
Back on April 21st I saw a little $0.99 game emerge on the App Store called Bunny the Zombie Slayer. Upon first inspection, it seemed like a trifecta of “cynical iPhone cash-in game” syndrome: a cute name (a riff on Buffy the Vampire Slayer), obvious similarities to other major hits (Angry Birds and Plants vs. Zombies), and a timed release with a major holiday theme (Easter). The klaxons went off. There was no way I was going to give these guys my dollar. These…Hothead Games…guys? Wait, the same Hothead that made the enjoyable-despite-its-flaws Deathspank and Penny Aracade games? The ones with that neat looking Horde? Ron Gilbert* Hothead? Shit. Here’s my dollar.
After the jump: Do not give these guys your dollar. Continue reading →

“Citronella Armor” is the name for the achievement you get when you complete a Swarm mission in Section 8: Prejudice without dying on Medium or Hard difficulty. You don’t actually get new armor, it unlocks some ammo type or something. I’m not too sure because I haven’t gotten it yet. Mainly because I’m trying to win missions and unlike some horde modes of recent games you can die an respawn as many times as you like.
After the jump, I don’t recommend dying repeatedly Continue reading →

The above screenshot depicts the southern deployment zone of a battle map that is so reviled that many players either suicide rush the enemy the moment the match begins or destroy themselves in a fit of pique. Its official name is Malinovka, but its legion of detractors refuses to call it anything but Campinovka. Malinovka wins every “most hated map” poll on the official forums by an order of magnitude and is the subject of endless threads calling for its deletion. I don’t agree. While it’s not my favorite battle map, I appreciate its challenges and enjoy fighting there.
After the jump: why I like going to camp Continue reading →

HUDs used to be essential. Without them, you couldn’t know how much ammo or health you had, or what the score was. Now they’re unfashionable. In the name of immersion, interface engineers do away with as much HUD as possible, or they find ways to integrate it with the game world. Now you read your ammo count off the gun’s built-in display. In Dead Space, your health gauge runs up the spine of your character’s suit.
After the jump, HUD is where the heart is Continue reading →