Did the Wii U Remote Get Modified?
The above picture was taken from a Telltale Games game tester, who proceeded to Tweet it from a now defunct account, which shows the Nintendo Wii U remote with a slight modification.
At last year’s E3, Nintendo showed off the remote (pictured be…
Crush 3D Review
Chances are you probably never played or even heard of Crush when it first came out. That’s because the game first came out in 2007 on PSP. The title was a decent puzzle game that used an element that hadn’t been seen a lot before then: changing the 3D perspective. Since then, games like Fez, Echochrome and Super Paper Mario have used similar perception-changing elements. So, now that five years have passed, what does the remake bring to the table that the original didn’t have? The short answer is not much. Besides some cosmetic changes that I’ll mention later, this is still pretty much the exact same game as when it first released. The game follows Danny through his subconscious as he tries to figure out what’s causing his insomnia. Dr. Reuben, a mad scientist, lets him explore his mind through the use of the Cognitive Regression Utilizing pSychiatric Heurstics (C.R.U.S.H.) device. As expected, the device doesn’t work as planned. The device traps him in his mind until he figures out the cause of his problem. To solve his problems, players will take him through 40 levels, collecting enough marbles in each level before going to the next level. As I said earlier, the main draw of the game is its perspective changing. You start off in a 3D world being able to walk around and jump on platforms. However, you’re able to change the dimension the camera looks at by using the D-Pad. To progress through levels, you have to use the games main ability of crush, which makes the 3D world become 2D. This is necessary throughout the game to allow you to cross to unreachable areas like they were right next to you. This also lets you reach previously unobtainable marbles or collectibles. Crushing can also be used to kill enemies as well by flattening them against the screen. However, there are a few things to watch out for when crushing. Some blocks can’t be stepped on when in the 2D view, either because they have no ledge or are just solid blocks. Plus, when you go back to 3D, some blocks are paper-thin and can’t be stepped on in 3D. Thankfully, instead of just dropping you off the ledge and killing you, the game shows you that there’s no ground to stand on and puts you back in 2D. Being crushed may also activate a few special abilities as well. These range from a higher jump to not being able to uncrush to trying to collect a trophy in each level. Overall, the game features 40 levels that are identical to the PSP version. The main difference is visual, as things look a bit better in the 3DS version. As far as the levels go, they are the same as the previous version. Besides collecting marbles in each level, there are also a photo book and trophy that can be found as well. The photo book reveals extra artwork in the menu, while the trophy gives…
Crush 3D Review
Chances are you probably never played or even heard of Crush when it first came out. That’s because the game first came out in 2007 on PSP. The title was a decent puzzle game that used an element that hadn’t been seen a lot before then: changing the 3D perspective. Since then, games like Fez, Echochrome and Super Paper Mario have used similar perception-changing elements. So, now that five years have passed, what does the remake bring to the table that the original didn’t have? The short answer is not much. Besides some cosmetic changes that I’ll mention later, this is still pretty much the exact same game as when it first released. The game follows Danny through his subconscious as he tries to figure out what’s causing his insomnia. Dr. Reuben, a mad scientist, lets him explore his mind through the use of the Cognitive Regression Utilizing pSychiatric Heurstics (C.R.U.S.H.) device. As expected, the device doesn’t work as planned. The device traps him in his mind until he figures out the cause of his problem. To solve his problems, players will take him through 40 levels, collecting enough marbles in each level before going to the next level. As I said earlier, the main draw of the game is its perspective changing. You start off in a 3D world being able to walk around and jump on platforms. However, you’re able to change the dimension the camera looks at by using the D-Pad. To progress through levels, you have to use the games main ability of crush, which makes the 3D world become 2D. This is necessary throughout the game to allow you to cross to unreachable areas like they were right next to you. This also lets you reach previously unobtainable marbles or collectibles. Crushing can also be used to kill enemies as well by flattening them against the screen. However, there are a few things to watch out for when crushing. Some blocks can’t be stepped on when in the 2D view, either because they have no ledge or are just solid blocks. Plus, when you go back to 3D, some blocks are paper-thin and can’t be stepped on in 3D. Thankfully, instead of just dropping you off the ledge and killing you, the game shows you that there’s no ground to stand on and puts you back in 2D. Being crushed may also activate a few special abilities as well. These range from a higher jump to not being able to uncrush to trying to collect a trophy in each level. Overall, the game features 40 levels that are identical to the PSP version. The main difference is visual, as things look a bit better in the 3DS version. As far as the levels go, they are the same as the previous version. Besides collecting marbles in each level, there are also a photo book and trophy that can be found as well. The photo book reveals extra artwork in the menu, while the trophy gives…
The PlayStation Recap –
Not a lot of time for game playing this week, as pre-E3 planning and a busy Blog publishing schedule) have kept me surprisingly tied up. What did I miss?
In other news this week, PlayStation’s cross-country tour has officially hit the road through November, Netherrealms dished out Mortal Kombat tips for you, Sorcery revealed members of its monstrous menagerie, the GT Academy competition moved to Round 3 and 4, PixelJunk 4am launched on PSN with a free viewer app, Lightbox Interactive showed a new Starhawk development diary chronicling the final hours of development, indie legends Superbrothers and Jim Guthrie announced their participation in the PS Vita musical platformer Sound Shapes, and the team behind upcoming Foosball 2012 revealed the nuances of their PlayStation Move support (Protip: It’s extensive).
The PlayStation Recap –
Not a lot of time for game playing this week, as pre-E3 planning and a busy Blog publishing schedule) have kept me surprisingly tied up. What did I miss?
In other news this week, PlayStation’s cross-country tour has officially hit the road through November, Netherrealms dished out Mortal Kombat tips for you, Sorcery revealed members of its monstrous menagerie, the GT Academy competition moved to Round 3 and 4, PixelJunk 4am launched on PSN with a free viewer app, Lightbox Interactive showed a new Starhawk development diary chronicling the final hours of development, indie legends Superbrothers and Jim Guthrie announced their participation in the PS Vita musical platformer Sound Shapes, and the team behind upcoming Foosball 2012 revealed the nuances of their PlayStation Move support (Protip: It’s extensive).
The PlayStation Recap –
Not a lot of time for game playing this week, as pre-E3 planning and a busy Blog publishing schedule) have kept me surprisingly tied up. What did I miss?
In other news this week, PlayStation’s cross-country tour has officially hit the road through November, Netherrealms dished out Mortal Kombat tips for you, Sorcery revealed members of its monstrous menagerie, the GT Academy competition moved to Round 3 and 4, PixelJunk 4am launched on PSN with a free viewer app, Lightbox Interactive showed a new Starhawk development diary chronicling the final hours of development, indie legends Superbrothers and Jim Guthrie announced their participation in the PS Vita musical platformer Sound Shapes, and the team behind upcoming Foosball 2012 revealed the nuances of their PlayStation Move support (Protip: It’s extensive).
The PlayStation Recap –
Not a lot of time for game playing this week, as pre-E3 planning and a busy Blog publishing schedule) have kept me surprisingly tied up. What did I miss?
In other news this week, PlayStation’s cross-country tour has officially hit the road through November, Netherrealms dished out Mortal Kombat tips for you, Sorcery revealed members of its monstrous menagerie, the GT Academy competition moved to Round 3 and 4, PixelJunk 4am launched on PSN with a free viewer app, Lightbox Interactive showed a new Starhawk development diary chronicling the final hours of development, indie legends Superbrothers and Jim Guthrie announced their participation in the PS Vita musical platformer Sound Shapes, and the team behind upcoming Foosball 2012 revealed the nuances of their PlayStation Move support (Protip: It’s extensive).
The PlayStation Recap –
Not a lot of time for game playing this week, as pre-E3 planning and a busy Blog publishing schedule) have kept me surprisingly tied up. What did I miss?
In other news this week, PlayStation’s cross-country tour has officially hit the road through November, Netherrealms dished out Mortal Kombat tips for you, Sorcery revealed members of its monstrous menagerie, the GT Academy competition moved to Round 3 and 4, PixelJunk 4am launched on PSN with a free viewer app, Lightbox Interactive showed a new Starhawk development diary chronicling the final hours of development, indie legends Superbrothers and Jim Guthrie announced their participation in the PS Vita musical platformer Sound Shapes, and the team behind upcoming Foosball 2012 revealed the nuances of their PlayStation Move support (Protip: It’s extensive).
RTU’s Centipede Talk N’ Play (Atari 2600)
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RTU’s Centipede Talk N’ Play (Atari 2600)
Check out G2PO for more awesome content: www.g2po.com Check out Stone Age Gamer’s website stoneagegamer.com Get my newest YouTube Videos sent right to your Facebook page apps.facebook.com Follow me on twitter: twitter.com Become a fan on Facebook…






