Game Dev Story Review

Dev Con 1.

Version tested: iPhone

I've played games that have brought me to the point of existential crisis over my career choice before – Sonic Free Riders, most recently – but Game Dev Story makes me actively hate myself and everyone in my profession. I've been trying for ten game-years to develop a Super Mario Bros. or a Deus Ex or an Ico, you see, but I'm foiled at every turn by the damned reviewers.

I'll pour everything my little company has into making a Robot Shooter or Time Travel Adventure to redefine the genre, and they'll dismiss it in a second with a tepid 5 or 6 and a glib line of criticism. Those miserable, ungrateful, mean-spirited bastards! Don't they know how hard we worked on that? Don't they care?

Thankfully, in Game Dev Story, as in life, it doesn't always matter what the critics think. Kezsoft has scored a couple of million-sellers regardless of its apparent inability to turn out a Hall of Fame-worthy title. Still, I've become obsessed with getting a perfect 10 from someone, pouring millions of dollars and thousands of tiny-sprite-man-hours into ambitious projects, awaiting review scores with my breath held. If this is even a fraction of what it feels like to be on the other side of the fence, I'm going to feel a lot guiltier the next time I dole out a 4/10.

1

From your viewpoint above the office, you can see all your little drones tapping away on their keyboards. WORK HARDER, MINIONS.

I should mention that this is my third play-through of the games industry management sim. Unlike most mobile games, you haven't seen everything that Game Dev Story has to offer in the space of ten minutes. After 12 hours, I'm on my third company and am still finding new things. It's monstrously absorbing, and at £2.39, it's not only more addictive than crack but considerably cheaper, too.

Starting you off with a tiny team operating out of a single room, Game Dev Story gives you 20 years to realise your game development dreams and become a publishing powerhouse. Consoles, game expos and staff come and go; only you are constant, a sprite manager sitting in a comfortable chair, overseeing your little empire.

Everything you need to do – hire, fire and train staff, plug some cash into advertising, plan a new game – you do from a little menu that pops up when you touch the screen. Stats, like the state of your most recent project, sales figures and company reputation, are in a small bar at the bottom of the screen. It's beautifully simple. As in real life, success depends on careful planning, smart choices and a smidgen of luck.

You'll learn lessons: that hiring one visionary and propping him up with cheap, mediocre staff isn't a recipe for success. That jumping on the licensing bandwagon for new consoles as soon as they come out can burn you badly. And that it's almost impossible to please those anally-retentive reviewers. (Get a real job, you losers!) But everything you learn comes with you into your next play-through. You can keep playing indefinitely past the 20-year mark if you want, but moving on and starting again is both more fun and more productive.

To make games, you pick a genre and a theme from a list – War Shooter, Samurai Action, Fashion Simulation – then determine its direction by putting points into categories like Innovation, Polish, Game World, Cuteness and so on. Picking good combinations increases your chances of sales success, and if the direction matches the genre you'll level that genre up. After that, you pick one of your staff or an expensive contractor to write the design document, and you're off.

Your games are graded on Fun, Creativity, Graphics and Sound, and the higher those numbers are by the time it's released, the better its chances of critical success. What this means is that you're anxiously watching the numbers tick up and up and up for the whole of the development period, praying for a breakthrough and twitching with annoyance every time one of your tiny sprite producers, artists, coders or writers goes home to sleep.

Your staff are the key to everything. The better their stats and the harder they work, the better your game will be. Training them up in different ways unlocks different themes and genres. It's this as much as anything that gives Game Dev Story so much replay value – experimenting by sending your programmer to college or making the director play pinball constantly throws up new combinations (Mushroom Adventure! Poncho Sim RPG! Mini-Skirt Puzzle!).

2

You can even develop your own console, though it requires so much time, money, staff training and arcane knowledge that I still haven't managed it.

It's got oodles of charm as well as simple, enticing mechanics. The lovely 16-bit sprite art style is a perfect fit, infusing the serious business of simulation with cartoon sweetness. Appropriate beepy sound effects accompany everything from your coder's training animation to the director's frenzied brainstorming session.

There are just enough random elements to keep things unpredictable. Boost items, purchased at an exorbitant price, give bonuses of between about 10 and 25 points to one of your game's attributes, but using them costs research data that could otherwise be used to level up your staff. Power outages can sabotage a project, but positive articles in games magazines can help its chances. Do you save up to buy an incredibly expensive license to develop for a new console, or invest all that money in training? There's always something to think about, and before you know it it's stolen hours of your life.

Game Dev Story's adorable Sensible Soccer-style codewording of famous games, companies and designers also never fails to raise a smile. You can develop for the Intendro Whoops or the Sonny PlayStatus. You can hire Gilly Bates, Shigeto Minamoto or Stephen Jobson, and Kairosoft has thrown in its own special characters, including a luchador and a bear. At the annual Global Game Awards, your titles are up against things like Super Sergio Bros and Hunch Out – but some of them make you think a little harder. It's a loveable tribute to gaming history.

Game Dev Story is easily the best thing I've ever played on the iPhone. Unlike most addictive mobile games, which make you hate yourself a little for wasting so much time, it feels like you're investing in something. There's no other game that offers this much depth for £2.39, and it's so adorably packaged that it's impossible to resent it even when it dominates your entire Sunday. I'll get that 10/10 yet.

9 / 10

Read the Eurogamer.net scoring policy

Comments (96) Latest comment 1 year ago

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  • Rizo #1 2 years ago

  • Der_tolle_Emil #2 2 years ago

    Almost everything about this sounds fantastic - the only exception it being an iPhone game because I don't have one.
    Edited by Der_tolle_Emil at 02/11/10 @ 08:15
  • beastmaster #3 2 years ago

    Where did this come from? Defo going to buy this one.
  • HermitArcader #4 2 years ago

    Post deleted at 09:17:39 22-12-2011
  • Lexx87 #5 2 years ago

    Sounds great!

    /resents Apple for making it so damn easy to spend money on the iPhone
  • Blakester #6 2 years ago

    Really nice to see a full review of this fabulous game.

    My only gripe is that it only got a 9. Would like to understand what more the game would need to do to secure the 10 considering it offers hours and hours of blissful entertainment for under £2.50
    Edited by Blakester at 02/11/10 @ 08:23
  • coolbritannia #7 2 years ago

    Yeah the 9 seemed pretty ironic considering the content of the review. Instabuy by the way.
  • Eraysor #8 2 years ago

    I've wasted at least 10 hours on this game.
  • UncleLou #9 2 years ago

    It's a great little game, but it's almost too addictive. I've actually deleted it now because I was beginning to feel a little embarrassed about the time I spent playing it. Not before I thought I had pretty much seen everything the game has to offer, mind. :)
  • TheTingler #10 2 years ago

    "I'll get that 10/10 yet.... 9/10". You big hypocrite. :)

    If this comes to PC I'll pick it up, sounds very Theme Hospital/Bullfroggy.
  • Lexx87 #11 2 years ago

    It's brilliant!! Can't stop :(
  • Hamflank #12 2 years ago

    This will extend my toilet visits at work beyond an appropriate timespan.
  • lucky_jim #13 2 years ago

    I seem to go from strength to strength in this game. I'm not sure what Keza's doing wrong, and I don't mean to gloat, but I find it hard to make a game that doesn't get in the hall of fame and sell 10m+ copies.
  • photoboy #14 2 years ago

    Those game genres sound a bit broad! Surely the game should give you the choice of making a Modern Warfare clone, a Gears of War clone or a God of War clone?

    It's a pity Segagaga never got a Western release, as I believe it was about building up Sega by creating games and consoles. Ironically enough it came out just as the Dreamcast was killed off so it was never released over here.
    Edited by photoboy at 02/11/10 @ 09:00
  • swisstony #15 2 years ago

    no mention of Kevin Thoms' Software Manager? /gets pension.
  • Zapatero #16 2 years ago

    I just missed my stop playing this. Haven't done that since Advance Wars.
  • HistoryTeller #17 2 years ago

    Just sat down in front of the computer, trying to write on my assignment on computer games and their culture. Like flies on a cows dumpings, I'm on Eurogamer before even started the damn text file. And then I read about this game - Eurogamer, You guys have saved my day yet again : )
  • UncleLou #18 2 years ago

    Those game genres sound a bit broad! Surely the game should give you the choice of making a Modern Warfare clone, a Gears of War clone or a God of War clone?

    You unlock tons of genres (for example RPG, shooter, puzzle...) and topics/settings (war, monsters, historical,...) you have to combine. It can sometimes be a little mysterious which game works and which doesn't, but by and large, it works fine.
  • raion #19 2 years ago

    please tell me this is going to be ported to other platforms as well...
  • Keza #20 2 years ago

    @lucky_jim: GIVE ME YOUR SECRETS
    Edited by Keza at 02/11/10 @ 09:28
  • r4z0rbl4d3 #21 2 years ago

    I was hooked on this game for several weeks, couldn't put it down! Now, after a few companies, the game is quite over for me. All good things must come to an end. :)
  • supermaniacs #22 2 years ago

    Such a charming and rewarding game. Easily the best on any mobile platform right now. Pretty sure too you can get it for the ipod touch too !!

    My top seller was Modern Poopfare selling a whopping 38million for my console, the Microny PlaySoft!!!

    And Keza, how could you not mention the ability to level up your character to a hardware engineer and make a new console!!! I think maybe now you should consider bumping up the score to a 10 !!
    Edited by supermaniacs at 02/11/10 @ 09:31
  • lucky_jim #23 2 years ago

    @swisstony

    Did you ever play Software House? It came out a couple of years after Software Star, but a lot of people played it when Crash put it on one of their covertapes. Take a look at http://www.worldofspectrum.org/infoseeki...
  • kendoji #24 2 years ago

    Good lord, I'd love to see this on Android!!
  • fushimi #25 2 years ago

    I quite liked it, but my biggest complaint is the absolute lack of effort made to do anything with porting the interface from Japanese mobile phones. It even replicates the buttons of a typical Japanese phone (four directions, centre key, two menu keys) and keeps the square screen resolution. It’s basically like running a DoCoMo emulator and the Retina Display doesn’t do it any favours.
  • SnoppleMonster #26 2 years ago

    I love this game. I've played it for 3 weeks thus far and I'm loving every minute.

    Never outsource music tracks to Milk Puddingsky though. She doesn't half strike out a lot! :)
  • thesombrerokid #27 2 years ago

    the key is to level up all your staff in all jobs till you get them to be hackers or hardware engineers.
  • swisstony #28 2 years ago

    thanks for link luckyjim
  • StolenGlory #29 2 years ago

    Does anyone know the cheat code which allows Ellie to review your game and not troll the fuck out of it?
  • jamhead #30 2 years ago

    C'mon guys. Android. Please!
  • madgerald Verified Studio Head of PR & Marketing, Colossal Games LTD #31 2 years ago

    Has anyone managed to get a perfect 10 yet across the reviewers yet? I've managed 38 out of 40.

    I actually play this on the iPad - the graphics are a bit blurry, but it adds to its charm.

    Ideas for a sequel:

    Full multiplayer - everyone is against everyone in the awards - staff are hired/fired/traded between studios.
    Just like in real-life, those starting late in the lifecycle will have a harder time than those dev studios that have been established for 10+ years.

  • TheJuriel #32 2 years ago

    Shame it's only a mobile app.
  • NorfolkNClue #33 2 years ago

    This game is super addictive, although I'm a little burnt out on it now. Hardware engineering is where it's at, although I'm still missing that elusive Grand Prize and 40/40.
  • Ninja_Tino #34 2 years ago

    Is it essential to fire and hire as you go. I've got my 4 spritely fellows and I love them, plus they get better and better with training and leveling. Sure, they get tired now and again, but it's nothing a shot of Dead Bull won't fix. So, yeah, am I playing wrong? Must I be heartless and leave them to rot in this recession?
  • UncleLou #35 2 years ago

    Shame it's only a mobile app.

    Nah. Of course you could make a much more complex business sim based around the same idea for the "big systems", but the game as it is now is perfect for mobiles.
  • lucky_jim #36 2 years ago

    @Keza

    Well here's a few things I've noticed work, but I'll spoiler them for those who are just starting the game.
    -Employ hackers as soon as you're able to (I guess retraining your existing staff would work, but I just bought some in). They can do pretty much anything, including writing the original proposal, graphics and sound: the top couple of scores on their profile seem to determine how good they are at writing proposals. Walt Sidney is a good all-rounder.

    -I've noticed some of the hackers often get a boost when writing proposals, although I'm not sure why (I think it might be related to them having full energy when starting the task). Walt Sidney's one of these in my game: he'll get 50-60 fun out of the proposal, but as soon as he's finished the fun score is often double that.

    -The game's fun score seems to be the most important in getting good reviews (seems reasonable!), so invest in a fun boost from the salesman and use it when you need to.

    -If you use an energy drink just before starting to develop a new game, it'll usually do well, because you get a bit more out of everything: especially the initial proposal which is really key to getting a good fun score (and therefore good reviews).
  • jonsaan #37 2 years ago

    and the masses discovered diner dash in a reskinned form :D

    ;)
  • suicidal_penguins #38 2 years ago

    @lucky_jim 02/11/10
    "I seem to go from strength to strength in this game. I'm not sure what Keza's doing wrong, and I don't mean to gloat, but I find it hard to make a game that doesn't get in the hall of fame and sell 10m+ copies."

    Did you enable the "Molyneaux mode" cheat by any chance?
  • Steve_Ince #39 2 years ago

    Sounds too much like work to me. :)
  • dadrester #40 2 years ago

    but why the black bars?!?!?!
  • Doctor_What #41 2 years ago

    I'll add my voice to the 'bring this out on Android soon please' crowd.
  • dagas #42 2 years ago

    Yet you don't give it a 10/10 being the anal-retentive reviewer as you are. (your own words, not mine)
  • SpaceMonkey77 #43 2 years ago

    Very simple yet cool idea for a game, and it helps those who play games understand how games are made. Now I really want an iPhone, as I'm missing out on some cool games. DS and PSP still have their perks and moments, but there's nothing like owning all of them.

    Will look forward to checking this out.
  • butler` #44 2 years ago

    +1 for playing this on the toilet at work

    +2 for getting funny looks when you walk back into the office after 35 minutes on the bog
  • Freelancepolice #45 2 years ago

    It's not like diner dash at all.
  • dwalker109 #46 2 years ago

    Great game. I was completely hooked on this for most of last week. I spent an hour hiding in a network cupboard playing it at one point.

    In fact, it's high time I went back for another run through, see if I can make myself that console I've always dreamed of...
  • asphaltcowboy #47 2 years ago

    As an Android user, I think this might be the one thing on iPhone that I really want!
  • moriss #48 2 years ago

    it's absolutely nothing like diner dash. idiot.
  • jonsaan #49 2 years ago

    I was really serious you tit.
  • moriss #50 2 years ago

    "I was really serious you tit"

    sorry jonsaan but if you don't make any indication at all that you were joking in some way, the comment reads exactly like someone who doesnt know what theyre talking about slagging it off based purely on screenshots.

    please forgive me, but also please remember thats what smily faces are for :)
  • jonsaan #51 2 years ago

    It had a wink! Sorry. I should have known better.
  • moriss #52 2 years ago

    i just noticed that!

    i still read it like "im going to slag this off for shits and giggles hahahaha"

    ;)

  • Beano #53 2 years ago

    Sounds great - Is there a iPad specific version on the way?

    Yes I know I can play the iPhone version on iPad, but a iPad specific version would be nice.
  • iago71 #54 2 years ago

    Be in no doubt about this game - Its a fantastic purchase. Ive been playing it constantly. Its so emersive. The style, the humour of the little touches parodying the consoles over the last few generations and God knows what else.

    Ive just moved into my 3rd office and am starting to take the industry by storm!- Great stuff.
  • moriss #55 2 years ago

    it is VERY addictive, no doubt, and i love it, but the review strangley makes no mention of the fact that once you get your first hit and the money pours in, from that point on with good use of funds for the next couple of games you can start hiring, levelling up and farming out the work to freelancers so that every subsequent game is a hit and all you're doing is marking time till you can afford to level someone up in all available positions and then make them a hardware engineer and make your own console. the game quickly becomes zero challenge whatsoever.

    however, it is always enjoyable, no denying that!
  • DoKtoR #56 2 years ago

    I've already spent many hours on this game trying for the elusive million dollar grand prize at the game awards and a perfect score from the 4 critics - little bastards - I had 3 10/10's and the last critic gave me a 9/10 (must have been an Edge reviewer :p).
  • neilqpr #57 2 years ago

    I was convinced I had a 40/40 game but I've just checked and it seems my best is 39. Won the best game award a good few times, CallOfChavs 3 and 4 both won it.
  • skuzzbag #58 2 years ago

    The game tries to encourage you to buy stuff too early. Such as new offices. The first time I rejected but the second time I though "ah go on then" only to now discover that I've not really got enough cash to develop anything of much worth.

    BTW - come on people let's hear the names.

    Name - "Wank Designs"
    Latest game - "Parsnip Gods"
    Edited by skuzzbag at 02/11/10 @ 11:00
  • Bennicus #59 2 years ago

    Still waiting for an english version of SegaGaga, the ultimate game dev game!

    "Game development is a very special job that requires a very special person. The high stress levels often drive our staff members to become...subhuman. They're violent and need to be caged. But we need them to make good games. This is the unfortunate truth of the game industry."

    I love that quote, so true :)
    Edited by Bennicus at 02/11/10 @ 11:16
  • ChuckNorris #60 2 years ago

    The game is great, but as someone stated previously, the challange disappears completely after the first hit. At year fifteen I was shoveling out 30+ million salegames, every one with an mean review score of 37,5 on my own console and recieving at least three awards every year imcluding the grand prize, with the whole staff totally pimped out. I wish that they included some more content for that part of the game. Maybe a market crash or something. But overall it was the best game experience on my iphone thus far. Addictive as hell and nausiatingly cute in a good way. 9/10
  • jonbwfc #61 2 years ago

    The game tries to encourage you to buy stuff too early. Such as new offices. The first time I rejected but the second time I though "ah go on then" only to now discover that I've not really got enough cash to develop anything of much worth.
    You didn't work for Realtime Worlds by any chance did you?

  • Spency #62 2 years ago

    Is there an easy mode? You could play as Tim Langdell and trademark a generic word then just sue anyone who uses that word.

    ZING!
  • Paleface #63 2 years ago

    History/answers to a few questions! GDS is a mobile port of a nearly-five-year-old PC game. The iPhone version is a port of the Japanese mobile version - hence the dpad, square display, and negligible use of touch. That mobile version is also a few years old. I enjoyed this game a great deal despite the laziness of the port.

    And: the PC already has Game Dev Story 2.

    Likelihood of more ports to other devices; no idea, sadly. I can't tell whether GDS2 had a mobile version or not.
  • Rack #64 2 years ago

    *Covers eyes when reading the review* Why bother reviewing iPhone games, everyone knows they're all worthless shovelware? Why don't they write a game that lasts longer than 60 seconds?
  • Rev.StuartCampbell #65 2 years ago

    "Really nice to see a full review of this fabulous game. "

    Hey, some of us were reading full reviews of it almost a fortnight ago...

    http://podgamer.com/2369/story-time/
  • firef7y #66 2 years ago

    This game is addictive because the difficulty curve is perfect at the start. After you've got enough revenue to make mega budget games in successionfor a console (rather then having to juggle console game, PC game), it starts becoming too damn easy. You end up building a large enough fan base that even your rubbish games become million sellers and then you knock out Hall of Fame game after each other.

    I got 40/40 in a game, a few games won the grand prize and I had developed a Ps3 type console as well as a PS3 portable. As soon as the money dmstarys rolling in, you can afford everything.
  • Mkwone #67 2 years ago

    Downloaded it today based on the good things i've heard about it and this review in particular. Really Reminds me on the Movies that came out for PC a few years ago. Played it for a while and i must be rubbish, because all my reviews are 15-20/40. But i guess i just need to give it some time for things to click.

    In all honesty i thought i had a hit on my hands with Sexy Killers a Romatic action game, apparently they don't mix very well.
    Edited by Mkwone at 02/11/10 @ 14:11
  • firef7y #68 2 years ago

    Protip, when it comes to mixing genres, think of games alreadyout, in particularJapanese ones. So RPGs are a hit especially if combined with fantasy, hunting or animals. Also stuff lik shooter robots, action ninja, puzzle reversi.
  • mouse Verified Graphic designer, Eurogamer Network #69 2 years ago

    Come on then you lot, lets have some high scores.

    Sales: 51.4m
    Y20 earnings: $1,065,188.7K

    @Beano I reckon it would be unlikely to see an iPad version, the iPhone version is already a port from a Japanese phone, so the interface is a bit odd and not 100% suited to a touch screen, and the graphics are a little fuzzy due to the upscaling. I'd love to be proved wrong though! A much bigger version with a more suitable interface and crisper sprites would be perfect.
  • urban #70 2 years ago

    Damn you! this game is horribly addictive! my Iphone battery is burning my hand!
  • Skywise #71 2 years ago

    Sounds great, have to get a new download coupon for this :D
  • andywilkie35 #72 2 years ago

    Been playing this all day, its absolutely brilliant.
  • apoc_reg #73 2 years ago

    I have this, its great... although I suck balls at it!
  • andywilkie35 #74 2 years ago

    Looking forward to upgrading my office, get some more employees! The sales for Pirate Hooker were through the roof, even though it reviewed badly. Sold better than Ninja Bumlord 2 anyway.
  • ChuckNorris #75 2 years ago

    @mouse

    Company name: 4Carebears
    Best selling game: ActionRPG/Fantasy - Smellda 59.5m
    Aprox Y20 earnings: $1.495.000.000
    Number of 40/40: 4
    Grand prizes: 5
  • sir_tripod #76 2 years ago

    "Oh, it's so addictive."
    "I can't put it down."
    "Just one more game."

    These are the usual phrases you with most of these kinds of games. You play it for a little while and then slowly but surely the dust settles, novelty wears and you're left with a ho-hum game.

    I have played this game for about 4 hours non-stop. Everytime I tell my self "I'll stop after I release this game" I have to see how the sales go only to find the staff are bored and I need to make another game to occupy them.

    I had lots planned for this afternoon and you went and took it from me.

    Thanks. Thanks very much.


    /boosts fun
  • Keza #77 2 years ago

    Am I the only person never to have made a game with "bum" in the title? I feel left out.
  • KDR_11k #78 2 years ago

    How did you manage to get so much variety out of the game? It felt like I've seen everything before I even hit 20 years on my first run. Sure,there's probably tons of themes and genres I haven't seen but since they aren't more than words in a text field that doesn't qualify as variety for me.
  • lucky_jim #79 2 years ago

    Am I the only person never to have made a game with "bum" in the title? I feel left out.

    Yes. Yes, you are.
  • dudefella #80 2 years ago

    My ninja game Rybusa XX 3 set the charts ON FIRE

    Wee Tennis also did pretty well, and Worldcraft reached 9 million sales
  • Doncommie #81 2 years ago

    Ton of fun but too easy once you get past the first few years.
  • Ninja_Tino #82 2 years ago

    Ninja Gay Dan was a classic little IES game which sold pretty well. It's about a gay ninja called Dan. I decided a remake was in order a decade later with an extra dimension. It sold brilliantly, and my most critically successful game yet. By chance, I've had a bit of an acne breakout today and have been wearing sunglasses.
  • Daeltaja #83 2 years ago

    Lost my entire day to this, thank you!!..
  • Stomp224 #84 2 years ago

    "A respectible website has reviewed our game and boosted sales!"

    / has spent more time playing this game than I spent playing with myself during puberty
  • Lunatic4ever #85 2 years ago

    put it on STEAM for a few bucks and make money guys!

    I'll buy it!
  • Harmonica #86 2 years ago

    Hesitant to call it the best game on the appstore since it's a port of a PC game, but yes it's brilliant.

    Played it for about 10 hours total, by which point I was about done for now. Well worth the money.
  • tinners #87 2 years ago

    Bang on review! It's damn hard affording those new console licenses tho! Not to mention my assistant producer Maria Shariapova only seems capable of getting me 5's but that's fine, she can stay :)
    Edited by tinners at 03/11/10 @ 01:40
  • nufcfan123 #88 2 years ago

    I had a ball with this one!
  • Ignatius_Cheese #89 2 years ago

    My company is atrocious! Work faster you bunch of imbeciles!!

    /whip
  • Velios #90 2 years ago

    Bought this on impulse after reading the review :) Glad I did... but I hammered it so hard that I finished it in one day...

    I hope that they can flesh this game out even more, by offering DLC for it, and the ability to go deeper into the game management process!

    Very fun game though, definitely worth £2.50

    "Everybody loved it!"
  • bushwod #91 2 years ago

    I've played this game so much over the last 12 hours I've actually gone a little cross eyed. Jolly good fun and defo worth the price.
  • Bilstar #92 2 years ago

    Love this. Would buy it on 360 or PS3 if it was out for them. Any chance I wonder...?
  • cafferkey #93 2 years ago

    When developers make a game for a system that has limited power they seem to make better games.. Give them a PS3 and 95% of the games are not worth buying..


  • gaselite #94 2 years ago

    this game is real good but 9/10 is such a ridiculous EG Cutesy-Patrol markup I don't even
  • Serai #95 2 years ago

    This game is disgustingly good.
  • NimbusTLD #96 1 year ago

    Now available on Android!!!