Wednesday, April 20, 2011

More LEGO Pokémon, anyone?

Honestly, I think this batch of LEGO Pokémon may be even better--or at least cuter--than the last batch made by Filip Johannes Felberg. (Here's his last batch, for the sake of comparison.)

My favorite this time around: The Lillypup in the center, although the Axew (left) is pretty darn precious, too. (Oh, hell, all four of them--even the Klinklang in the back--are cuter than cupcakes.)



I just recently added an Axew to my, er, collection in Pokémon Black, by the way. Shortly after that monumental occasion, I beat the eighth gym leader, Drayden--on my first attempt! Now I'm off to battle the Elite Four (I think?). Anyway, wish me luck!

Tuesday, April 19, 2011

A trio of not-so-recent acquisitions

I bought the three European DS games pictured below a while ago, although I can't remember when. It may have been before Christmas, or it may have been just after the start of the year. It doesn't really matter, though, does it?

It should be obvious why I bought Last Window (see a close-up shot of this game's cover here), the sequel to 2007's Hotel Dusk: Room 215 that was released in Europe and Japan but has yet to see the light of day in the US, but why did I buy the other two?

Well, I bought the Euro version of Electroplankton simply because it was cheaper than the US version. I bought the Euro version of Professor Layton and the Unwound Future, on the other hand, because I prefer the series' Euro covers to their North American counterparts.



Also, I have a peculiar fondness for the clear plastic cases that accompany Euro DS titles. Does that make me odd? Yeah, I suppose it does.

Anyway, I've only played Electroplankton thus far. It's one of those games I've wanted to play for some time but never got around to for various reasons. I'm planning to review it--as part of "The Great Gaymathon," naturally--soon, so be on the lookout for that if you're at all interested.

After I'm done toying with Electroplankton, I'll probably move on to Last Window, as I have to finish the first Professor Layton sequel (Pandora's Box) before moving on to the second.

The Great Gaymathon Review #22: Alien Crush (PC Engine)



Game: Alien Crush
Genre: Pinball
Developer: Compile
Publisher: Naxat Soft
System: PC Engine (HuCard)
Release date: 1988

Considering the PC Engine is one of my all-time favorite consoles and Aliens is one of my all-time favorite films, is it safe to say that Alien Crush is one of my all-time favorite games? I wouldn't go that far, but I'd definitely say that this H. R. Giger-esque title, which was developed by Compile and Naxat Soft, is one of the better--or at least one of the more enjoyable--pinball games I've ever played. (Controversial aside: I prefer this title to its generally-better-received sequel, Devil Crash.) Chiefly responsible for my love of this game are, of course, the aforementioned Aliens-inspired graphics. (I'm especially fond of the multi-eyed "queen" that takes up a large portion of the lower playfield.) Granted, you'll become well acquainted with those graphics, as the play area in Alien Crush is just two screens high, but at least they're gorgeous. (Thankfully, a bonus round helps break things up a bit.) Also adding to this game's allure: Its throbbing, rock-ish soundtrack. Sadly, said soundtrack consists of just two tunes--a few more if you count the tracks played during the bonus rounds and on the game-over screen. So, what's not to love about Alien Crush? Well, aside from its somewhat-repetitive graphics and music, I'd say the game's biggest negative is one shared by most pinball games of the time: The physics are far from perfect. Oh, and the screen doesn't scroll smoothly from one section of the playfield to the next; rather, it uses what some folks call a "flick-screen mechanism." If you're not anal about such things, though, you should find a lot to like in this release.


See also: Previous 'Great Gaymathon' posts

Monday, April 18, 2011

Ten questions with auntie pixelante (or, why the woman behind Lesbian Spider-Queens of Mars wants you to have a 'big fat orgasm')

Shortly after her latest, greatest--in my opinion, at least--creation, Lesbian Spider-Queens of Mars, hit the 'net, Anna Anthropy (aka auntie pixelante) agreed to answer a few questions about what prompted her to make this turned-on-its-ear Wizard of Wor clone, why she had to censor it and how she feels about the LGBT media's "dismissive" response to it.

The Gay Gamer: You wrote on your site that you've been thinking about this game for four years (after Owen Grieve and his students gave you the name). What prompted you to finally create a game around that name? Did it come to you in the middle of a marathon session of Wizard of Wor?

Anna Anthropy: I was really focused on Wizard of Wor for a while, yes. I've always been impressed by how conscious the designers seemed to be of tension and pacing, between the speeding up of the maze, the radar-only invisible monsters, the high-stress worluk encounter at the end of each dungeon, and the surprise confrontations with the wizard himself. I like to use my games to get people to investigate older works that i want more people to play, like Bomb Jack with Mighty Jill Off and Monuments of Mars with REDDER.


GG: My first reaction upon playing Lesbian Spider-Queens of Mars was along the lines of, "Man, this would have been perfect alongside the games at my childhood bowling alley/arcade." It gives me a vibe--in terms of sound and graphics and even gameplay--similar to the one I get/got from games like Robotron and Sinistar. Is that the kind of reaction you were shooting for?

AA: I've always admired the sort of design decisions that the arcade format promotes: Games need to be fast, to teach the player the rules as quickly as possible, to communicate everything that happens in the game clearly. These games from 1980s arcades--particularly Vid Kidz and Midway games--informed a lot of my ideas on game design, and I wanted for a long time to make a game that I could place side-by-side with them.

GG: I really like the one-handed nature of the game. Why did you decide to go that route--by eschewing the shoot button?

AA: Because it was an extra button I didn't think I needed. I felt like I could fit the player's entire vocabulary into the buttons she uses to move the protagonist. Relegating some of the most important actions to a secondary function is distance I thought the game didn't need. And I think it does a lot to characterize the spider-queen: She's powerful enough that just a glance at a woman is enough to ensnare her. So much of the game followed from that decision.

Sunday, April 17, 2011

Saucy or simple?

I'm a bit torn when it comes to choosing a headline for a post--a Q&A with Anna Anthropy, aka auntie pixelante--that's going to be published this coming week.

Should I go for something "saucy": auntie pixelante's goal for Lesbian Spider-Queens of Mars: to give gamers 'a big, fat orgasm'

Or should I go for "simple": Ten questions with auntie pixelante

It probably won't surprise anyone to hear that I prefer the saucy option, but I have to admit that it also gives me pause. Is it too sensational? Does it scream, a little too loudly, "click on me! PLEASE!!"


Regarding that latter comment, the fact is that I do want people to click on it. Not because I'm desperate for hits, pageviews, etc., but because I think Anthropy is a brilliant woman and I want as many people as possible to read what she has to say about her latest creation, Lesbian Spider-Queens of Mars.

The question, then, is will the saucy headline draw people in or turn them away? 

Of course, the same could be asked of the simple option. Sure, it's the complete opposite of sensational, but it's kind of boring, too. Also, it doesn't really give any indication as to the content of the post.

What do all of you think? Should I go with saucy or simple--and why do you think I should use that option?