sleep-is-death

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  • Best of the Rest: Griffin's picks of 2010

    by 
    Griffin McElroy
    Griffin McElroy
    12.29.2010

    Cave Story I am mad at everyone I've ever known for not telling me to play Cave Story before I grabbed it late last year. Within two months, I had beaten it four times across two different platforms. It's arguably the most charming game I've ever played, with deep layers of Metroidvania-esque exploration and a level of difficulty which expertly straddles the line between challenging and frustrating. It's one of the most polished games I played during the year, and if you find yourself with an overabundance of virtual Nintendo currency, you absolutely need to own it. Twice, if you have the means.

  • Sleep Is Death is now pay-what-you-want

    by 
    Richard Mitchell
    Richard Mitchell
    05.14.2010

    As of right now, there is absolutely no reason you shouldn't at least try Jason Rohrer's delightful, unique game, Sleep Is Death. Rohrer has officially lowered the price to ... well, whatever you're willing to pay for it. The minimum is $1.75 -- in order to cover processing and bandwidth fees -- but beyond that you can set your own price. The purchase nets two copies of Sleep Is Death -- one for you and one for a friend on Mac, Linux, or PC -- along with access to all future updates. In case you missed our hands-on impressions of the game, it's essentially an adventure game with a sizable twist: it's actually being created as you play. It can only be played between two people, with one acting as the 'player' and the other acting as 'controller,' who creates the story and game assets on the fly. If it sounds bizarre, it is, but it's also one of the most intriguing game concepts we've seen this year. Whatever you choose to pay for it, it will be a small price to pay for the opportunity to create stories like this. [Via GameSetWatch]

  • Hands-on: Sleep Is Death

    by 
    Justin McElroy
    Justin McElroy
    04.05.2010

    A lot of game critics you talk to will tell you that, after making a career of playing games, it takes a lot to impress them. But that's not exactly the truth. Perhaps I shouldn't speak for them, but I know for me that all it really takes for a game to knock my socks off is that smallest yet boldest of features: A single great, new idea. I'm not talking about squishing together the dual-stick shooting of Geometry Wars and RPG elements and hoping for the best. I'm talking about an innovation that takes a single step back from the whole idea of what video games are and reapproaches it in a way that feels utterly fresh. Sleep Is Death is just such an idea.