Take a Break in a New Relaxing Fishing Game on Nintendo Switch Today

It's time for Fishing Break. New arcade game on the Nintendo Switch!

Fishing Break, an arcade fishing game with gameplay focused on relaxed fun and cartoonish visuals, is coming to Nintendo Switch on July 25. In Fishing Break, players will find more than 20 fishing spots located in 8 different worlds, as well as several hundred diverse fish.

Fishing Break is a game developed by Canadian studio Roofdog Games. The title previously appeared on Android and iOS mobile devices, where it gained more than one million players. Ultimate Games S.A. is responsible for developing and releasing the game on Nintendo Switch.

Debuting on the Nintendo Switch, the game is a title that focuses mainly on relaxing gameplay and offers hours of fun. The gameplay is based on purely arcade, relatively simple but engaging mechanics. Fishing Break also stands out for its charming cartoon-style 2D graphics.

The development system also plays an important role in Fishing Break, where you can, among other things, upgrade your fishing equipment and discover new opportunities.

The developers have prepared a total of more than 20 diverse fishing spots located in 8 unique worlds. In total, as many as several hundred types of fish await players, including special fish associated with various elements of nature.


Fishing Break Main Features:

  • Arcade fishing game
  • Simple and relaxing gameplay
  • 2D Cartoon Style graphics
  • Hundreds of diverse fish
  • More than 20 unique fisheries

The release date for Fishing Break on Nintendo Switch has been set for July 25, 2024.

Article by: Susan N.
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Learn a New Languare in Terra Alia: The Spell-Finitive Edition on Quest

Barcelona, Spain, July 24th, 2024 – 30 Parallel Games is thrilled to announce the arrival of Terra Alia: The Spell-Finitive Edition on the Quest Store on July 24th. With the arrival of this new update, the price of the game will be reduced to $9.99 USD/EUR during the first month after launch, representing a 50% off.


Terra Alia is a steampunk RPG language adventure VR game set in a techno-magical world, where spells are crafted using a multilingual system. Originally launched as an early access version last November, the developers have been tirelessly improving the game, adding new features and content, including an online multiplayer mode.

LIST OF IMPROVEMENTS, ADDITIONS AND FIXES MADE

  • Three New Locations: Larger than ever, with expanded storylines and additional side quests.
  • Multiplayer Mode: Compete with up to 4 players in thrilling matches.
  • New Spells: Confront new challenges, enemies, and puzzles with an array of powerful spells.
  • Enhanced Gameplay: Polished combat mechanics, leveling system, and interactive elements.
  • Visual Upgrades: Improved interface and more dynamic animations.
  • Advanced Voice Recognition: Enhanced calibration for more accurate spellcasting.
  • Bug Fixes: Numerous issues resolved for a smoother gameplay experience.

To solve the mysterious disappearance of Professor Esperanto, begin your journey at the prestigious Magic Academy. Navigate through a city where technology and magic blend seamlessly, and explore the depths of an ancient desert. Solve intricate puzzles and engage in dynamic combat using spells crafted from words in ten different languages. As you level up, expand your vocabulary and master even more powerful spells!

Terra Alia is also available on Nintendo Switch and Steam. If you would like to cover these versions, please reply to this email, and we will gladly provide you with a code.



In the world of Terra Alia, sorcery and technology coexist seamlessly, yet some seek to keep magic exclusive to a select few. Study at one of the most prestigious magical academies under the tutelage of Professor Esperanto, a champion for equal access to magic.

When Professor Esperanto mysteriously vanishes, all that remains is her trusty cyber-familiar, Falco, and a piece of an enchanted stone with an encoded message. Embark on an adventure to retrieve the five remaining pieces of the stone to rescue the Professor. 

Choose one of ten languages and cast powerful spells against enemies in dynamic combat. Upgrade your spells and harness new abilities while engaging in captivating side quests, solving perplexing puzzles, and battling foes ranging from angry students to divine deities and corrupt robots.

Become a talented linguist as you watch the adventure unfold across 10 different languages, including English, French, Italian, German, Spanish, Japanese, Korean, Brazilian Portuguese, Russian, and Simplified Chinese. Complete the story in one language within 7-9 hours, or delve into Professor Esperanto’s quest across all 10 languages for 40-50 hours of gameplay.



Follow the journey of five underprivileged teens in an upcoming 24-page comic from award-winning author Sylvain Runberg, best known for his adaptation of Stieg Larsson’s Millennium series, read by more than a million avid comic readers. Launching later this year, this comic will expand the story beyond the disappearance of Professor Esperanto, exploring new corners of the world.

ABOUT 30 PARALLEL GAMES


30 Parallel is a game development studio made up of industry veterans and passionate newcomers from around the globe, united by a shared love for creating entertaining—and on occasion educational—content. Our team has sharpened their skills at industry giants like Warner Bros, Universal Studios, and Activision Blizzard, tackling everything from licensed blockbusters to original gems. With our extensive entertainment industry expertise, we're here to bring high-quality, enjoyable experiences to audiences worldwide. Want to know more? Dive into the 30 Parallel Games website, and join the fun!
Article by: Susan N.
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Take Over the City on July 26th in City Takeover

July 22nd - Warsaw, Poland | QubicGames has announced that City Takeover by Voodoo will be released for the Nintendo Switch on July 26.


Official eShop Description: 


Connect your buildings to make them grow and produce more units. Use your army to beat your rivals and conquer the city!

Strategize and use your head. The enemy won't miss a chance to attack and capture your buildings. Expand your army and protect your kingdom before it's too late!


Features:

  • Complete over 400 levels!
  • Unlock epic characters with new abilities!
  • Use power-ups to get an advantage
  • Defeat powerful bosses and unlock their powers

Outsmart your enemies, prepare your army, and take over the city!

Article by: Susan N.
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Discover the Secrets Hidden of Saint Brendan's Island in Guayota

Montpellier, France - July 18, 2024. Spanish indie studio Team Delusion and French publisher Dear Villagers are happy to announce that Guayota (Steam, launch date trailer, gameplay trailer, press kit), the dark 3D adventure with puzzle mechanics and inspiration from Canary Islands mythology, is coming out on Steam and Nintendo Switch on August 13 at a price of 14.99 EUR/USD with a 10% off during the first week.


Inspired by legends related to the Canary Islands and the Guanches mythology, Guayota depicts the story of a group of explorers, sent by the Spanish Kingdom to find the legendary Saint Brendan’s Island. As the protagonist, you will soon understand that this island, said to be paradise on Earth, might actually hide darker secrets.

KEY FEATURES

  • The secrets behind Saint Brendan’s Island
    • Immerse yourself in a rich puzzle game that draws inspiration from the legend of Saint Brendan. As you look for your companions, you will explore ancient gods’ temples, each guarding a deep secret and offering a piece of the island's mysterious past.
  • The power of fire and lights
    • Equipped with a torch, you must utilize the powers of fire, lights, and lasers to navigate through temples and solve their enigmas. As you progress, the challenges become increasingly complex, requiring keen observation.
  • Two modes, two ways of accessing the truth
    • As you explore each temple, you'll encounter two distinct modes: The "Real World" and "The Plane of Madness". Reality can sometimes be deceiving: exploring both will be crucial in your quest for the truth.
  • Constant new exploration & puzzle mechanics to master
    • Each temple presents its own unique enigmas and dangerous traps. And as your journey on Saint Brendan continues, you will encounter more challenges involving new ways of solving puzzles.

FEATURING THE VOICE OF GRACIELA MOLINA

"Graciela Molina is an outstanding Spanish dubbing actress who has been part of our lives with her unmistakable voice in films, series and video games. Her talent has allowed iconic characters such as the magical Ariel in ‘The Little Mermaid’, the delicate Victoria in ‘The Corpse Bride’ or the enigmatic Victoria Neuman in the series ‘The Boys’ to be engraved in the memory of viewers.

In film, many of us fondly remember her role as Mary Jane Watson in Sam Raimi's ‘Spider-Man’ trilogy. In video games, her role in the recent ‘Blasphemous 2’ as Orospina is just another demonstration of her wide versatility and talent.

Graciela Molina has dubbed so many famous characters that it is easy to forget some of them. In each performance she not only lends her voice, but also conveys deep emotions, creating indelible moments in our minds. Her dedication and passion for dubbing have made her a fundamental figure in the history of cinema on a national scale, leaving us characters that are already part of our lives and memories.

Her role in Guayota elevates the myth, magic and mystery of our video game beyond what we could only achieve this with English dubbing. Guayota, which we have set up as a tribute to the history of the Canary Islands and Spain, needed a memorable voice to bring its story to children and adults, with the highest possible quality." - Team Delusion


ABOUT TEAM DELUSION

Team Delusion is a small game development team created with the mission of producing adventure games that everyone can enjoy. Among its ranks, there are people from Nacon or Tequila Works. The studio has its origins in the Complutense University of Madrid, where the idea of Guayota was born. Guayota is their first project, in which Canarian mythology is intermingled with European medieval legends, and certain influences of Lovecraftian horror.

ABOUT DEAR VILLAGERS

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.
Article by: Susan N.
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EA Sports College Football 25 - PS5 Review

EA Sports College Football 25 by developer and publisher Electronic ArtsSony PlayStation 5 review written by Nick with a copy provided by the publisher.

 Estimated Reading Time: 11 minutes

It has been a long time coming, but EA Sports College Football 25 has finally arrived. There is an incredible amount of hype around this title, which leaves this release living up to a near impossible task to live up to. Does it? Most of the time. There’s room for improvement, but EA Sports College Football 25 pays off more often than not.

So, a bit of background here, but for those familiar with this video game series, it has been on hiatus for a long time now. Its last iteration was NCAA Football 14, which means yes – the series has taken a decade off. Even back then, there was a close kinship to the NFL series Madden football, and that left many (including myself) wondering if EA Sports College Football 25 would be its own game, or more of a reskin of the existing Madden series.

There is certainly a good deal of shared DNA between EA Sports College Football 25 and Madden, but there’s a good deal different between them as well. Maybe some of this is just nostalgia fueling my opinion, as I used to play the NCAA series every year, but there was a genuine thrill firing up this game and hearing the band music playing. I was immediately sucked in by the oodles of atmosphere, from iconic mascots and logos to instantly familiar fight songs and the various college-specific images that come up in the interface after picking your favorite team.

I of course went with the school I attended, Central Michigan University. The way the menus and music all came together, along with the pre-game ceremony had me grinning from ear-to-ear. That is to say, EA Sports College Football 25 nails its audio and visual presentation. I really enjoyed hearing some new voices and comments from the color commentary (well, new compared to Madden), that were still familiar to fans of live Saturday afternoon college football. Like most sports games, you get the occasional goofy animation here and there, but there’s a lot of players running around the field colliding with one another, not to mention some pretty cool physics with the football that makes the experience far more authentic than anything the series used to present a decade ago.

One specific example from when I was playing last night: I threw a pass while my quarterback was under duress, and the ball came out wobbly and short of the intended target. The defensive back turned to make a play on the ball, getting their hands on what I thought was going to be an interception, but my tight end was in a crossing pattern right by the defensive player. The tight end absolutely rocked that smaller defensive back, and the ball popped out as my intended receiver made the catch while falling to the ground. It was a bang-bang sequence that in the past would have looked and played out far differently, and nowhere near as memorably as the football had a tendency to sort of laser in on a player’s hands and just Velcro there.

As for the core gameplay itself, EA Sports College Football 25 is fast and fluid. It’s interesting, because in the NFL, you have the fastest players in the sport. But there is greater parity between players and teams than in college football with its more than a hundred different teams. As a result, these skill gaps create a greater sense of speed in the college game, and mismatches are more common than in the pro game. That’s not to call EA Sports College Football 25 an arcade version of football, but it certainly feels faster than its NFL Madden counterpart.

The focus here is on offense. That’s where the play calling and execution is most robust. With numerous types of offenses (many of which you just don’t see in the pro game). The option game in particular is a fantastic way to take advantage of athletic players and try to exploit the aforementioned mismatches found between teams. That’s not to say defenses are completely helpless, but by their very nature they have a tendency to be reactive to what the offense is doing on the field.

That is not to say that the on-field product is perfect. There are some simple tutorial items that come up once in a while when you are encountering a new game concept, but there is a strange lack of feedback with EA Sports College Football 25 when compared to what the Madden series has been doing for years now. Maybe it’s to create more immersion and not pop up boxes at the top of the screen that indicate that the user laid out a defender using the hit stick, but EA Sports College Football 25 seems to do a little less hand-holding at times, providing fewer points of feedback throughout the game. Icons are small, energy indicators not always cleanly visible and in-menu feedback often sparse. As a veteran of the EA football titles, I still knew what I was doing, but I did at times find myself wondering if newcomers were having a rougher experience than myself.

While playing the game of football is at the core of EA Sports College Football 25, there’s various modes available to help serve up that experience. Mileage varies from person to person, I’m sure. There’s the Ultimate Team mode, which is a sort of fantasy football / sports card collection mode that has a lot to do, but a lot of grinding to it as well. It’s just never really been my favorite mode, though I am sure it is EA’s as it is a microtransaction haven, where you can spend real money on getting more packs of cards to improve your team. It’s just a hard mode for me to generally get invested in, and the grind is often a slow one, with a stingy trickle of rewards.

There are the usual suspects in quick exhibition games, and online leagues as well. These are perfectly fine if that is what you came to play, but for my money the dynasty and career (called Road to Glory) modes are what hold my interest the longest. Dynasty is by far the most robust option, and where I’ve been spending the majority of my time. Here you are the coach, which means directing the play on the field, but also managing other aspects of the team in between games as well. The most obvious parts of this are your depth charts and checking out rankings and awards, but the most rewarding system is the recruiting one.

Given the temporary nature of college football, where you only have your best players for a finite number of years, your program’s ability to stay talented and relevant relies heavily on your ability to recruit new blood to the program. Now, since I started with a modest MAC school with CMU, I had an uphill battle to gaining national recognition no matter how well I played in my first couple of years. Most of my players were not very notable, my competition was often somewhat lacking, and high rankings were elusive. But as I started to get wins and as I began to backfill my ranks with new, carefully cultivated recruits, my program began to flourish and my budding dynasty could take shape.

There’s a few different aspects to this recruiting mechanic, from choosing recruits you wish to pursue, to learning what interests them most (if anything) about your program, and leveraging your allotment of weekly hours to try and sway their commitment to your program. This part of the game felt pretty fresh, with options such as direct messaging a recruit being less time-consuming than trying to make a visit to their homes or setting up a future on-campus visit.

The runner-up for my favorite mode is probably the career one, where you choose a player from one of several positions such as quarterback, running back, linebacker and so on. You then pick your initial ranking such as two star or five star prospect. This part feels a bit underbaked to me, There is very little incentive to picking an underwhelming prospect, outside of just making it a more challenging experience for yourself. There’s little to no narrative here. It’s great to say your two start prospect is an underdog, but to what extent? You sit the bench more, you produce worse in games and it’s a slower rise to stardom. But the lack of any actual story around it means the experience doesn’t really pay off any differently in the end than going the five star route, just that it Is harder. I’d love to see some sort of story around these different beginnings, just to create a bit of differentiation at this stage of the process.

From there, your player has weekly energy that they use between games, similar to what the coach has in terms of a weekly resource to spend points on in the dynasty mode. Here your player needs to juggle staying healthy, improving their stats through training, team activities and keeping your grades up. I like this approach, even if the implementation gets a little static over time. There’s some randomized events that spring up now and again to offer you say, additional study opportunities to cram for an upcoming exam at a lesser cost, or to participate in a team activity that will help your coaches and teammates trust you more.

One interesting change here from the Madden career mode is this aspect of ‘trust’, where your player only has limited access to the playbook. That means you can’t just always run plays that benefit you, but force you to at least try to play within the coach’s system. As you earn more trust with your coach, you gain more opportunities to branch out and choose additional plays. No doubt some people will bristle at this limitation, but I actually liked it as I felt like the old Madden system was pretty abusable on the path to making your player the greatest ever. It’s been confirmed in several articles that your created player can be imported into Madden when it releases in a couple of months, so I’ll be curious to see how that goes, and again, feel like there’s an opportunity here to craft a narrative that follows your player into the pros in future iterations of the series.

Now, related to that last paragraph is probably one of my biggest issues with EA Sports College Football 25 – its relationship with the Madden series. Back when my old buddies would play these two football games with me 10+ years ago, one of our favorite activities was getting our hands on the college game first, playing through several seasons and generating draft classes based on those results. Then Madden would release and we would play through multiple seasons of Madden, importing those saved draft classes from the college games.

By all accounts, that is not an option this year. I suspect it has to do with the licensing of real players and their likenesses, and what it would cost to have them in both games (this is the reason why the college game had taken a decade off, due to some litigation around this very topic in the past). It’s an incredibly disappointing lack of connection between the two games, and something that along with improvements to the career mode, I hope that EA can iron out in next year’s game. These two titles always played best in the past when they worked hand-in-hand with one another, and this particular lack of feature is a glaring hole in what has otherwise been a very enjoyable package for me.

It is no exaggeration to say that EA Sports College Football 25 may be the most anticipated sports release of all time. Even though EA has publicly stated that they are spinning up new servers to compensate, it has had a negative impact on the server reliability and performance during the pre-release period. There’s a decade of build-up since the last one, and football’s only become more popular over that time. Maybe this can also help set the framework for an NCAA basketball game, but that feels unlikely in the near future. Still, I greatly appreciated the sights and sounds of EA Sports College Football 25, and while there are areas that can be improved upon, and a couple of missing features that are somewhat glaring, it’s hard to deny just how much fun there is to be had here. EA Sports College Football 25 has kept me up very late multiple nights in a row now, and I imagine it will for weeks to come.

 

Score: 8 / 10



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CONSCRIPT - PC Review

CONSCRIPT by developers Jordan Mochi and Catchweight Studio and publisher Team17PC (Steam) review written by Robert with a copy provided by the publisher.

Estimated Reading Time: 5 minutes 

CONSCRIPT is developed by Jordan Mochi and Catchweight Studio and published by Team17. We at Chalgyr's Game Room would like to thank them for the free software key for the purpose of this review. Set during the First World War, you play as a lone French soldier and need to traverse the twisted trenches of the Great War, scavenge for limited supplies, and solve complex puzzles. The catch? You have to do all of this while fighting for your very survival through humanity's most brutal and horrifying conflict.

CONSCRIPT was an interesting ask for me, as I don't typically stray towards anything remotely horror-esque. I'm a wee bit of a baby regarding horror games/media so when I was able to cover it for us here at CGR, it raised an eyebrow or two, but that's the allure of CONSCRIPT... Even for folks like me that aren't fans of the genre, there's something interesting, intriguing, and more appropriately, "pulling" about CONSCRIPT that really drew me in and continues to hold on to me to this day...

CONSCRIPT is beautifully forlorn.

In all of the fear, adrenaline, shock, awe, and tension, the single most powerful emotion that CONSCRIPT exudes, is sadness.

Left to survive the attack on Souville in the First World War you're thrust into deeper, darker Hells ... that are oddly beautiful. CONSCRIPT's pixel-art-ish approach is the perfect throwback so the second generation of Survival Horror games (Silent Hill and Resident Evil-era). Gas attacks are grotesque yet hauntingly enchanting; the slight shadowing that appears before a bomb drops gives just enough warning to dive out of the way of the muted and brutal-looking explosive effect. The details aren't lost due to the art style, either. In fact, I think the style enhances the models in ways that keep both friendly and enemy models looking appropriately haggard and war-torn.

There are times where you'll be slowly moving along the corridor of trenches when an explosion will rock the world in front of you. Then out come pouring Germans and they are thirsty for your blood ... Their shovels, their helmets, even the shine (or lack thereof) on their boots is disturbing. Just as disturbing as watching them rush past the crawling French soldier ... crawling because he's missing his legs. Even if it's a few pixels, the detail is immaculate on the models. Where I struggled the most, though, was in the backgrounds. While they are serviceable, there are parts of the backgrounds/levels that were extremely difficult to identify as passable/impassable terrain. 

While I'm used to dragging my character's face along a wall in search of goodies to help me survive, it was frustrating to be constantly blocked by ill-defined hunks of rubble or detritus. While it's not game-breaking, in a survival title with limited items and resources in it (a staple of the genre and one followed well here), well, every move counts, especially given how tough some of these enemies are.

Where the audio puts the "horror" in CONSCRIPT's "survival horror" genre tag, the enemies put the "survival" in it. Some of these bastards are tough and require significant kiting. In fact, just get used to kiting. I found running around central sandbags whenever I could would keep me alive a wee bit longer than had I stood my ground. Pro tip ... rarely stand your ground; you'll get clobbered into three-weeks-from-yesterday. Maybe I just suck (I do) but I found that in most cases, when I stood there, ready with my entrenching tool ("shovel") for a nice swing ... and I'd whiff it hard.

While that's not all that concerning in most games, in CONSCRIPT it's stressful as every single pixel counts. At times I felt it was as demanding as a Soulsbourne or Metroidvania. The survival elements, managing inventory, and wonderfully-simple and elegant save system to take a bit of the bite away from what I feel is the the true masterpiece of CONSCRIPT ... the audio. Thankfully, the dev didn't retain the old tape-style save method from its inspirational titles.

I'm very sensitive to audio and the tension it can build and there's a subtle terror that's built throughout CONSCRIPT that sits oddly well with me. It may just be the current mood and state of things, but the quiet ambience of the haunting music is countered by the rough, painful, and often pitiful cries for help or mercy in sharp but not in a jump-scare-like fashion. To match the stunning art (though the mismatched fonts between in-game menus is jarring and off-putting), the audio needs to be punchy and subtle. The best way I can describe it is that the background effects, those very screams and cries I mentioned before, feel like they're being filtered through a foggy nightmare. I'm not sure if that was the effect, but that unsettling "aural uncanny valley" hit hard a few times throughout my time with CONSCRIPT. Swinging between that and the pregnant pauses in background noise or chatter can give something akin to aural whiplash, which sounds bad but the way it plays out in CONSCRIPT simply *works*. 

That's where CONSCRIPT succeeds the most, in my mind ... "it simply works." As someone not accustomed to, nor typically interested-in the Horror-end of the Survival Horror genre, CONSCRIPT was an interesting choice for me. It could be that my middle-aged sensitivities are getting the better of me as I begin to embrace military history as an interest. Or it could be that with all the over-stimulation that happens in the real world, finding a title that brings understated horror and an odd, gritty realism to life in a setting not-often taught here in the West (World War One) unless you attend higher education. With nothing more than your entrenching tool, the scraps of notes left by others, and the hope of finding the brother you were separated from at the very start of the game, you will set off into the trenches of Souville during World War One ... but will you survive?

I sure didn't. 

 

Score: 9/10

 

 

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