Posts in category puzzle
by Zack Stern Aug 18th 2008 9:00AM
Filed under: Nintendo DS, Features, Puzzle, Rhythm, Galleries
Henry Hatsworth in the Puzzling Adventure combines a block-matching, DS puzzle game--think
Panel de Pon/
Planet Puzzle League--with a side-scrolling platformer. This puzzling mash-up keeps the blocks on the bottom screen, Hatsworth jumping up top, and you toggling between each to maintain progress. We recently played this stylish title, due at the beginning of 2009. With so many small things to get right, we're uncertain that the puzzle-platformer will work, but we're impressed by its potential.
Gallery: Henry Hatsworth in the Puzzling Adventure (DS)


Continue reading Joystiq hands-on: Henry Hatsworth in the Puzzling Adventure (DS)
by Justin McElroy Aug 13th 2008 2:40PM
Filed under: Microsoft Xbox 360, Puzzle
Whether or not we think
Braid is brilliant (and we do) no game is too angelic to escape our probing eye. We dig deep to find the
real dirt that the
big boys don't want you to know about, like bugs. We've used our investigative skills to find out about two from a secret source who ... oh, who are we kidding? They
came from Jonathan Blow, the guy who created the game.
The bugs are a bit too specific to fully explain here, suffice it to say that if they hit you it's going to mean a fair amount of backtracking. They don't seem to be especially common, but they're serious for those who've been afflicted. The good news? While Jonathan Blow is spilling the beans he's also working with Microsoft on solutions.
Update: Blow's posted a few
temporary fixes for one of the bugs.
by Kevin Kelly Aug 13th 2008 8:00AM
Filed under: Arcade, Culture, Features, PC, Nintendo Wii, Microsoft Xbox 360, Online, Puzzle, Strategy, E3, Casual, Galleries
One of the things we made sure to do at
E3 this year was to spend a significant amount of time with the IndieCade folks. Then we sat on that info long enough for some of these games to get picked up, have a successful release, come out with sequels, spawn movies, novels, comic books, become part of the general pop culture bloodstream, and then fade into nostalgia, and for that we apologize. Actually, I'll apologize, I did it.
But in all seriousness, a lot of the more fun and innovative stuff we saw at E3 wasn't actually being churned out by big studios and publishers, but being worked on by small groups with tiny budgets and just a love of gaming. Read on to find out all about the IndieCade games that we saw on display, and why you'll want to be playing them now.
Continue reading Joystiq hands-on: IndieCade games galore
by Jason Dobson Aug 12th 2008 7:00PM
Filed under: Microsoft Xbox 360, Adventure, Puzzle
Jonathan Blow's masterwork,
Braid, has quickly become the water-colored poster child for indie game development. However, while both
critics and
players alike have been singing the game's praises since it was released a week ago, there are some things that Blow wishes would have turned out differently. Specifically the XBLA demo, which he originally wanted to represent a larger portion of the full game, a bubble that Microsoft was only too happy to burst.
"There was one little issue at the very end of development when [Microsoft] wanted me to make the trial version shorter than it was," recalled Blow in
an interview with SavyGamer, adding belief that "it's ok to give people a significant portion of the game because if they like it, they'll want to play the rest." Nevertheless, this apparently didn't jibe with
Braid's publishing overlords, as Blow noted that he and Microsoft argued back and forth over the demo's length before settling on
the teaser we have today. So, tell us, was the result enough to make your virtual wallet 1200 MS points lighter?
by Ludwig Kietzmann Aug 12th 2008 2:26PM
Filed under: Nintendo DS, Action, Puzzle
Neat hat on a clever noggin news now, with EA announcing
Henry Hatsworth in the Puzzling Adventure (working title), a platformer/puzzler for the Nintendo DS. Developed by an EA Tiburon team under the publisher's Casual Entertainment label,
Hatsworth hopes to fuse
the "action of an adventure game with the challenge of a puzzle game," with players switching between "action-platform" screens and "the increasingly challenging puzzle world."
EA promises over 30 levels and five "exotic" worlds for the geriatric genius to explore, complete with power ups, enemies and "outrageous world-ending bosses." The game's executive producer, Scott Walker, describes it as "an incredibly unique game" that you "won't want to put down" once it ships in 2009 -- which either means it's very good, or it has some sort of explosive detonator strapped to the back of the cartridge.
Gallery: Henry Hatsworth in the Puzzling Adventure (DS)


by Alexander Sliwinski Aug 12th 2008 12:57PM
Filed under: Arcade, Microsoft Xbox 360, Puzzle
Jonathan Blow's
Braid is drowning in critical acclaim, just now hitting an average of 93 on
Metacritic and becoming the 8th highest-rated Xbox 360 game on the console. The
official Braid Blog takes the opportunity to point out that indie developers don't need to make cheap PopCap clones to be successful; if they do something different, their work can be recognized. Yeah? Well, this industry is all about sales so ... how's the game
selling on XBLA?
Blow cites
VGChartz's ballpark figure of 28.5k copies sold and estimates that the number "seems to be in the right neighborhood" as of last Saturday. Does that mean
his struggle with the game's pricing has paid off in a big way? Apparently not. Blow contends that
Braid will need to sell a lot more to be profitable but "things are looking promising now." We'll say! Let's put that estimate up against
the top XBLA launch figures in a thoroughly unscientific breakdown*:
- Braid, ~28.5k units
- Rez HD, 25k units
- Ikaruga, 22.5k units
- Penny Arcade Adventures Episode 1, 16.5k units
- N+, 13k units
*(Figures represent sales gathered from the first three days of availability. Blow's ballpark figure was posted on Saturday, three days after
Braid's Wednesday launch).
by Randy Nelson Aug 12th 2008 5:00AM
Filed under: Wireless, Puzzle, Business, Mobile
Talk about some
serious monkey business. According to the
Wall Street Journal, Sega's debut effort on the iPhone App Store,
Super Monkey Ball, has racked up 300,000 downloads since it debuted on the service June 11.
At $9.99 a pop, that means the game has brought in just about $3 million for Sega, with Apple taking its 30% "upkeep" share off the top to the tune of $899k. Both parties must be
quite pleased. Sega certainly is. Based on what SOA prez Simon Jeffery told the WSJ, the future looks to be full of iPhone games from the publisher. Speaking on the sizable sales of
SMB, Jeffrey said, "That's a substantial business," adding, "It gives iPhone a justifiable claim to being a viable gaming platform."
It's worth noting that these purchases, unlike those via XBLA or PSN, were made sight-unseen, as the App Store does not offer a
SMB trial version. Now, if Sega would just release a patch to allow calibration of the iPhone's accelerometer so we can play
SMB without staring straight down at it ... that'd be
bananas.
by Justin McElroy Aug 11th 2008 9:00PM
Filed under: PC, Puzzle
Your first reaction to
Fantastic Contraption is going to be one of complete befuddlement. Not only will you not understand the game, you won't be able to comprehend why we selected it for the FGC. But trust us: Hang in there. Because once the game's intricate mechanics reveal themselves to you, we predict you're going to have a really hard time stopping.
The idea is, at its core, simple. You're trying to build a contraption that can get a pink ball to a pink square. You don't even have that many tools to work with, just a few different types of wheels and rods. The challenge (and the joy) is figuring out how those components all work together in-game.
If we have a problem with
FC, it's that the tutorial could be a bit better. But at the same time, we can understand why playing with the physics is probably a lot easier than trying to get someone to understand them. Give it a spin and let us know what you think.
[Thanks, BitPicnic]
by Randy Nelson Aug 8th 2008 4:15PM
Filed under: Nintendo DS, Sony PSP, Action, Puzzle
The inevitable "Is that a ninja in your pocket?" jokes will have to wait a little while longer – two weeks, to be exact – as Atari has announced a release date set-back for the DS and PSP versions of
N+. The games, which both include features, puzzles, and even screen-scrolling schemes exclusive to their respective platforms, will sneak onto shelves August 26. They were originally slated for August 12.
They say "good things come to those who wait," and in this case the "good thing" isn't just take-anywhere ninja magic ... it's $10 off the original $29.99 price point for both versions. Whether you're planning to stealthily snatch up the DS or PSP version of
N+ (or both) they'll only set you back $19.99. Arigato, Atari!
Source – DS Fanboy
Source – PSP Fanboy
by Justin McElroy Aug 6th 2008 2:30PM
Filed under: Microsoft Xbox 360, Puzzle
There's a really interesting discussion going on in the comments section at
Braid designer Jonathan Blow's
official blog, as he attempts to explain why he's a bit disappointed the game has to arrive for 1200 ($15), rather than the 800 ($10) points he would have preferred.
Though he says Microsoft pushed the $15 price point, he admits he's also got his own financial concerns to consider that make the price a lot more palatable. Blow also says he's worried about ending up like Jeff Minter, who wanted his game
Space Giraffe affordably priced but didn't recoup enough as a result. It's a surprisingly frank discussion, and one well worth checking out.
by Ludwig Kietzmann Aug 4th 2008 3:03PM
Filed under: Microsoft Xbox 360, Adventure, Puzzle
This Wednesday marks the opportunity to become a tie-wearing time traveler in Jonathan Blow's
Braid, an "artful puzzle-platformer" and the next volley in Microsoft's all-out
August Arcade assault. You'll traverse multiple worlds as you search for a princess (yes, the abducted kind) and wrap your mind around various instances of time behaving badly -- that includes rewinding, time streams, parallel realities, time dilation and "perhaps more."
Oh, and you'll be wanting to know the price of all this. Well, we hate to rain on your
Braid, but despite Microsoft's
earlier denial, the game will indeed cost 1200

($15).
by Randy Nelson Jul 31st 2008 8:20PM
Filed under: Sony PlayStation 3, Puzzle
During the Develop conference in Brighton, England, Sony Japan Studio producer Tatsuya Suzuki
told Eurogamer that there are no plans to create a sequel to the PS3 and PSP puzzler
Echochrome. Instead, he and Jun Fujiki, the Kyushu University researcher who helped develop the game, confirmed that they will expand on Fujiki's work in "3D trick imagery" in a completely new title.
Those hoping for more
Echochrome shouldn't feel totally forgotten; the duo
also mentioned that the original game is being remimagined in two dimensions exlusively for
PlayStation Home. The game will appear in the virtual space as an "arcade game" along with titles
previously announced by Namco.
[Via
PS3 Fanboy]
Source – Eurogamer
Source – Develop
by Ludwig Kietzmann Jul 29th 2008 8:30PM
Filed under: Nintendo Wii, Puzzle, Casual
We're not entirely clear on how all this cultural bomb terminology works. Last month, after we'd heard that
Boom Blox had toppled with
60,000 in North American sales, we were more than willing to wittily label the game as "a bomb." However, EA's
post-earnings conference call has now revealed that
Boom Blox has sold 450,000 units since launch (no region specified). Since it's no longer a bomb, do we imply that EA and Steven Spielberg's collaboration -- considered by many reviewers to be
the bomb -- has been defused? That doesn't sound like a good thing.
by Ross Miller Jul 29th 2008 12:15PM
Filed under: Mac, PC, Online, Puzzle
Hoping to make a comeback with that 365-point
quixotry play in
Scrabulous? US and Canadian Facebook users were likely dismayed to find out this week that Scrabulous has been disabled. The region-specific lock likely has to do with Hasbro's license for all Scrabble video games, which is for US and Canada only (Mattel owns the rights for the rest of the world). In the interim, you can always play the
official Scrabble Facebook app care of Electronic Arts, although it lacks the
panache of the seemingly now-defunct Scrabulous.
[Thanks, Andrew B]
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