting angry at them for no good reason, when the game is clearly targeted at adolescent or similarly minded males. Women (reviewers) not liking the game is not unexpected, these same reviewers have no requirement to review them from the perspective of the games' intended audience (unless that's their reviewing gimmick, which probably rarely or never is). In the end, the controversy is mostly from people condemning some reviewers for voicing their opinion on the game just because the reviewers were not in the game's target audience and thus received the game poorly (and gave poor scores for the game as result).||PS3||labelimageminimize|
At first glance, FEZ is a retro platformer. Yet most of the typical platformer elements, retro or otherwise, are not present. There are no enemies, no powerups or ability upgrades, no reserve of lives, no fire, ice, or water levels levels, no lazers, no deadly decor. The object of the game is as simple as it gets, walk, jump, and climb to explore the world and find the required cubes, the optional anti-cubes, and the optional artifacts. But, this is much more challenging than it sounds.
Gameplay depends not on defeating anything but on understand relationships between game mechanics that people almost never think about. The main concept is viewing the world of 90° angles in 2D but with the ability to rotate the Z-axis of the world 90° in any of the 4 directions. 4 differing views present 4 different layouts for world interaction. Two separate or far spaced surfaces viewed from some angles are joined or close when view and different angles. Visible doors, ladders, objects are hidden in some angles. Open areas are inaccessible in some angles. A button may be located on the far edge of the screen, even behind a wall. But rotate the world and the main character is now touching the button without having moved at all. Tracks that carry floating platforms can be disconnected until rotating the world connects them. Three short ladders on a wall can become a single tall ladder. More advanced levels include 3D slices of the world that rotate independently based on timing and/or player control. There is also the occasion typical platformer element, but it must be used in conjuncture with the unique gameplay. For instance, picking up a bomb and throwing it to land directly in front of a sealed door to break the seal. But the bomb can only seen and picked up at a certain angle, the door is only seen at a different angle, and floating platforms and impassible walls from all four angles must be traversed to deliver the ticking bomb to the sealed door before it explodes. Also, certain elements of the game respond non-intuitively to player input. For instance, lights on a given pillar will light up in a particular pattern for each move a player can make. Jump button, 2 trigger buttons, and 4 direction buttons each have their own icon indicated by the lights. You can imaging how things can get complicated when the main character's movement in the game world intended to operate a puzzle can simultaneously drastically alter which items and areas are accessible (and perhaps make the reword for the puzzle inaccessible). Upgrades of a sort do exist in the game. Not for the main character, rather the player is upgraded when they discover yet another way to manipulate the world to go to places seemingly inaccessible. With this knowledge upgrade, the player can then return to an area and go new places within to find objects that were obscured in previous visits. Most of the 'keys' and 'switches' in this game exist only within the player's mind. Though there are some actual keys and switches in the game as well. The gameworld is rarely spoiled by display of information of information on top of it. A notable exception is dialogs, which are often redundant anyhow. An example, a pillar with a hole and a cube in the hole is encountered. Players will probably think 'I wonder what this is'. A hint hypercube floats close to the player when they approach the pillar. Viewing the hint tells the player "I wonder what this is." Nevertheless, the same hypercube will show a thumbnail of the level a door leads to if the player has seen the level previously. There is also a sort of anti-metroidvania element to the game. As the player explores more areas, solves more puzzles, and collects more objects, voids appear in the world which will suck the player out and kill them. Thus, mobility is hindered by game progress rather than being helped. Yet again, this forces the player to try new things and discover new ways to take advantage of the relationships between game mechanics.
|Killing Floor||Tripwire Interactive (Tripwire Interactive;Shatterline Productions)||2009||Un juego multijugador cooperativo de jugadores vs. máquina, donde debes sobrevivir a una serie de oleadas de zombies bastante pintorescos y con diferentes habilidades.
Aunque no tan divertido como el Left 4 Dead, su repertorio de armas y El Patriarca hacen que este juego merezca la pena ser probado.
6 de 10***[b]Minimum:[/b]
* Windows 2000, XP or Vista
* 1.2 GHz CPU
* 512 MB RAM
* 64 MB VRAM
* 2 GB HD space
* 2.4 GHz CPU
* 1 GB RAM
* 128 MB VRAM
[b]Ports:[/b] (for game hosting)
* UDP 7707 (game; should be enough for direct connect)
* UDP 7708 (query?)
* UDP 7717 (master server query)
* TCP/UDP 28852 (master server announce)
* Steam ports: [url]https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711[/url]***2005 free UT2k4 mod by Shatterline Productions (no longer available, points to the commercial release)
2009-05-14 by Tripwire
2009-05-15 for European and likely Asian customers.
2009-11-20 Polish language added in a patch***Killing Floor is a Co-op Survival Horror FPS taking place in the devastated cities and countryside of England, after a series of cloning experiments for the military goes horribly wrong. You and your friends are members of the military, dropped into these locations with a simple mission: survive long enough to cleanse the area of the failed experiments. The only problem is, these "experiments" aren’t waiting to be taken out – they’re coming for YOU!
* Co-op game mode for up to six players obliterating multiple waves of specimens
* Persistent Perks system, allowing players to convert their in-game achievements into permanent improvements to their character’s skills and abilities
* Over 40 Steam Achievements, including "Dignity for the dead" for killing 10 enemies feeding on dead teammates’ corpses and * "Hot Cross Fun" for finishing off 25 burning enemies with a Crossbow.
* Watch those crucial and violent creature deaths in slomo "ZEDtime", even in multiplayer
* Solo game mode for offline play
* 9 different monster types trying to eat your face off, armed with everything from teeth and claws, through to chainsaws, chainguns and rocket-launchers
* 12+ weapons for the players to chose from, ranging from knives and fire-axes up to pump shotguns, rifles and a flamethrower
* Add in a welder, medical tools and body armor to help the players survive
* Players choose which Perks to play with, so they can best balance out a co-op team to survive the horrors
* Open, non-linear play areas: choose when and where to fight – or run; weld doors closed to try and direct the monster horde
* Fully-configurable, allowing players to change things as simple as the difficulty level or number of creature waves, or go so far as to set up their own favorite waves of monsters
* Support for Steam Friends and other Steamworks features
* Includes SDK for the creation of new levels and mods
|Killing Floor||Tripwire Interactive (Tripwire Interactive;Shatterline Productions)||2010||Mac OS X||labelminimizeminimize|
|Killing Floor||Shatterline Productions||2005||The tags need to be verified for this since this is the UT2k4 mod rather than the later commercialized version created by Tripwire (whom had nothing to do with the original).
Patriarch (the boss fight) was not in the mod, though the developers had tested it by themselves, it was only made available to players in the commercialized version. Same for molotov cocktails and incendiary grenades.
|Killing Floor||Tripwire Interactive (Tripwire Interactive;Shatterline Productions)||2012||[media=youtube]QM3sbMk_Ujs[/media]||Linux||labelminimizeminimize|
|Killing Floor - Toy Master||Tripwire Interactive (author)||2016||Linux||labelminimizeminimize|
|Killing Floor 2||Tripwire Interactive||2015||Linux||labelminimizeminimize|
|Killing Floor 2||Tripwire Interactive||2016||Takes the formula of the first game and pumps it to a more gory and intense zombie limbfest.
-Great enemy AI (for a zombie, don't expect advanced calculus)
-Light vs. dark places and itchy placement of objects to hit with them in your escape.
-Good and simple interface.
-You can be the white englishcotish friend of Grandpa "Beetches" Freeman.
-Its kind of repetitive, even for its variety of weapons.
-Scarce vertical action situations.
6 of 10
|Killing Floor: Uncovered||Tripwire Interactive||2016||Linux||labelminimizeminimize|