Michael Abbott reports:
''PixelJunk Eden is a masterful collection of opposites: easy and difficult; simple and intricate; stark and sumptuous; soothing and infuriating; innocent and devious. It strikes that perfect Mario-mantra balance of easy to play and difficult to master.
Persistence is rewarded, but luck helps too. Strategy improves your odds, but sometimes having no plan is the best plan. Patience can pay off, but sometimes aggressiveness works best. In the later levels, you will need a savvy combo of all these to survive, but just like the best Mario games, PixelJunk Eden seems to know just when you need a mushroom, er, crystal. Rely on this too much, however, and, just like Mario, the game will stop holding your hand and insist you progress on your own.
At the Game Developers Conference in February, Cuthbert spoke about his desire to establish a consistent design aesthetic for the PixelJunk series based on "simplicity, familiarity, and originality." It's easy to see how these three elements define Eden, but they don't quite tell the whole story. With each PixelJunk title (Racers, Monsters, and Eden) Q Games is clearly growing in its understanding of how to build a unified gaming experience around "simple, familiar, and original." Racers had a distinctive look, but problematical gameplay; Monsters had the look and gameplay down, but the game was mostly a dressed up version of Desktop Tower Defense.''
Where do new game design ideas come from? It's the kind of question that might come to mind playing PixelJunk Eden or Noby Noby Boy for the first time. Here, game creators from both titles voice their perspectives on the subject of creativity in the video game industry.
This discussion between the two creators offers various insights into their views on what matters most to creating enjoyment through game design.
I enjoyed this interview very much. It brings many questions that I commonly ask myself when it comes to the current state of our industry.
Nidzumi writes: We recently had a chance to quiz Minimal House Music Producer and Graphic Designer, Baiyon. Better known with in the games industry as the man behind the music and visuals in a game succinctly known for it's unique audiovisual style, Pixeljunk Eden. We find out about cut features of Eden, what Baiyon would love to move onto and the possibility of a second encore expansion for Eden.
Q-Games is a small Kyoto, Japan based company that has come a long way since its first release of PixelJunk Racers. Since then they have released two more installations in the series: Monsters and Eden. Because of the continued success of these titles, the developers have continued to support these titles by releasing expansions.
I've never thought about a PSN title as a "Day 1" purchase. I will always be exited to see a new pjGame.
Although it wasn't a day 1 purchase for me, (since i didn't know what it was, and wasn't familiar with the quality this studio puts out) i played eden to death. Got all the spectras and all the trophies. Definitely gets harder and more interesting towards the end!! SSHD was day 1 for me tho. Don't regret it. Love PSN titles. Great quality.