Cubemen 2 is a real time strategy tower defence game made by Nnooo. It’s seen a release on many other platforms, including PC, Android, and iOS, and now it’s made its way to the Wii U. I review this particular version of the game and let loose the blocks of war.
Back in ’06, Resistance: Fall of Man was one of the very first games to be released for the debut of the PlayStation 3. The series went on to see a trilogy and even spawned a spin-off on the PlayStation Portable. And now, Resistance: Burning Skies has the honour of being the first twin-stick shooter on a handheld console. It’s an unenviable task of going first, especially considering veteran Resistance developer Insomniac Games wasn’t leading the charge. Instead, the duties went to Nihilistic Software, a developer notable for their middling effort on PlayStation Move Heroes.
So, does Resistance: Burning Skies for PlayStation Vita not only distil all the things we’ve come to know and like from the Resistance universe but also make good use of the handheld’s distinct features? I head to the front lines to find out.
War. What is it good for? Edwin Starr’s assertion of “absolutely nuthin’!” was perhaps a bit premature, and who could blame him? I doubt anyone back in the 70s could have predicted that video games based around all kinds of small and large-scale wars would become the preferred genre of choice for the dude-bro generation, and generally being good for lining the pockets of the publishing studios. While it’s widely accepted that the gritty, war-machine FPS genre is over-saturated, it’s certainly not stopping developers from churning out game after game, stacking them on a steadily rising pile that’s sure to come crumbling in on itself at some point (or perhaps it already has?)
Codemasters’ Operation Flashpoint: Red River is the latest installment being added to this pile. Is it relevant? Does it warrant your hard-earned money, and is it worthy of your attention? If said attention span is fairly short, the answer’s probably not. Find out why after the jump.
First-person-shooter fatigue. It’s a not entirely uncommon syndrome, and I’m suffering from it. In an already overcrowded genre, with multiple development studios trying desperately to chip away at the market share owned by the Call of Dutys and Halos of this generation, I’ve recently become largely disinterested in anything that proffers the “first-person-shooter” moniker. Lately, I can stomach only so many variations of “Capture The Flag” or “Team Deathmatch” before I start losing interest faster than you can say “kill/death ratio”. After taking a break of sorts, purposely avoiding the genre for little more than a year, my self-imposed hiatus ceased with the recently released Killzone 3, and now (the purpose of this rather long-winded introduction) Kaos Studios’ Homefront. My full impressions after the jump.