The year is 1922 and I've just arrived in Innsmouth. The bus I rode in on appears to be falling apart at the seams, yet it was the only transportation I could find into this remote seaside town. I've come to Innsmouth in search of a young man. Brian Burnham went missing while trying to establish a Grocery chain in this isolated village. By the look of the residents, my arrival's not welcome. Besides the disgruntled demeanor and unwillingness to assist in my search, they all look worn down. A sort of gray as if the sea has slowly eroded them. Turns out the bus I rode in on won't be leaving any time soon, yet it looks like I have a room reserved at the inn.
Call of Cthulhu: Dark Corners of the Earth is a game on a entirely fresh spectrum, even for it's age. It takes parts from numerous different styles and blends them quite expertly. While absolutely in first person view you have no HUD to assist you. That includes health, ammo count, and crosshairs. Inherently difficult, the lack of a HUD adds to it as well as to your immersion, a point I feel the devs took extra care to make.
Developed by Headfirst Games and published by Bethesda, 2K, and Ubisoft, you might notice some very large names had a hand in creating this masterpiece. Not to mention, it's all based off of H. P. Lovecraft's work, the progenitor of the "Cthulhu Mythos", namely "The Call of Cthulhu" and The Shadow over Innsmouth." Unfortunately, the failure of Headfirst left them bankrupt, and the two following Call of Cthulhu games remain on a scant number of lists as "canceled games that could have been some of the greatest games of all time."
Labelled by the daily Telegraph as The scariest game you've never played second only to Amnesia: The Dark Descent, which now has had quite a bit of attention. Call of Cthulhu: Dark Corners of the Earth is a story I feel should not fade away. I highly recommend you turn the lights off, grab your controller and hold tight to your sanity.
It's time we had something a tad bit... Light hearted. Which fits nicely as that drops us smack dab in the center of Slumberland.
Our young Nemo's adventures were first established by Winsor McCay, in the comic strip known as 'Little Nemo in Slumberland' back in 1905. Following that the movie aptly named "Little Nemo: Adventures in Slumberland" came from Tokyo Movie Shinsha around 1985. This epic platformer was later based off of the movie beyond sharing just a resemblance.
Seeing as how this game has such a deep past and being from the past, it's graphics don't stand up to modern Triple-A Titles, but that's not why we're here now is it? Even though dated, the look of it is nothing but cheery, bouncy, and fanciful. Enough merry sprites to make even the gruffest Gorilla smile.
As you bounce from one giant mushroom to the next, and through flowery fortifications, Nemo only has one tool to fend off your adversaries. Candy. Individually wrapped hard candies. Against the lion's share of foes it will barely distract them, yet for a few, it will lull them into a nap allowing you to command each, giving you differing skills and strengths. Climbing walls, jumping higher, or even digging straight through the ground itself, just a few of the interesting abilities Nemo can show you.
Nevertheless, if you're looking for an old-school challenge, Perhaps you should sleep on it.
Heading back to 2002, Genki released this Survival Arena Gem exclusively for the Original Xbox. This is the beauty that first convinced me to dish out my hard earned money to Microsoft. That's right, not Halo, DOA, nor Morrowind, Phantom Crash.
A rather unknown Mech battle simulator with a simplistic story places the protagonist directly into the skirmish. Unlike the majority of Mech games, this one focuses squarely on stealth and surprise than aim and maneuverability. Therefore, using your limited invisibility efficiently will be the largest deciding factor in whether you crash or your enemy collapses. Before you embark on your conquest of destroying each and every man or machine in your path, first you need a Mech, named Scoobees, and this is where the real action begins.
The customization of the Mechs, even with only three base models to choose from, can completely alter your strategy. Would you prefer compact, high rate of fire rifles to pepper the enemy down? Or a mighty single shot that could spell trouble if you miss? Personalization includes just about everything on your Mech, ranging from the AI all the way down to the paint job.
To conclude, if you've been craving carnage but the current Triple A's can't handle it, it's time to hunt.
Only on Xbox