Okay, so I lost everything. That is, in short, that I crammed my life into a bag and then proceeded to leave it on a train. There are excuses I could make but in the end I am just an
Gun Loco sets a frenetic pace to its action. As a third person shooter it bucks the current norm of cover-focused combat in favor of mobility.
Square Enix is changing things up a little in its up coming PSP title The 3rd Birthday. In terms of heritage the game is a sequel to the Parasite Eve titles, a pair of survival horror role-play games that came to the original Playstation, which were in turn based on a Hideaki Sena book of the same name.
Having been a vehement protester of the trend towards 3D and pushing for something when many consumers aren’t ready recent changes in my life made me reassess.
DoFuss has moved, or more accurately I have moved, back to the UK. After nearly seven years in Japan the time came to head home and start looking for work in the game industry seriously. It is going to be an uphill struggle…
We are back for the almost-last DoFuss Show. December will see the last DoFuss Show with my return from Japan to the UK. As I won’t be in the ‘land of the rising sun’ any more, the opening lyrics claim that I am ‘the number one gaijin, the man in Japan who can’ will become hopelessly inaccurate so (as we can’t be bothered to rewrite the theme tune) we decided to cancel the show.
So yeah, remember that post about the triumphant return of DoFuss? It not far back, maybe four posts… and two months ago. Not so successful I am sure you will agree.
Once again the Tokyo Game Show has been and gone, and for the third, and possibly final time, DoFuss visited Tokyo to bring you our impressions of the games on the floor.
DoFuss: Originally Alan Wake was originally intended to be a more open world title. Why was this initial vision abandoned? With this shift were any cuts or changes made to the narrative?
Mikko Rautalahti: Well, there were many factors in it, of course, but it mostly came down to what we wanted to do with Alan Wake. We knew we wanted it to be a moody, atmospheric game with palpable tension, one that took us halfway into the head of the protagonist and kept the player guessing. And that’s not really the kind of a thing open world games are best suited for.