Saturday, February 13, 2010

If you enjoyed Great Dungeon in the Sky ...

... you may want to give Dungeons of Fayte a try, too. After all, it was made using some of the same assets as those used in Great Dungeon in the Sky. (Both games were created for the same TIGSource Assemblee contest.)

Hey, it's like The Legend of Zelda meets Great Dungeon in the Sky!
Or, something like that...

Whereas Great Dungeon in the Sky is a dungeon crawler, though, Dungeons of Fayte is more of an ARPG--like The Legend of Zelda. In fact, the game's developer (pulsemeat) describes it as a mash-up of The Legend of Zelda: Four Swords Adventures and Princess Maker.

"You spend some of your time in the dungeon, killing monsters and getting gold, and the rest of your time in town training and building stats," pulsemeat explained recently in the TIGSource Forums thread dedicated to Dungeons of Fayte. "You can play with up to four players on a single computer, and I've also included support for controllers."

Here's what the game looks like in action:



Download the latest version of Dungeons of Fayte here. Also, go here to check out other games that were created for the same TIGSource Assemblee contest.

See also: 'Diablo + Pokemon + Spelunker? Sign me up!'

Let's play: 'Which box art is better?'

The folks at Xseed Games recently revealed that the box art for the forthcoming Wii release, Fragile Dreams: Farewell Ruins of the Moon, will be double-sided--with the official North American art (left, below) on one side and the Japanese art (right) on the other.

So, which one do you prefer?


Personally, I prefer the Japanese art--though I have to admit I was pleasantly surprised by the North American art. If only the game's logo hadn't been crammed into the upper left-hand corner...

Fragile Dreams: Farewill Ruins of the Moon will hit North American store shelves on March 16 and should hit European store shelves shortly after.

Pre-order: Fragile Dreams: Farewill Ruins of the Moon

See also: 'Another reason to look forward to Fragile Dreams' and 'And the 'Best Box Art of the Year' award goes to...'

Trism 2: Coming soon to an iPhone, iPod touch or iPad near you

Steve Demeter, the gay game developer who made headlines around the world following the release (and runaway success) of his first iPhone offering, Trism, recently announced that a sequel will soon be made available for the iPhone, iPod touch and iPad.

Unfortunately, that was the extent of his announcement--well, other than the following teaser trailer:



Keep an eye on the Demiforce site and/or Demeter's blog for more information on this much-anticipated title.

See also: 'Steve Demeter: The man behind the Americanization of Mother 3's Magypsies' and 'The Advocate: Apple's Gay Poster Boy'

I'd like to think this guy was drunk ...

... when he got this Pac-Man tattoo, but I doubt that was the case considering its complexity.


You're confused, aren't you? That's because the photo above only shows the "safe for work" portion of the tattoo. Hit the jump to see the whole, NSFW-ish thing.

Friday, February 12, 2010

File this post under: 'How in the hell did I miss this one?'

I know, I do this a lot--i.e., exclaim, "How did I miss this game?" I'm not trying to be annoying--it's just that I spend so much time reading about games that I'm surprised when I rather appealing one sneaks by me.

That's exactly what happened with Fret Nice, the Pieces Interactive-developed, Tecmo-published, "musically endowed" platformer that hit the PlayStation Store last week. (The folks at Tecmo swear it will hit XBLA at some point, too, but have yet to specify an actual date.)

One part Loco Roco, one part plain ol' loco.

Now, the hook of Fret Nice is that you can play it with any one of those 45 guitar controllers that are sitting in your basement or garage. Thankfully, it can be played with a regular old DualShock 3, too--an important distinction should I ever buy a PS3, as I don't have a single guitar controller and probably won't get one anytime soon.

Anyway, what drew me to the game wasn't its control scheme--it was its art style. I'm really diggin' the paper-doll look of the characters and the environments.

Of course, I'd probably be more interested in how the game controls if I had a better understanding of that aspect--something I can't say even after watching the following trailer:



The game's designer, Mårten Brüggemann, tries to explain things in this recent playstation.blog interview, but truth be told I'm just as confused after reading it as I was beforehand.

See also: 'Next up: Saturn!'