“Our earliest thoughts on it were, ‘Let’s make a Goonies RPG!’” says Rex Crowle, of studio Foam Sword Games.
What makes one retro-styled platformer fly, while another – released just days later – flounders? This is the tale of Snake Pass and Yooka-Laylee.
Why do we put difficult games on a pedestal? Perhaps it is risk, reward, and potential for loss – not the difficulty itself – that makes it exhilarating.
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