HIGH An exceptional narrative and combat system that builds upon years of experience.
LOW Some slowdown and visual quirks.
WTF I urge all readers to watch Ghost Dog: The Way of the Samurai before playing this game
HIGH An exceptional narrative and combat system that builds upon years of experience.
LOW Some slowdown and visual quirks.
WTF I urge all readers to watch Ghost Dog: The Way of the Samurai before playing this game
Disclosure: This is an article written and released by Ubisoft, and sent to GameCritics via Ubisoft PR. While we don’t usually run PR releases, given its focus on accessibility and our lifelong dedication to same, we’re happy to share this information. The article can be seen in its original format here.
HIGH Soulslike combat with a minimalist art style and a pacifist narrative.
LOW Tedious waves of the same enemy types and harsh penalties for missteps.
WTF Why have different buttons to talk, pick up and read instead of one ‘interact’ button?
HIGH A riveting supernatural story with a legendary legacy.
LOW What do you mean the other half is still in production?!
WTF The tonal shifts when encountering a bad ending and reading the cast commenting on your failures.
This article is the second installment of Darren-Kun’s Magical GungHo Adventure! If you haven’t read the introductory piece, you can find it here.
In this column, Darren sat down with Kazuki Morishita, President and CEO of GungHo Online Entertainment. Known for taking a very active, hands-on role in game development, Morishita-san was kind enough to set aside several hours for interviews with us to get his thoughts on a wide range of topics ranging from GungHo’s particular approach towards creating entertaining videogames, the differences between developing for mobile and console gaming, and the challenges involved with targeting global worldwide releases for their IPs.
Sometimes, good things just sort of land in your lap.
You might be walking down the street and see a dollar just laying in your path. Maybe a barista asks if you’d like a drink for free that she made and nobody wanted. Other times, it might be something more substantial, like visiting a foreign land to attend a game convention and getting to interview some of the most important and well-recognized names in the Japanese games industry.
In my case, that last one is exactly what happened to me.