Tag Archives: deadcore

Talk of the Ninja: DeadCore

Do you want me to talk about Dragon Age: Inquisition today? Well fuck you.

Just about all my online video gamer friend people have been talking about Dragon Age lately, on Twitter and the like. I really want to share in the enthusiasm, but that desire is crushed by my utter apathy for the franchise. I just do not care for Dragon Age in any way, shape or form. I own the DA:Origins Super Edition or whatever, the one that comes with all five thousand DLCs, and I played maybe a third of it before I tossed it aside. I tell myself I need to give it another chance, but man, just thinking about watching those elves and dwarves talk about the evil bad guy invasion while showing all the passion and emotion of an accountant filing his client’s tax returns makes me sigh in exhaustion.

So instead of talking about a game that interests everyone but me, I’m going to talk about a game that interests me and probably nobody else.

deadcore 3

 

This right here is a great example of a game that’s hard to pitch. Deadcore is a first-person platformer that emphasizes high speed, precision, and disorienting powers, combining these elements to form challenges that are both brutal and confusing. It’s pretty much become common knowledge that first person platformers (sans Mirror’s Edge, which is less traditional platforming and more parkour) are a damned genre from the late 90’s. Everybody hates them, and everybody dreads when a platforming challenge or “jumping puzzle” comes up in a retro game.

But here’s the thing: I fucking love this game.

I love dashing from floating platform to floating platform. I love that the limited perspective makes it harder to judge jumps. I love carefully landing in a safe place after dashing between several different floating platforms while dodging death lasers, and I’m totally fine with dying a dozen times in the span of a few minutes to make it through. I had a blast with this game, even though I know that statistically you probably wouldn’t.

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