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Mushihime-sama

This entry is part 1 of 4 in the series Mushihime-sama

When creating a game, the most important thing to be is flexible. One day your game could be an ultra

RayCrisis: Series Termination

This entry is part 3 of 4 in the series RayForce

The Ray- series has a morbidly fascinating backstory to it, light and understated though it may be. Granted, RayStorm did not get really grim

Espgaluda

This entry is part 1 of 2 in the series Espgaluda

Cave’s 1998 psychic-themed shoot-em-up ESP Ra.de was well-received in arcades and remains fondly regarded (infinite boss milking excepted) today: regular requests for

ObsCure: The Aftermath

This entry is part 2 of 2 in the series Obscure

A few years later, Microïds felt lucky and gave the green light for a second ObsCure in 2007, smartly called ObsCure II… at

Yoshi

It took less than a year after his debut as a helpful steed in Super Mario World for Yoshi and his colorful

Amnesia: A Machine for Pigs

This entry is part 2 of 2 in the series Amnesia

The second full game in the Amnesia series wasn’t developed by Frictional Games, but instead was taken over by The Chinese Room,

Cat Lady, The

The attachment formed between a player and a character in a narrative-driven video game is in some ways greater than

Marvelous: Mouhitotsu no Takarajima

The new possibilities offered by Nintendo’s 16-bit system made a lot of developers enthusiastic to create innovative games. Quite a

Enemy Zero

Of all of Warp’s games, Enemy Zero is probably the most conceptually interesting in terms of mechanics, even if it’s the most

La-Mulana

This entry is part 1 of 2 in the series La-Mulana

“My work is a thing to kill the player.” – Takumi Naramura You can find Naramura, the designer of La-Mulana, in a

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