Your task is to assist in the construction of a floating stronghold from which a new society could be formed by going to missions and murdering everything that moves, as well as quite a few things that don't move, too. ![]() Man, that doesn't sound like a calamity at all that sounds pretty fucking rad! Okay, it killed the vast majority of the population, but still, it's paradise for an anthrophobic aeronautics engineer. Soon we learn that an ominously-named calamity has blown up most of the world, the kind of blown up that grants the debris the ability to fly and makes more debris materialize under your feet when you walk off it. You play a dude - perhaps named Sebastian - who wakes up one morning to find that the ten or fifteen square feet of floor on which he went to sleep the previous night is now floating apparently unsupported in thin air. Sebastian is a 2D, isometric, hacky-slashy but also long-rangy fighty clustery mobby.thing. Well, now I am reading too much into things, so let's start with Sebastian - sorry, The Bastion. Perhaps this speaks to some larger trend within society today, a prevailing desire on the part of indie developers to recreate the entire world into one where you can charge more than fifteen bucks for your game design degree coursework. ![]() ![]() So enough with these iron sight examination simulators, I'm going where the worlds are bleak and the heads are large for my third XBLA double bill.Īnd with characteristic convenience, the kus-blah has recently chundered up two games that both approach the theme of world building from vastly different directions. I always feel around this time of year that playing nothing but AAA mainstream games is like eating McDonalds for every meal of the day, and my mental equivalent of my intestinal tract is about ready to slither up my throat, pop out my mouth, and go look for food on its own.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |