I'm not entirely sure why, but awesome, Atlanta-based artist, Drew Green, recently decided to draw a "sexy Shy Guy."
I found it completely adorable when I came across it on Facebook, so of course I had to share it here.
To see more of Drew's work, be sure to check out his deviantart gallery and his Tumblr at your convenience.
Oh, and check out his wonderful comic, Ross Boston, too, if you're into that sort of thing.
Thursday, January 17, 2013
Sexy Shy Guy
Labels:
adorable,
cute,
deviantart,
drawings,
Drew Green,
illustrations,
mario,
NES,
nintendo,
retro,
sexy,
Shy Guy,
Super Mario Bros. 2,
Tumblr
Wednesday, January 16, 2013
I kind of hate to admit that I'm a bit curious about Final Fantasy: All The Bravest
So, what would you like to hear first--the good news, or the bad?
I think we should start with the good, which is that the folks at Square Enix just announced and released--yes, all in the same day--a new, sprite-based Final Fantasy game.
As for the bad news, well, the aforementioned title--known as Final Fantasy: All The Bravest--doesn't seem to be a "real" RPG, despite the fact that it's being described as a "pick-up-and-go RPG with massive battles."
Oh, and it's an iOS-only affair at the moment, which is a bummer for those of us who prefer to do the bulk of our gaming on dedicated handhelds and consoles.
Still, I'm curious about it. It helps, of course, that the sprites used in Final Fantasy: All The Bravest look to have been pulled from, or at least inspired by, the vaunted series' 16-bit releases.
Also, the battles look pretty crazy--although I'm feeling a bit flummoxed as to why some of the enemies (like the Goblin and Nutkins shown at the beginning) in the trailer above now seem to have sky-high HP.
Since I don't currently own a device capable of playing Final Fantasy: All The Bravest, I'd greatly appreciate it if any of you who wind up buying it would share your thoughts and opinions in the comments section below.
I think we should start with the good, which is that the folks at Square Enix just announced and released--yes, all in the same day--a new, sprite-based Final Fantasy game.
As for the bad news, well, the aforementioned title--known as Final Fantasy: All The Bravest--doesn't seem to be a "real" RPG, despite the fact that it's being described as a "pick-up-and-go RPG with massive battles."
Oh, and it's an iOS-only affair at the moment, which is a bummer for those of us who prefer to do the bulk of our gaming on dedicated handhelds and consoles.
Still, I'm curious about it. It helps, of course, that the sprites used in Final Fantasy: All The Bravest look to have been pulled from, or at least inspired by, the vaunted series' 16-bit releases.
Also, the battles look pretty crazy--although I'm feeling a bit flummoxed as to why some of the enemies (like the Goblin and Nutkins shown at the beginning) in the trailer above now seem to have sky-high HP.
Since I don't currently own a device capable of playing Final Fantasy: All The Bravest, I'd greatly appreciate it if any of you who wind up buying it would share your thoughts and opinions in the comments section below.
Labels:
All The Bravest,
final fantasy,
iOS,
iPad,
iPhone,
mobile,
mobile games,
portables,
RPGs,
sprites,
Square Enix,
trailers,
weird
So, who bought Corpse Party: Book of Shadows (PSP/Vita) yesterday?
I'm sad to say I didn't.
The main reasons: I've yet to beat the first Corpse Party (I'm pretty sure I'm not even close to the end credits) and I'm still trudging my way through Elminage Original.
Also, I can't say I'm tickled pink about paying $19.99 for a digital game that likely would cost the same amount if it were given a retail release.
Still, I want it, and I'll probably pluck it from PSN sooner rather than later.
If any of you bought Corpse Party: Book of Shadows yesterday, though, I'd love to hear what you think about it in the comments section below.
For more information on this PSN title (which is perfectly playable on both the PSP and Vita, by the way), check out this blog post and this NeoGAF thread.
The main reasons: I've yet to beat the first Corpse Party (I'm pretty sure I'm not even close to the end credits) and I'm still trudging my way through Elminage Original.
Also, I can't say I'm tickled pink about paying $19.99 for a digital game that likely would cost the same amount if it were given a retail release.
Still, I want it, and I'll probably pluck it from PSN sooner rather than later.
If any of you bought Corpse Party: Book of Shadows yesterday, though, I'd love to hear what you think about it in the comments section below.
For more information on this PSN title (which is perfectly playable on both the PSP and Vita, by the way), check out this blog post and this NeoGAF thread.
Labels:
Book of Shadows,
Corpse Party,
digital games,
handhelds,
horror,
portables,
psn,
PSP. Vita,
scary,
sony,
Xseed Games
Tuesday, January 15, 2013
Five favorites: non-Capcom, non-Enix, non-Konami, non-Namcot, non-Nintendo, non-Square Famicom games
Is this "five favorites" post even more ridiculous than the PC Engine-focused one I published last week? Yes, I think you could say that--especially since this one is even more limited than its predecessor.
It had to be done, though, in order for this post to not be suffocated by Famicom titles that appear on nearly every such list. You know some of the ones I'm talking about, I'm sure: Hitler no Fukkatsu: Top Secret (aka Bionic Commando), Hoshi no Kirby: Yume no Izumi no Monogatari (Kirby's Adventure), Pajama Hero Nemo (Little Nemo: The Dream Master), Super Mario Bros. 2 and 3 and Wanpaku Dakku Yume Bōken (Duck Tales), just to name a few.
With that out of the way, here are five of my favorite Famicom games that weren't made by Capcom, Enix, Konami, Namcot, Nintendo or Square:
1. Adventures of Lolo 2--Would you believe this was the fifth Lolo game released in Japan? The series' storied history is too long to recount here (read about it at hardcoregaming101.net), but the short-and-sweet version is that the first three had the name Eggerland attached to them. Another interesting note about this game: it was known as Adventures of Lolo 3 in North America. Whatever you call it, though, it's an awesome little puzzler that's well worth at least a bit of your time and attention.
2. Binary Land--I'm pretty sure I've written about this early Hudson Soft effort before. (Fake update: yep, I mentioned it in a past post about my five favorite games featuring penguins.) Regardless, it's worth bringing up again, as I'm pretty sure it's one of those import-only puzzlers that's largely been ignored by the non-Japanese masses. It's more than a bit antiquated, and it's not exactly the deepest game around, but it's more enjoyable than the bulk of its flashier, lengthier counterparts.
3. Chô Wakusei Senki Meta Fight--Does the name of this game not ring a bell for you? How about Blaster Master, which is what it was called outside of Japan? My older brother and I spent more time than I'd like to admit playing through this as teens. You don't have to own a pair of nostalgia-tinted glasses to find this part-platformer, part-run-and-gunner appealing, though, as its tight gameplay and atmospheric soundtrack (don't worry, it's graphics are pretty ace, too) can and should be appreciated by gamers of all ages and stripes.
It had to be done, though, in order for this post to not be suffocated by Famicom titles that appear on nearly every such list. You know some of the ones I'm talking about, I'm sure: Hitler no Fukkatsu: Top Secret (aka Bionic Commando), Hoshi no Kirby: Yume no Izumi no Monogatari (Kirby's Adventure), Pajama Hero Nemo (Little Nemo: The Dream Master), Super Mario Bros. 2 and 3 and Wanpaku Dakku Yume Bōken (Duck Tales), just to name a few.
With that out of the way, here are five of my favorite Famicom games that weren't made by Capcom, Enix, Konami, Namcot, Nintendo or Square:
1. Adventures of Lolo 2--Would you believe this was the fifth Lolo game released in Japan? The series' storied history is too long to recount here (read about it at hardcoregaming101.net), but the short-and-sweet version is that the first three had the name Eggerland attached to them. Another interesting note about this game: it was known as Adventures of Lolo 3 in North America. Whatever you call it, though, it's an awesome little puzzler that's well worth at least a bit of your time and attention.
2. Binary Land--I'm pretty sure I've written about this early Hudson Soft effort before. (Fake update: yep, I mentioned it in a past post about my five favorite games featuring penguins.) Regardless, it's worth bringing up again, as I'm pretty sure it's one of those import-only puzzlers that's largely been ignored by the non-Japanese masses. It's more than a bit antiquated, and it's not exactly the deepest game around, but it's more enjoyable than the bulk of its flashier, lengthier counterparts.
3. Chô Wakusei Senki Meta Fight--Does the name of this game not ring a bell for you? How about Blaster Master, which is what it was called outside of Japan? My older brother and I spent more time than I'd like to admit playing through this as teens. You don't have to own a pair of nostalgia-tinted glasses to find this part-platformer, part-run-and-gunner appealing, though, as its tight gameplay and atmospheric soundtrack (don't worry, it's graphics are pretty ace, too) can and should be appreciated by gamers of all ages and stripes.
Monday, January 14, 2013
'Bye-Bye, Backlog' diary entry #1: Chulip
Well, I actually went through with it.
Yesterday, I started playing Chulip, Punchline's weirdo adventure game that Natsume rather quietly released for the North American PlayStation 2 in 2007 (nearly five years after it hit store shelves in Japan).
I didn't play it for very long, unfortunately, as I had too many other things to do. I was able to devote about an hour to it, though, and I plan on putting another hour or so into it today.
As for what I think of it so far:
* I love the art style, which kind of reminds me of the Nintendo 64 version of Mother 3 that never saw the light of day.
* I'm similarly fond of the soundtrack, and even the oddly garbled voices that spew forth whenever you decide to chat up one of your neighbors.
* Speaking of odd, that's about the only word I could use to describe Chulip's localization. Was it intentional, or did the folks at Natsume rush it? I have no idea, but I'm guessing it's the latter, as it's often hard to discern what you're supposed to do next.
* My only real complaint about the game so far: the lovelorn protagonist's walking speed. Would it have been so hard for the crew at Punchline (Chulip's developer) to provide players with a run button à la Animal Crossing? I have a feeling the lack of one is going to grow into a rather sore point as I spend more and more time with this quirky PS2 title.
* Conversely, my favorite aspect of Chulip so far is the animation that's triggered whenever you try to kiss someone who isn't in the mood to be kissed. Sadly, you can't overdo it or you'll find yourself staring at a "Game Over" screen.
Anyway, that's what I think of the game after my admittedly brief first experience with it. Expect to see another round of impressions this time next week. In the meantime, please share your own thoughts and opinions in the comments section below.
See also: 'Bye-bye, backlog'
Yesterday, I started playing Chulip, Punchline's weirdo adventure game that Natsume rather quietly released for the North American PlayStation 2 in 2007 (nearly five years after it hit store shelves in Japan).
I didn't play it for very long, unfortunately, as I had too many other things to do. I was able to devote about an hour to it, though, and I plan on putting another hour or so into it today.
* I love the art style, which kind of reminds me of the Nintendo 64 version of Mother 3 that never saw the light of day.
* I'm similarly fond of the soundtrack, and even the oddly garbled voices that spew forth whenever you decide to chat up one of your neighbors.
* Speaking of odd, that's about the only word I could use to describe Chulip's localization. Was it intentional, or did the folks at Natsume rush it? I have no idea, but I'm guessing it's the latter, as it's often hard to discern what you're supposed to do next.
* My only real complaint about the game so far: the lovelorn protagonist's walking speed. Would it have been so hard for the crew at Punchline (Chulip's developer) to provide players with a run button à la Animal Crossing? I have a feeling the lack of one is going to grow into a rather sore point as I spend more and more time with this quirky PS2 title.
* Conversely, my favorite aspect of Chulip so far is the animation that's triggered whenever you try to kiss someone who isn't in the mood to be kissed. Sadly, you can't overdo it or you'll find yourself staring at a "Game Over" screen.
Anyway, that's what I think of the game after my admittedly brief first experience with it. Expect to see another round of impressions this time next week. In the meantime, please share your own thoughts and opinions in the comments section below.
See also: 'Bye-bye, backlog'
Labels:
backlog,
Bye-Bye Backlog,
Chulip,
impressions,
kiss,
My Month with Chulip,
Natsume,
niche,
PlayStation 2,
PS2,
Punchline,
wacky,
weird
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