I've been doing a play study on character movement in platform games, which sounds really academic, but I'm building a prototype for a platform game which could turn into a mega-awesome WiiWare title, so it's not academic. Pursuant to this I got to replaying two killer titles from my youth, Kirby Superstar and the Ninja Gaiden Trilogy. They're both not quite what I remembered them as, both were promisingly fresh examples of platformer kineticism in their time, and they're both dated in interesting ways. Kirby's series is one saturated in cuteness, softness, and padding: gameplay padding, physical padding, content padding. Ninja Gaiden is a series that is balls-to-the-wall difficult, being legendary among the grew-up-on-the-NES set for its insanely repetitive challenges.
From Easy Cute to Stupid Hard
|Submitted by the99th on Sat, 09/19/2009 - 21:28.|