Repost: Professor Layton and the Hell Yes

Sunday, September 26, 2010 :: Tagged under: pablolife. ⏰ 3 minutes.


Hey! Thanks for reading! Just a reminder that I wrote this some years ago, and may have much more complicated feelings about this topic than I did when I wrote it. Happy to elaborate, feel free to reach out to me! 😄


My last blog before this got digitally bulldozed: I was hosting on a pay-per-webserver and when I got a new credit card forgetting to update the account, they sent one spam-collected warning before they deleted my site. Luckily I was able to salvage most of the posts via Google Cache, with the hope that I could write a script to de-WordPress-HTMLize them, and upload again so they could see another day. I haven't done it yet, but might still. The main reason I haven't is because a) those posts had lots of images I hosted on the server as well, which makes them uglier, and b) those posts are like these, but much more boring.

But I might re-post one or two every here and there. Here's a re-post from September 4, 2009, when I was playing Professor Layton and the Diabolical Box. I just got the sequel, Professor Layton and the Unwound Future (official site, trailer), and most of my sentiments are still the same:

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Anybody following my tweets for the past 4-5 days knows I've only really tweeted about one thing: Professor Layton and the Diabolical Box.

This is a breath of fresh air. Not even: I've written before about growing up during the Hollywoodization of the games industry, and in that context games like this are a fresh salad in a strip mall full of Krispy Kreme's. This game is a bargain for twice the price.

It would take a much-better planned post to cogently and coherently explain this game's genius, but to take a line from the movie Spy Game, I'll try to achieve "twice the sex with half the foreplay":

The context of these puzzles change everything. The puzzles are non- competitive. You have unlimited time. They are cognitively fun, stimulating puzzles.

I feel that Parappa the Rapper sort of emerged in this way, in that timed button presses weren't themselves new (TASVideos demonstrates that completing most games could be thought of as a sequence of timed button presses, but Excitebike is a better example of a game with it as a central mechanic), but the context and presentation made it feel new.

If you have a DS, get these games. If you don't, ask to borrow mine ^_^

Thanks for the read! Disagreed? Violent agreement!? Feel free to drop me a line at , or leave a comment below! I'd love to hear from you 😄