ShiftyGeezer Comments

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  • It's over: PlayStation Home has closed

  • ShiftyGeezer 01/04/2015

    @FogHeart : I agree. For most gamers, it was pointless. Even the games were stupidly implemented, so you had to queue up to play a virtual game of pool instead of spawning a game for everyone. It was almost a still-born concept, kept alive by life-support.

    But it had a significant following, which means people valued the social aspect of it in some way. That Sony couldn't capitalise and build on that is their fault. Home VR seems a no brainer and I'm honestly surprised Sony aren't pursuing that. It seems to be something Facebook might go for.

    A VR Home with games and experiences constantly building as a way to meet up with friends/remote family to chill sounds like the Next Big Thing on paper, to me anyhow. If executed right!
    Reply +1
  • ShiftyGeezer 01/04/2015

    There's an alternative being created by some of the people who worked on Home content. As a VR project, it sounds more interesting. If you watched Sony's Morpheus demos, they were highly synergistic with a virtual theme park. I think VR in something like this will make the experience more meaningful/enjoyable as the experience will be more visceral and entertaining and not just wandering pointlessly striking poses. Sitting an avatar on a rollercoaster typing chat isn't as entertaining as being on a virtual rollercoaster.

    I see they have a Kickstarter. 64% funded with 2 weeks to go.

    @Robert Purchase - want to help them out with a link to the Kickstarter in the article? I've never understood how EG decides who gets coverage and who doesn't.
    Reply +3
  • Sony hires unknown British writer for Metal Gear Solid movie

  • ShiftyGeezer 31/03/2015

    How true to MGS could they make it? If they have him sneaking around in a box, will the audience 'get it'? Probably not. So maybe a 100% serious take with some fan reference if any. Reply +2
  • Video: The games that play themselves

  • ShiftyGeezer 30/03/2015

    If you're not playing it, it's not a game. Random text/number generators aren't games. If you don't feel like inputting into a game, how's about watching cat vids on YouTube, or Twitch feeds of someone else playing, or reading an endless stream of recommended sound-bite internet stories about the best hair colour and "how many dog treats are too much" (just quoting two of the above)?

    Although this latter one is about as meaningful as the random text generators...
    Reply 0
  • You've got the touch: How a mobile game gave birth to a human child

  • ShiftyGeezer 25/03/2015

    "Screw money! Seriously. I made people have sex!"
    No way?!!! People hate having sex. I can't believe this guy managed to get people to do it.

    If only he could make a game to get people eating. People not eating is a real concern.
    Reply +10
  • Frontier adds Pratchett's Disc starport to Elite: Dangerous

  • ShiftyGeezer 18/03/2015

    Frontier has immortalised the acclaimed author of the Discworld fantasy series with a starport set within the Elite: Dangerous universe.
    If 40 discworld volumes isn't enough to be remembered by, a virtual space station in a computer game (that'll likely be switched off in a number of years) doesn't strike me as the best way to 'immortalise' someone.
    Reply -10
  • Jeff Minter "beyond disgusted" with Atari over TxK block

  • ShiftyGeezer 18/03/2015

    @alistairtaylor : That could well be it. Reply 0
  • ShiftyGeezer 18/03/2015

    @IronSoldier : Naming after an informal shorthand doesn't smack me of trademark infringement. Trademarks are very particular - exact name, format, and application. Owning Tempest 2000 and Tempest 3000 wouldn't entitle Atari to control over unspecified derivatives like T2K/TnK/TxK Reply +12
  • ShiftyGeezer 18/03/2015

    @IronSoldier :
    While no explicit mention is made of Tempest on TxK's box...
    Right. It's a clone, but it's not infringing the trademark AFAICS. And clones aren't illegal - an epidemic ruining mobile development. Making a Tempest like game 20 years later, not infringing on a trademark of a company that hasn't been actively developing or protecting that trademark for 20 years, seems pretty justified to me.
    Reply +27
  • ShiftyGeezer 18/03/2015

    @penhalion : Atari aren't producing or selling a Tempest game. Furthermore, T2000 was 20 years ago. Furthermore, you can't copyright a game design so they haven't any legitimate means to stop a Tempest like game being released (and see the other Tempest clones out there). They're using a nonsense claim of insider knowledge of the game engine which I'm not even sure is a valid legal position after 20 years. Reply +37
  • Sony signals end of PlayStation Mobile

  • ShiftyGeezer 11/03/2015

    @blarty : Sony wanted PSM to run on more devices, but couldn't pull it off for whatever reason. We were supposed to get it on a load of Asus devices and others, but those announcements never came to fruition. Reply +1
  • Editor's blog: We've revised our editorial policy

  • ShiftyGeezer 09/03/2015

    @riceNpea : Yep. Glowing blue text isn't discrete. Reply +13
  • Video: Games that remember when you die

  • ShiftyGeezer 06/03/2015

    Cannon Fodder
    Reply +76
  • Digital Foundry: Hands-on with SteamVR and HTC Vive

  • ShiftyGeezer 05/03/2015

    A VR playspace is more the domain of the Arcade. It's too difficult/niche to set up and target at home. That's where the 'sit-down' VR of Morpheus and OVR differs by being usable be everyone, and why they are targeting this audience with their creations. Reply +23
  • Unreal Engine 4 is now free. For everyone. Really

  • ShiftyGeezer 02/03/2015

    @QuitYourYappin : What about Steam, Apple and Google et al taking 30%? Reply +1
  • Mortal Kombat X: Mobile announced

  • ShiftyGeezer 02/03/2015

    The trailer, below, doesn't give away much, but we can see you need to swipe to "Finish Him", so there are Fatalities, card collecting and multiplayer.
    And Microtransactions. Don't forget the many, many microtransactions of free-to-play mobile games.
    Reply +4
  • Introducing Killer Queen: The world's first 10-player arcade strategy game

  • ShiftyGeezer 22/02/2015

    @Zyrr : Given the rise of microtransactions and people's apparent willingness to sink money on an ongoing basis into a game, maybe that's not as ridiculous as it used to sound? Just change the format of the arcade to "spend a gem to continue, 3 gems for $3.99, 15 gems for $14.99" and Joe Mobile will bite... Reply +1
  • Ironfall Invasion review

  • ShiftyGeezer 17/02/2015

    @adamantium : yes, most games will, but that doesn't mean they aren't worth buying for some people, which a four point system (with most games 2/4) would suggest. It's a non-linear rating system. Reply +2
  • ShiftyGeezer 17/02/2015


    gamer A: "so, what did Eurogamer gave for IronFall Invasion?"

    game B: Ironfall Invasion is a technically polished but tiresomely generic Gears rip-off, hamstrung by Nintendo's piecemeal hardware.

    It's really not that hard, people. ;)
    Reply +20
  • ShiftyGeezer 17/02/2015

    @porkface : Can we have an additional 'no comment' review icon just to separate reviews from other articles on the front page? A generic "Reviewed" stamp without 'avoid' or 'recommend' or any connotations. It's just a style thing, but with some reviews standing out with a badge, an absence on other reviews seems out of place to me. A badge in all cases would be more consistent.

    Other than that, loving the new review style.
    Reply -2
  • ShiftyGeezer 17/02/2015

    @maximusfarticus :

    Ironfall Invasion is a technically polished but tiresomely generic Gears rip-off, hamstrung by Nintendo's piecemeal hardware.
    Isn't that informative enough?
    Reply +15
  • Inside the UK's first gaming school

  • ShiftyGeezer 15/02/2015

    @bendenny : Sadly, I can believe that. A lot of education these days is actually PR, presenting a great public face. I've worked in and around education for over ten years and have seen highly regarded school where the content actually isn't that hot and the students, when speaking freely, aren't as complimentary as officials.

    I had a discussion with a kid the other day whose school has mandatory iPads. I imagined the iPads being provided with a wealth of learning tools, but they're glorified web browsers and used inconsistently, mostly for playing games even in lessons. The kid felt it was a complete waste of time and money and the school knew it but wanted to save face and not admit defeat.

    It's actually quite rare for a grand human vision to be executed all that well, at least in the early days. I wonder how many small, unstable mounds of rock were assembled before the first real pyramid was ever achieved?! ;)
    Reply +3
  • ShiftyGeezer 15/02/2015

    @makeamazing :
    It doesn't help that the industry in the UK still needs to grow substantially if its going to support all of these university degree courses that are appearing.
    It's going to be a completely saturated market and most of these degree graduates will find themselves outside the industry. It's possibly a bad idea. We never had a degree in game making before, despite board games and card games needing varied skills akin to computer games. Not TV programme making, needing the skills of lots of disciplines. If you break down game development, a lot of the requirements are covered by other courses - art, design, business, music. It's only the meat of development, especially low-level engine development, where a gaming focussed education is beneficial. I say this as a Comp Sci graduate who wasn't allow to study computer games at university because it wasn't deemed professional enough back then. We would have loved a gaming module, it could have proved useful in later life, and it's a great way to look at general coding, but a whole 3 year course focussed on game development is possibly too niche. Comp Sci gives enough to be able to code, and you can learn AI and physics etc. at home building on those skills.

    So I think Game Development isn't a great idea. Computer Programming with an emphasis on realtime systems covering the components of gaming (3D principles, geometry, shaders, compute, AI, yada yada) with some (cross department) game development modules seems better balanced, and gives students the opportunity to branch into scientific computing etc. when the job market becomes too crowded with graduates.
    Reply +18
  • ShiftyGeezer 15/02/2015

    It is indeed very cool, but extremely localised. On the map of Studio schools, there's basically none in my locale. As ever, some people will be really lucky and get a golden opportunity based on parents' wealth (private education) or location (near a Studio school). Many others will be unlucky, only having a choice of a poor state schools that are a bad fit for them. And we'll sing the praises of the successful, lucky ones who got the breaks, and criticise the troublesome youths who didn't get the breaks and just make a nuisance of themselves. There could well be a fabulous game designer in potential growing up away from such a school in an unsupportive family in a no-opportunities environment who needs the help from something like this but will never get it.

    Ultimately, there needs to be a better way to reach children (and people in general. Adults need support too, especially when things started badly) and support their development then localised brick-and-mortar institutions. It needs to be the determination of the child that fuels their success (supported by a society encouraging them, as sometimes the parents don't) and not a number of chance elements giving them a leg up over the competition.

    This concludes our Politics on Sunday broadcast. ;)
    Reply +9
  • Rich Stanton on: Requiem for a dreamer

  • ShiftyGeezer 14/02/2015

    @Fox-2076 : Has anyone said never give him another chance? He shouldn't be trusted. He shouldn't be afforded any opportunities on promise. Any second chance he has to pull off on his own. Off his own back, with his own considerable money, right his own wrongs by delivering some of his promises. Until he does that, he needn't be supported by a sympathetic gaming community any more. Reply +4
  • ShiftyGeezer 14/02/2015

    @riz23 : Credit where credit is due. Talk about his history for exactly what it is. Praise his successes, criticise his failings. What we shouldn't do, with anyone IMO, is ignore someone's significant shortcomings on account of doing something well. That's basically giving people carte blanche to be asses if they excel, such as footballers who get away with being crap human beings because they can kick a ball around.

    Personally, I consider it far more important for a person to be trustworthy and genuine than to for them to have a good computer game idea.
    Reply +4
  • ShiftyGeezer 14/02/2015

    @Silverflash : If I believe he had anything left to contribute, I'd agree with you. I don't think he has. I see nothing supporting the view that he'll provide another Populous yet. Ideas like unimaginably large worlds are being created by people like Hello Games with No Man's Sky, a tiny Guildford based outfit. There's plenty more British to come to this industry without PM.

    I repeat my analogy with George Lucas. George Lucas's Star Wars was amazing. The guy was genius. Only I've learnt that he leant heavily on the talents of other people in creating the original film, and Episodes 5 and 6 were scripted and directed by other talent to Lucas's story (that he was changing as he went). In Episodes 2 and 3, the pure, unadulterated Lucas shines through, and the products were crap as he utterly breaks his own lore and story. And then Lucas just reworked SW over and over again, unable to produce anything new and worthwhile. So shy of the ideas for Star Wars and Indiana Jones back in his hey-day that were made fabulous by many other people, he's had little to contribute to the art.

    I see Molyneux as the same. He had some great ideas when the gaming world was fresh, and some great talent made it happen. I don't see him making anything worthwhile again. Look at 'Project Milo'. Not a fabulous reimagining of gaming and it was all fake to boot. Ideas are a dime a dozen and there'll be other visionaries and talent to invest in.
    Reply +4
  • ShiftyGeezer 14/02/2015

    @Silverflash :
    He doesn't realize that the disappointment, hurt, anger and bile are the ways in which former believers are coping with the reality of a fallen god, ironically enough. They rail and froth against him with the passionate fury that you can only feel against someone you once truly, deeply loved.
    Speaking for myself, that's nothing like. I valued the guy's work but never revered him. My anger is because I kept affording him trust and supporting him and giving him the benefit of the doubt, over and over again, and he kept asking for that. Ultimately, it's an issue of 'betrayal'. That's a strong word, but I think the apt one. He asked for our trust, repeatedly, and every time let us down. You can't have a positive relationship with folk if you keep betraying their trust. And fundamentally, there are those of us who believed he was a 'nice guy' who are starting to see that more as an act, perhaps one from a delusional psyche.

    If so, we will all have lost something. The industry...cries out for the creativity and playfulness that he is so good with, provided there is a leash on him.
    I disagree. He hasn't contributed anything of worth in a decade or more, and the value of his contributions since Bullfrog are pretty minimal IMO. What value is airy-fairy ideas that can't ever happen, and stringing people along with the promise of things that'll never happen? Indie games are showing loads of playful, creative, original thinking, without the bullshitting and with practical nonce to actual make real ideas happen. I completely disagree that Molyneux is irreplaceable. If he drops out the industry, no-one will notice. There won't be any incredible games or experiences lost to us because he doesn't create anything incredible any more.

    In fact, he possibly never did. It was his team that created the games. As his team has changed, so has his output, suggesting, like George Lucas, it was his staff taking Peter's wild, incoherent ideas and taming them into something special. I'm starting to believe his contributions to the industry have been as exaggerated as his ideas. How much of Populous was Molyneux and how much was the development team? Did he design it down to all the balance and features, or did he say, "I've an idea where you play god!" and the actual game was the product of the team?
    Reply +2
  • ShiftyGeezer 14/02/2015

    'Just lie. Just lie, get the machines, and sort it out afterwards.' Of course, I ended up lying."
    In Marvel speak, this is his character's origin story!
    Reply +41
  • The God who Peter Molyneux forgot

  • ShiftyGeezer 11/02/2015

    @smelly :
    But in the winner video he promises 1% of the revenue.
    Okay, I didn't know that. I haven't watched the vid - couldn't stomach it. If there's such a promise there, there's a legal case for sure, although it can of course be debated. eg. Yes, he's entitled to 1%, after the game comes to a close in the year 2041...
    Reply 0
  • ShiftyGeezer 11/02/2015

    @LordDemigod :
    But in the contract he signed at their office it surely said that he will be paid 1% of whatever they make on Godus
    Yes, but there was no contract to give that contract. ;) Meaning if Brian brought a lawyer along and the lawyer said, "we don't like these terms," 22Cans could have given him an honorary title and a box of chocolates instead. They weren't obligated to give any prize at all (unless the T&Cs say different), so I doubt they'd care to argue out a legally acceptable prize to both parties.

    I honestly don't think there was anything Brian could have done to improve his situation. But he hasn't lost anything. It's just a story in the end, and one more revealing portrait of Molyneux.
    Reply +6
  • ShiftyGeezer 11/02/2015

    @zegerman1942 : Okay, split the difference. The maximum complexity of games was capped to make them much easier. However, to create a simple platformer like Fire and Ice back on Amiga was much harder than creating the same thing now in Unity or UE. So for a given game complexity, I think things have become easier, but the expectations have also grown. Reply +1
  • ShiftyGeezer 11/02/2015

    @LordDemigod : Not when he entered the competition (downloading Curiosity and tapping the cubes). AFAIK there was no signed contract at the point he won and any agreement that he'd win anything was non-contractual. Heck, Brian even admits he didn't realise he'd really won anything! Reply 0
  • ShiftyGeezer 11/02/2015

    @LordDemigod : I'm not sure a contract would mean anything because there was no contract between 22Cans and the winner other than a verbal one which made no material promises.

    It was only after someone 'won' that a contract was drawn up, and if the winner didn't accept, there wasn't really much 22 Cans could be held accountable for. The only 'term' I recall was it wouldn't be money and it would be 'life changing', and giving someone a puppy can be life-changing.

    Plus a lawyer costs money, and there was no guarantee of anything like money for winning, potentially leaving Brian out of pocket for his 'win'.
    Reply +3
  • ShiftyGeezer 11/02/2015

    @zegerman1942 : To be fair on the development teams, games were never easier to make. The limits of the technology and tools made any sort of game incredibly difficult and the best games made excellent use of the finite resources with superb software engineering. Games are more complex now, but the tools and techniques are also better. So basically, games have never and will never be easy to make.

    Bullfrog were an incredible developer. Molyneux had a couple of great ideas (he did single handled invent the god game!) and managed to get a team of talented developers to realise it. But his contributions to the industry, some vague, epic visions, stopped being useful at the turn of the millennium. Maybe, Fable was his last meaningful contribution, though only after the empty promises of titles like Back and White, and even then Fable didn't live up to promise even if a good game.
    Reply +3
  • ShiftyGeezer 11/02/2015

    @joeymoto108 : I don't believe anyone can go through what Molyneux's gone through, with all the many public apologies, and remained genuinely air-headed and well-intentioned and rather naively clueless. If he's not consciously aware of what he's like now, he's got a mental issue regards disassociation with reality. It's far, far more likely that he's learnt if he presents a humble, repentant face, he can win back good, conscientious, trusting people. I don't think there's any substance to the man. Reply +10
  • ShiftyGeezer 11/02/2015

    Godus is one of the most monstrous microtransaction abominations out there. Not so much because it's doing what everyone else on mobile is doing, but because it hides that fact from you when you start, and asks for a 5 star rating on the promise and expectation of being awesome, and then changes the rules to inhibit the game.

    Molyneux is a shyster. He's allll mouth, but nothing he says can be trusted, and he keeps frickin' apologising but keeps acting the same way. Nothing but empty-promises and excuses.

    Populous and the Amiga era were awesome, but Molyneux's a spent force and should be forgotten. Certainly not given the god-like coverage he's afforded (although at least this article is giving him and his charlatan posse a good media thwackin'). He hasn't done anything to deserve the level of interest he's shown in well over a decade, I'd say, and there's new talent that's far more deserving of coverage.
    Reply +30
  • Eurogamer has dropped review scores

  • ShiftyGeezer 10/02/2015

    Good move. Your short intro guidance is a clever and excellent alternative to the numbers, and the retrospectively applied reviews in your Recommended section show you've crammed a lot of meaning into a short character count. That's excellent, meaningful writing serving the purpose of communication. Reply +1
  • Runescape player swatted in front of 60K Twitch viewers

  • ShiftyGeezer 09/02/2015

    @jambo74 : The call locations are spoofed which is why this is an issue. Otherwise they'd catch every culprit and no-one would risk it. SWATting has a very low chance of being captured and convicted which is why it's on the increase - low risk, big impact.
    Reply +12
  • Threes creator halts work on PS4 RTS Close Castles

  • ShiftyGeezer 05/02/2015

    Dislike his take on the genre. If it's not his thing, don't play it. Play something more actiony. As for shaking up RTSes, has he not seen Mushroom Wars on PS3 (and a host of similar games on mobile)? Very simple, direct RTS. Reply -1
  • Huge PS4 sales boost Sony profits

  • ShiftyGeezer 04/02/2015

    @Strange_Days : Not true. Look at the breakdowns - Imagining is doing well. So is Music. And Devices. And HE&S. And Finance. Reply +3
  • ShiftyGeezer 04/02/2015

    @bigfriendlygamer :
    I wouldn't put the fact that a title is 'AAA' as being any sort of barometer for quality
    Which is ironic as that was its origin, a way of grading on an alphabetic scale where B < A < AA < AAA. Who the heck assigns the 'AAA' rating anyhow? Marketing departments, it seems.
    Reply +7
  • Faster, Windows 10-compatible Raspberry Pi 2 released

  • ShiftyGeezer 03/02/2015

    @dbaaz : At least it's a 30 Pi that's just become outdated and not a 300+ phone/tablet! Buying a new one isn't completely unrealistic. Reply +2
  • ShiftyGeezer 03/02/2015

    @monty_79 : Also give Unreal a look. Unity has its issues (eg. long term bugs not fixed) and you get Unity users suggesting a switch to Unreal as Epic sound more dynamic, by reports. I'm sure Unreal has its issues too! But once you've used one a lot, you get kinda invested, which somewhat limits your options. I chose Unity for my current game not because I sampled the different engines and decided it'd be best, but because I already knew it and reckoned I could make it work. But UE might be a better fit. Also, don't fall for the earliest tutorials. The early tutorials have you creating stuff in minutes and leave you believing you can create your game in no time, but they always follow a simplest path, quite often using bad practice as a shortcut to get something working quickly.

    This is my 'tappy' game (actually requires skill)
    Android -

    iOS -

    I had the prototype, full gameplay, working in Unity in 2 hours, but it took a couple of months (!) to actually create the finished product despite being so little there. The complexity of game development is way, way higher than people without experience would ever guess!

    Settle in for the long haul and don't rush. Honestly, the most sensible advice, most common advice, and the advice I ignored like many a foolish Indie-wannabe, START SMALL! The forums are full of kids with posts like, "I want to make an MMO," and, "I want to make a Minecraft game." they don't succeed. Dungelot ( is a Unity game started as a Zelda game, but the dev was smart to let it evolve based on his abilities and experience, realising their original vision was too grand. I think it took four months. An incredible achievement for a noob! Wish I could work that fast!
    Reply +3
  • ShiftyGeezer 03/02/2015

    @monty_79 : There are many, many tools and languages on PC. The Pi is no easier than PC to learn on - it's just cheaper! And the latest tools like Unity and Unreal Engine benefit from monster machines to develop faster, and do a reasonable amount to reduce code requirements. In fact, programming is only a small slice of the development workload. Unreal Engine can manage some simple games without a line of code being written, so I'm led to believe.

    Best advice is to grab something like Unity for free and work your way through a gazillion tutorials. But bare in mind that the complexity is exponential. Depending on the game you want to create, you might need to spend over a year understanding the tools. I've a few Unity titles under my belt and am working on a significant third, and every time I need to use a system I haven't used before, like the animation system, it takes quite a while (not least because documentation isn't always great!)

    Or, short form, coding is actually only a small part of indie game development. For game development specifically, learn the tools. Only learn coding for reals if you want to specialise as part of a team.
    Reply +10
  • New Dying Light patch accidentally blocks mods

  • ShiftyGeezer 03/02/2015

    @spamdangled : But it's not anti-consumer because there's no forced sale to the consumers! It's not like consumers are being made to buy this thing before reviews are up. Anticonsumer is paying reviewers to rate a game more highly, or bait-and-switch, or a number of real actions that wrangle people's money undeservedly. There's no part of the law covering consumers that applies to getting good, trustable reviews for products.

    eg. King Oddball on PS3. Releases tomorrow. No review for it on EG. Is that anticonsumer? SUMICO on 3DS. Launched last week, no reviews anywhere.

    If you want reviews of games before buying (an intelligent OPTION for consumers) then wait for them. If reviews aren't necessary for you to make a purchasing decision, it doesn't matter when they come out or even if they come out. If you want honest, well written reviews that you can trust, hold the review sites accountable. If they rush a review out, that's their problem, not the game's. Jim Sterling could have taken a couple of days to review the game if he took pride in his job and the service he was wanting to provide.
    Reply -1
  • ShiftyGeezer 02/02/2015

    @IronSoldier : Did you decide to buy the game without a review and now regret it? In which case, why not wait?

    Or did you not buy the game because reviews weren't out? In which case, what's the problem?
    Reply -2
  • ShiftyGeezer 02/02/2015

    @Pandy : The only thing harmed by this is launch-day sales if gamers have sense as consumers and wait for reviews. If gamers are waiting for reviews and, not seeing any within 24 hours of release, decide to buy the game anyway, more fool them. Review sites aren't even obligated to review every game, so you could wait on a review forever if its not on their radar. Reply -2
  • ShiftyGeezer 02/02/2015

    @IronSoldier : You're confusing an embargo with not having review copy available. The review code was very late, presumably because Techland were wanting longer to work on it and have it review better. There's no law stating when review code has to be available before launch. It's also reviewing okay, so it's not like Techland were hiding a turkey.

    And you don't have to buy a game the day it's released. If you want buying advice from the press, wait until they've reviewed it. If there are no reviews (embargo or no review copies sent), don't buy it, wait for other user reviews.

    The reason there was no call-out on the review details is because there's nothing special about them. They were sent a copy and reviewed it. There was no event, no free lunch - there was nothing to declare.

    All an all, I don't see anything unconsumer-friendly about the situation. The review copy was just late which isn't a crime and doesn't put consumers at any disadvantage (save those who'll buy a game Day 1 unless they read a review telling them not to, who are technically Chumps rather than consumers).
    Reply 0
  • Meet Monster Boy, the spiritual successor to Wonder Boy

  • ShiftyGeezer 02/02/2015

    Wonder Boy in Monster Land on Master System was a favourite game. Great style, pacing, and play. Bought the PS3 version and was very disappointed that it was an Arcade version, not Master System, and it played horribly (wanting you to stick in more quarters to keep playing, no doubt). Wouldn't mind a true 'sequel', but the pacing would have to be right. I think games these days tend to be a bit too high-tempo, at least for my (current) tastes.

    Reply +1