When Technos brought their pioneering Yoshihisa Kishimoto designed 1986 beat ‘em up Nekketsu Koha Kunio-kun overseas, they changed its name to Renegade and altered the […]
Author: Michiel Kroder
Dance of Death: Du Lac & Fey
So get this, right? Apparently, Arthurian figures Sir Lancelot du Lac and sorceress Morgan le Fey were bound and made immortal by Merlin’s magic when […]
Smoke and Sacrifice
Michiel Kroder offers up his review of Solar Sail‘s open-world, narrative-driven RPG, Smoke and Sacrifice Almost a year ago I was tempted to hold up […]
Battle Princess Madelyn
The idea for Battle Princess Madelyn came about because its head of development, Christopher Obritsch, loved playing Ghouls ’n Ghosts while his daughter Maddi watched. […]
Raging Justice
Fan of vintage brawlers Michiel Kroder reviews MakinGames‘ nostalgic, rambunctious debut. “Whatever happened to the scrolling beat ‘em ups, the Double Dragons, the Final Fights […]
The subjectivity of difficulty
So here we finally are, at the conclusion of Michiel’s three part article on difficulty in videogames. In the first part, I argued why difficulty […]
The real fake difficulty
Michiel Kroder discusses the idea that some videogames that are touted as being difficult actually lack real consequence for failing To summarise my previous piece […]
Why difficulty really matters in videogames
If you have read my previous contribution to Cane and Rinse, you might think of me as someone who’d welcome any breezy, pleasant piece of […]
‘Git Gud’, or: An ode to the monogamous gamer
Up until now I have remained faithful where it concerns my romantic relationships But I have a confession to make; I can hardly remember a […]