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    <title>Brownie Brown on </title>
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    <lastBuildDate>Wed, 15 Apr 2026 12:54:00 -0400</lastBuildDate>
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      <title>Professor Layton and the Last Specter</title>
      <link>/reviews/layton_ls/</link>
      <pubDate>Wed, 15 Apr 2026 12:54:00 -0400</pubDate>
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      <description>&lt;p&gt;&lt;img src=&#34;cover.webp&#34; alt=&#34;&#34; title=&#34;Professor Layton, his sidekick Emmy Altava, and Luke Triton stand in shock in from of the buildings of Misthallery, with the eyes and hands of the shadow-y specter surrounding them.&#34;&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;em&gt;Layton&lt;/em&gt; series put itself in an unenviable position with a follow-up to the grandiose &lt;em&gt;Unwound Future&lt;/em&gt;, which pushed the world-rending consequences of the series to their breaking point. &lt;em&gt;Last Specter&lt;/em&gt; attempts to roll back to a more sustainable franchise template, both by starting a prequel trilogy and by restraining the scope to a small town with minimal personal entanglements for Layton, but in the process the writers lose the self-aware artifice that punctuated the previous entries. The original trilogy each features Layton traversing and overcoming a state of unreality;&lt;sup id=&#34;fnref:1&#34;&gt;&lt;a href=&#34;#fn:1&#34; class=&#34;footnote-ref&#34; role=&#34;doc-noteref&#34;&gt;1&lt;/a&gt;&lt;/sup&gt; &lt;em&gt;Last Specter&lt;/em&gt; expects both Layton and the player to take the game at face value. Misthallery has its charm, with canals threaded throughout, powered by a reservoir looming over the town, but what you see is what you get. The lack of mass conspiratorial orchestration leaves the new trilogy&amp;rsquo;s villain looking rather impotent compared to their predecessors, who possessed transformative power over the events Layton witnessed. When &lt;em&gt;Last Specter&lt;/em&gt;&amp;rsquo;s narrative reveals the supposed titular specter &amp;ndash; a giant figure that has destroyed swathes of the town &amp;ndash; as a hitherto unseen squishy Loch Ness monster only to immediately hedge on its culpability, it inadvertently demonstrates just how lousy this game&amp;rsquo;s hand of cards is. Instead of bluffing until a flush is laid out at the end, they frantically stack bets on weaker reveals steadily throughout. Perhaps it improves the pace, but the final impact suffers.&lt;/p&gt;</description>
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      <title>Super Mario 3D Land</title>
      <link>/reviews/super_mario_3d_land/</link>
      <pubDate>Sun, 20 Jul 2025 00:00:00 -0400</pubDate>
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      <description>&lt;p&gt;&lt;img src=&#34;cover.png&#34; alt=&#34;&#34; title=&#34;Peach runs away from a group of Bowser&#39;s minions.&#34;&gt;&lt;/p&gt;&#xA;&lt;p&gt;Although my initial impression felt like the callback-heavy aesthetic and the linear level design were undercooked, &lt;em&gt;Super Mario 3D Land&lt;/em&gt; now reads to me as compact and focused. 3D &lt;em&gt;Mario&lt;/em&gt; traditionally struggles with providing proper applications for the nuances of its movement mechanics from second-to-second, which &lt;em&gt;3D Land&lt;/em&gt; solves simply by keeping its platforms tight and giving them dynamic properties. Early levels have more continuous topographies with explorable elements similar to the &lt;em&gt;Galaxy&lt;/em&gt; games, but by the halfway point the paradigm shifts to providing momentary safe zones in between obstacle gauntlets. Each gauntlet combines a dynamic platform type with an enemy type by plopping a few clusters down in a wide arrangement to give players flexible routes without allowing them to trivialize the whole thing (as soon as the difficulty curve deems that acceptable, anyway). That&amp;rsquo;s meaty enough to form a whole game around, and &lt;em&gt;3D Land&lt;/em&gt; pushes that to its absolute limit; even with the project&amp;rsquo;s smaller scope, they shoved nearly 100 full levels into it!&lt;/p&gt;</description>
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