My most recent Well-Red Mage review was probably the toughest one I’ve done.
I knew Knack would be a tough one from when I started playing – it’s a repetitive game that seems a lot longer than it’s thirteen levels. I actually started playing Knack in July (I think? It’s a bit of a blur) but it got put on hold due to a failed house move and I really struggled to motivate myself to go back and play it.
Then I changed blog so I was distracted dealing with that. This was followed by a refurbishing of my living room which stressed me out no end – I hate anyone unplugging and moving my consoles about, I’m scared that they will get broken. By now it was nearly October and I was starting to stress about playing Knack..I’d originally planned for Knack to be published on The Well-Red Mage in September.
I sat down in October and gutted it out, playing Knack as much as I could and drafting the review as I went. This led to another problem – I had now set myself a deadline of 15 November (Knack’s fifth year anniversary of it’s release) and was running out of time. I managed to finish the game, but writer’s block caught up with me, as did an irritating virus that sapped my stamina and resolve to write about PS4 launch games.
Basically, I finished the review Gary style – I got to 12 November and had two late, late nights smashing through the Knack review. It was painful and intense, but I finished the review and could move on from Knack. It’s weird how games can take over your life – I’ve basically had Knack at the forefront of my gaming for nearly six months, which I imagine is longer than most people did!
So, if you read the review (or have already read it), thank you! As much as I have been moaning over the last few paragraphs, I really enjoy writing these reviews and plan to write a lot more….just in a more sensible and efficient manner…..
Technology… the knack of so arranging the world that we don’t have to experience it.
“The following is a contributor post by the Hopeful Sega Mage.”
The launch of a new console is always a stressful event for all concerned. Consumers, game retailers, publishers and of course, developers. I always think developers have one of the most important jobs of a console launch as they are the ones helping to sell the system via the software they develop. Talk of vague terms such as ‘blast processing’ and ’emotion engine’ doesn’t sell consoles. Super Mario World sells consoles. Halo sells consoles. Tetris sells consoles.
The launch of the PlayStation 4 in November 2013 was a landmark event for Sony. The PlayStation 3 had lost out to Microsoft’s Xbox 360 due to it’s initial price, awkward install times and it’s inferior online functions. With the PlayStation 4, Sony…
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