Dragon Quest Builders, otherwise referred to as the Minecraft/Blue Slime mashup, is nearly out on Sony platforms in Japan. In anticipation Square Enix released a fairly lengthy demo which I grabbed immediately and jumped right into. Here’s just over an hour of mostly straightforward gameplay with a little plodding confusion at the end. Right after I finished recording I solved my own problem so I’ll be back with a follow-up if there’s anything exciting left to see in the demo.
As I’ve been playing more and more Spelunker World online I’ve met a few people who don’t understand how the crafting and upgrading system works. I’d expect that from the Level 1 or Level 5 players but I’ve found people into the 20’s that didn’t know you could upgrade your gear.
The game isn’t totally esoteric but there’s a lot going on and there isn’t a clear tutorial on how it all works. If you never risked poking all the buttons you could easily miss out on the most satisfying part of the game: the loot grind. There is nothing like spending an hour getting through a stage and coming back later with beefed up gear to breeze right through it.
So for anyone out there mystified by Rare Materials, item fusion, level caps and Litho-Stones, I made this video. It’s as broad an overview of the gameplay loop as I could come up with. I may have gotten too into it towards the end and started talking a little fast but, lucky for you, I’m here to answer your burning questions.
I got to play a preview version of Mondrian: Abstraction in Beauty over the weekend and recorded a few rounds while I tried to talk about it. There isn’t a lot in this build beyond the core gameplay but it’s still a nice little riff on Breakout with a lot of promise. I go over those promises in the video but you can also check out this post for a more thoughtfully worded version when I wasn’t distracted with 360-degree Breakout.
Mondrian: Abstraction in Beauty is being developed by Lantana Games and will be out on Steam, itch.io, and IndieGameStand this August. I’ll most likely be back with more after it’s released.
I’m not a super sociable person (even online) but sometimes conversations snowball and I find myself playing a game I wouldn’t have thought twice about a few days before. Case in point, I posted a random photo of Zero Divide to Instagram for #PlayStationThursday last week and it got a few people talking. What kind of game is it? What’s it like to play?
It was a perfect excuse to load the game up for a bit since I’m not in the habit of playing fighting games these days. I originally bought Zero Divide in 1995 but the copy I have now is from 2001 which is probably the last time I played it. Flashes of memories and re-discovery ensue and now I’m wanting to stick with it long enough to see the real ending.
The developers of Zero Divide also created the notable 2D shooter, Phalanx, and filled up the remaining PlayStation disc space with a “Tiny” version of their other game. It seems like a crazy, potentially illegal thing for a developer to do nowadays so I recorded a separate video just for Tiny Phalanx.
Thanks to Giant Bomb’s Dan Ryckert and the Demo Derby series, I was once again reminded of something I’d forgotten about; how great the music is in Sega Swirl! It’s also one of those great oddities of gaming, having only been distributed on demo discs or bundled on the Dreamcast Web Browser discs. I remember really enjoying it back in 2000 and getting much more use from it than the Dreamcast web experience.
It also had a great funky soundtrack that I quickly recorded. Though it’s lost to time now I remember emailing with Tremor Entertainment (or possibly Richard Jacques who is credited on the game) about the soundtrack. He mentioned that the music was interactive, changing with the player’s speed and performance. I swear I’ve never heard it change because the rounds are over so quickly. Regardless, it’s got a handful of great tunes and you can listen and watch along in my latest videOST playlist.