Those of you who have been reading Gaming Trend for a while know I have very little love for third party controllers. Microsoft and Sony spend millions developing each and
I remember playing in LAN parties fondly in my youth, from Unreal Tournament to Quake Arena but I thought those days were in the past. That was, until I found
[The following contains spoilers for The Order: 1886. Reader discretion is advised]
The Order: 1886 is a game with its fair share of problems.
As we discussed in our spoilercast
Building a point-and-click adventure in today’s video game market is a tough achievement. In order to do so well, you must blend the classic point-and-click adventure tropes such as
Mario vs. Donkey Kong has always been a series that requires careful planning just as much as it does quick reflexes. The series has always tasked players with charting out
With a name like Mario Vs. Donkey Kong, this game might be mistakenly confused as a bout between the mustached plumber and his onetime nemesis, the barrel-hurling Gorilla. And while
Creating a video game experience that pleases wrestling fans is a difficult task, one that many cannot understand unless you are a true fan of the sport. Obviously, Japanese developer
Below is the full interview performed with Paolo Chikiamco…
First off, what was the inspiration for the development of the game?
I was always a fan of narrative-heavy, choice-significant games
I’m always on the hunt for a good cooperative multi-player game, but sadly they are far and few in between. I tend to disagree with what other people consider
Family. Loss. Revenge. Sacrifice.
These themes are the tenets of Oreshika, a way of life for a game about a house cursed to charge relentlessly into the slaughter. Even in
ScreamRide is a Microsoft exclusive title that has successfully fused the creative depth of Minecraft with the destructive, exhilarating gameplay of the Burnout series. After its debut at Gamescon 2014,