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2D Hack and Slash Spirit Mancer Launching November 22nd!

Montpellier, France - October 10, 2024 | Dear Villagers and Sunny Syrup Studio are proud to announce the Spirit Mancer participation in the Steam Next Fest with its last demo between October 14 and 21, also the game will postpone its launch on PC, PS5, and Nintendo Switch to November 22 to deliver the best possible version of the game to players.



The 2D Hack and Slash adventure with deck-building mechanics inspired by classics like Mega Man, Jojo’s Bizarre Adventure and Pokemon is also opening pre-orders and offering the very special Demon Hunter Edition, which lets you control exclusive dragons and tarot cards, and also features a comic book, artbook and OST.

🔥Get the whole inferno dancing, with the Idols of IFN66, by pre-ordering Spirit Mancer! 🔥


Pre-order Bonus:

  • Exclusive Idol Card Set IFN66 (5 demons spirit cards)

Demon hunter edition Bonus:

  • Tarot Spirit Card Set (5 demons spirit cards)
  • Ancient Dragon Spirit Card Set (5 demons spirit cards)
  • Original Soundtrack.
  • Digital Artbook (148 pages)
  • Comics (119 pages)


Steam Pricing Pre-Order:

  • Standard Pricing: 19,99 USD | EUR
  • Demon Hunter Edition Pricing: 29,99 USD | EUR
  • Pre-Order Discount: 10%

In Spirit Mancer, players are in the role of a modern-day demon hunter, they can go alone or also can join forces with a friend in local couch co-op mode. Slash, Shoot and Break hordes of demons from Ars Goetia and stop the evil queen with the power of the Spirit Mancer. Capture their spirits and summon them out into battle in the beautiful yet dangerous world of Inferno!

Key Features

  • Hack and Slash action combines with deck building elements.
  • With a skill base card, you can summon demons to do your bidding and help you during combat.
  • Local co-op support.
  • Like in the old arcade times, join forces with a friend and jump together for an epic battle into a colourful and vibrant inferno.
  • 100+ Unique enemies you can fight and capture
  • Huge variety of unique monsters and demons that you can fight and capture.
  • Summon captured enemies to battle as spirit cards
  • Capture any demons into spirit cards then summon them out into battle as your friends.
  • Deck building with 100+ spirit cards
  • Build your deck with demon spirits that you want in your pocket.
  • 10+ Guns and weapons to be used
  • Blast any foes with a large variety of weapons.
  • 8+ levels for you to explore
  • Beautiful beach, Volcanic fortress, Lush forest, and more Adventure a huge fantasy world of inferno with 20+ biomes to explore.


Relevant Links:


About Sunny Syrup Studio

 
Sunny Syrup Studio is a group of people from Thailand who love playing video games and drawing amazing pixel art (and animals). Creating Spirit Mancer a 2D action adventure/Card game where you fight demons by capturing them and summoning them to fight alongside you. 

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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Mindcop Releases on November 14th for Steam, PlayStation 5, and Nintendo Switch

Montpellier, France - October 9, 2024 | Dear Villagers and solo developer Andre Gareis are proud to announce that non-linear “whodunnit” detective game Mindcop will launch this November 14 on Steam, PS5, and Nintendo Switch at a price of 14,99 USD | EUR. Additionally, the game is launching a new demo today, which offers around 30 minutes of gameplay through the first day of investigation, with new locations and suspects to mindsurf! You can enjoy the demo in English, German, French, Spanish, and also in Simplified and Traditional Chinese.
 

Mindcop mixes story driven adventure with investigation, time management and also real-time puzzle mechanics. After 6 years in development, solo developer Andre Gareis aims to bring interesting fresh ideas into the detective game genre. Starting with time management, as you have 5 days to solve this murder and every action comes with a time cost. As the Mindcop, make tough decisions on what is worth your time and what will lead you to dead ends. Choose well and discover two different endings!

THE MINDSURF MECHANICS


While interrogating suspects, players will have to use their Mindcop capabilities to Mindsurf them to uncover secrets and unravel people’s lies to find the true suspect of the town’s murder. The Mindcop can attempt to sneak into the mind of one of the suspects, this plays out as a real-time puzzle game.

The mindsurf mechanic consists of a timed match-3 game in which you have to cross the screen and reach a finish line with a surf. You gain time by matching different type of bullet going into the suspect’s brain to gain time. Once you have 0 seconds left or crossed the finish line, the mini game ends. Once the mini-game is won, you’ll be facing 3 different doors: Lie, Uncertainty and Truth. These doors showcase the suspect’s psyche in different light with short dialogues in specific environments. This information will be useful in your investigation.

“Mindcop is my first commercial game project, a detective game in which players really become the detectives and make all the choices. My aim was to create a small world with fleshed-out characters, a captivating mystery and a lively, unpredictable gameplay experience. The most interesting aspect of the game is its time management system: every action costs time, and the total time you have to find the murderer is limited. This gives weight to every decision and makes each game unique. Mindcop has been my main creative outlet for six years, and I hope it will become someone's favourite game for some time to come." - Andre Gareis, Mindcop developer


Links of Interest:

ABOUT ANDRE GAREIS


Mindcop is created by German game developer Andre Gareis (he/him). Andre Gareis has been working as a solo-developer on Mindcop for 6 years and full time starting 2022.

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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CRPG Sea of Legends Launches on Kickstarter by Veterans of BATTLETECH, Darkest Dungeon, and More!

Bellevue, Washington - October 8, 2024 | Shadowrun, BattleTech, and Crimson Skies creator, Jordan Weisman, has officially launched their Kickstarter for Sea of Legends, a brand new deck-building fantasy-infused pirate-themed isometric CRPG in which the player charts a course for infamy, to rise from scallywag to pirate king of the Caribbean. Players will spit in the eye of the Crowns of Europe, denizens of the deep, the undead, and worse as they set sail for treasure, adventure, and romance in Sea of Legends.


The game, based on the narrative open-world board game created by Zach Weisman and Ryan Schapals, is being created by a team of seasoned developers and storytellers, including Andrew McIntosh (BATTLETECH), Jeffery Campbell, (Darkest Dungeon, Dead Rising 4, and Deus Ex: Mankind Divided), Kate Cruz (Ubisoft’s Skull & Bones), Justin Gray (Ascension), and Jordan Weisman himself.

Set in a systems driven dynamic world, players will seek ships to plunder, towns to raid, ancient treasures to discover, lovers to woo, and nemesis to vanquish. Their character development and the crew they recruit will develop the card decks that drive boarding actions, bar fights, deadly duels, and tactical combat against other pirates, Royal Navies, and the unnatural creatures they’ve aligned with.

Community members can now back Sea of Legends starting at $25 with the “Sailor” tier which includes a digital copy of the game or go deeper with tiers such as “Powder Monkey” which includes the game, soundtrack, 4 Digital Wallpapers, and the Art of Sea of Legends PDF book, or “Gunner”, which includes all previous rewards, Beta Access to Sea of Legends, and access to Adventure Forge, the accessible, no-code video game authoring platform that is being used to create Sea of Legends.


For those that want to “get physical” the “Sailing Master” tier includes a bluffing / gambling game with 72 metal coins in an embroidered bag and an old school PC game box, or the “Quartermaster” tier which includes a set of 5 custom 35mm miniatures and a printed copy of the Art of Sea of Legends book.

If players really want to get into the game the “Pirate Captain” lets you create the name and likeness of an NPC, and the “Pirate King” tier lets you work with the design team to create a major NPC for the game.

Players can now support the Kickstarter campaign, wishlist Sea of Legends on Steam, and visit the official website for more information. They can follow Sea of Legends on Facebook, Instagram, Threads, X, Reddit, Twitch, YouTube, and TikTok.



About Sea of Legends


Sea of Legends is a narrative-driven open-world universe created by Zach Weisman. After two successful crowdfunding campaigns supported by thousands of players worldwide, the Sea of Legends brand has launched two board games. The series is now making its way to video games with a title developed by Jordan Weisman, creator of successful narrative-driven franchises such as BattleTech, MechWarrior, Shadowrun, and Crimson Skies.

About Endless Adventures Inc.


Endless Adventures’ Adventure Forge empowers designers, writers, and artists to create narratively rich video games and interactive fiction with its "no-code" authoring platform. The company was founded by serial entrepreneur and game designer Jordan Weisman, who has founded and sold four game-related companies and created narrative-driven IPs like Shadowrun, BattleTech, MechWarrior, and Crimson Skies.

The platform aims to democratize narrative game creation and experiences by empowering creators with powerful tools to design and share their own video games and stories with the community. Adventure Forge will be released in Early Access via Steam this year. Find more information about Adventure Forge at https://adventureforge.games/

    Article by: Susan N.


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    Coffee Stain Publishing Announces As We Descend by Box Dragon

    Skövde, Sweden. October 8th, 2024 — Today, developers Box Dragon unveiled the official announcement trailer for their debut game, As We Descend. The latest new IP from Coffee Stain Publishing, As We Descend is a strategic roguelike deck builder set in a grim future where resources are scarce and monsters threaten the last bastion of humanity’s very existence. A demo is available right now on Steam, where players can begin their journey defending the last living civilization as it plunges into the earth.



    The announcement trailer was revealed during The Spill, a new grassroots indie developer stream with appearances from the teams behind Valheim, Deep Rock Galactic, Satisfactory, and more. During their segment, Game Director Kevin Chang joined Satisfactory Community Manager Snutt Treptow to talk all things As We Descend, and reveal the first deep dive into its gameplay.

    As We Descend takes a strategic twist to the beloved deckbuilding roguelike genre. Recruit units for your expeditions, navigate political treachery, enlist allies across the city, and take on incomprehensible foes. The gameplay varies from turn-based, card-drafting combat, to relationship building with key figures in a desperate city which evolves and crumbles in unique ways based on the player’s decisions.

    It’s the first game from Box Dragon, a studio founded by former Stunlock Studios developers, Kevin Chang and Karl Bergström, with its unique art designed by Aleks Nikonov, former senior character and environment concept artist at Riot Games.

    “It was a blast to reveal our official announcement trailer at The Spill today, sharing such an exciting moment with our fellow developers, friends, and players,” said Kevin, Game Director at Box Dragon. “It’s a perfect opportunity to speak to existing As We Descend fans who’ve tried our closed beta already, and open the door to even more players with our new Steam demo. We’re extra grateful to everyone who’s played and provided feedback so far, and I look forward to gathering even more from the demo and continued beta so we can raise the bar even higher for roguelike deckbuilders. ”

    You can wishlist the game and play As We Descend’s limited-time demo on Steam right now, as well as sign up to the ongoing closed beta here: www.AsWeDescend.com.



    About The Spill


    The Spill is a collaborative grassroots initiative that aims to celebrate games with the dedicated communities who play them. Featuring announcements, gameplay deep dives, fireside chats, and more, The Spill is streamed live from the Coffee Stain Studios office in Skövde, Sweden, allowing players to hear from the real people behind their favourite games - and discover new favourites along the way.

    Stay up to date on our official website: https://www.the-spill.com/

    About Box Dragon:


    Box Dragon is a game development studio based in Gothenburg, Sweden. The company was founded in 2020 by Kevin Chang and Karl Bergström, two industry veterans with experience behind the critically acclaimed team arena brawler Battlerite.

    Box Dragon was founded with a shared vision of creativity and originality within game development. With a growing team featuring the minds behind some of the industry’s most iconic games, the studio is even more united in its passion for creating PC gaming experiences that are ground-breakingly immersive and truly unique.

    To find out more about Box Dragon and opportunities with the developer, visit:


    About Coffee Stain


    Coffee Stain is a game developer, publisher and investor with offices in Skövde, Stockholm, Malmö, Trollhättan and Gothenburg. Founded in 2010, Coffee Stain is responsible for Goat Simulator, the Sanctum Games, A Story About My Uncle, Huntdown, and Satisfactory. Coffee Stain is also the publisher of popular games such as Deep Rock Galactic, Valheim, Songs of Conquest, Goat Simulator 3 and Midnight Ghost Hunt, made by external developers.

    To find out more about partnerships and opportunities with Coffee Stain, visit the official website or follow Coffee Stain on Twitter, Facebook, Instagram, and YouTube.
    Article by: Susan N.
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    Memoriapolis - PC Review

    Memoriapolis by developer and publisher 5PM StudioPC (Steam) review written by Susan N. with a copy provided by the publisher.

    Estimated reading time: 11 minutes



    Introduction

    Memoriapolis is an intriguing colony builder that feels similar to others in its genre like Civilization or Cities: Skylines, although it has its own uniqueness. You get to decide what type of civilization you want and then you must expand your city throughout the ages, beginning with antiquity. City builders of old required the construction of special structures, wonders, which marked the end of an era. This is true in this title as well.

    Created by 5PM, Memoriapolis proves to be a decent contender in its genre, although it does have some minor pain points in its faction design and the slow time progression. Regardless, it has beautiful graphics and a fantastic collection of music to keep you engaged. It has random events to keep on your toes, too! I played through both the ages that were available in the early access version, and I'm impressed with several things that I've seen. Let me tell you more about why.

    Gameplay

    Upon beginning the game, you are presented with two styles of gameplay, the first is classic mode where you play through the campaign. The second option given is an endless mode which removes the cycle limitation so that you can build your city how you wish. 

    Once you've selected classic mode, you will choose between a number of different destinies that focus on specific aspects of civilization. These are military, production, religious, educators, traders, and political. No matter which destiny you choose, you will receive bonuses related to your specialized field. For example, I chose the trader destiny which gave me passive income when caravans travel on their routes. With this particular destiny, I was going for solid relationships with other leaders with different focusses. 


    Each age in Classic mode lasts for a finite amount of time. While considering your research tree, handling random events, and figuring out where precious materials are, you will need to place buildings to expand your city during the age. To do so, you will need to erect survey towers. When you start building in those areas, you can take down the towers to expand further as there is a maximum number you can have built at one time. This leads to the first issue that I have with the game, which is that you cannot simply move a building, you have to dismantle it and then remake it in a new location. Part of why this is frustrating is it wastes resources, even if you salvage some of the materials. And while you may have research that covers a large area or increases resource collection, it takes additional materials to build them back up. This is particularly true for a logging camp where you increase it to the maximum radius possible, but once there are no more trees, you have to move the building. Unfortunately, there is no building that allows the loggers to grow more trees, which would be a useful addition to the game.

    What you will notice immediately about Memoriapolis is that unlike other city builders, you do not need to worry about traffic management or road placement. Instead, you have to concern yourself with the attractiveness level of your city. It's paramount to keep a close eye on the citizens' satisfaction levels. If those are not green and they remain that way for too long, a variety of consequences will occur. For example, your citizens can be hit with the plague more easily if their health satisfaction is too low. If your security level is low, you will have an increase in crime. While this feature is not bad, there is little you can do if you end up with any negative affects. At times, you simply have to wait out the cycles.  

    Once you've erected buildings that increase the satisfaction levels of your people, your city will grow on its own. There is no need to worry about when this will happen, only where you place the buildings which dictate the direction your city will expand in. Please note that your city will not grow towards a mining area because it is loud and unpleasant to be near. In this way, you have to manage the growth of your city with controlling the attractiveness levels and use of survey towers. 


    The above feature is one that I enjoy, but it also takes away from some of the fun. As you don't need to worry about manually expanding your civilization, you may find yourself waiting a long time without much to do. Though, random events certainly spice up the gameplay to a degree, but in the early access version, there aren't a lot of them. Adding more events to keep things interesting would be a great asset to the game. 

    Once I reached the end of the Middle Ages (where the early access version ends), I received a score screen that rates you on various buildings placed and actions taken. My assumption is that the scoreboard after each age will lend itself to victory conditions similar to Civilization. However, since the full game isn't yet out, I can't say for certain if that is true. Assuming that that is the direction 5PM takes, seeing your final score will aid in your possible victory for the final age. 

    Graphics

    Memoriapolis has amazing graphics for a city builder as it has a top down view allowing you to see everything. Specific buildings have a distinct style, even through the ages. It is detailed when you zoom in to look at any of the buildings like the cutting camp in the age of antiquity. You can see some tents and stacks of wood piled up inside the camp. Another example of the attention to detail is in the farms. Unlike other games where you have one defined area for your cattle and crops, farms in Memoriapolis will have multiple plots of land. When you look closely at the different plots, you will see the farmers working hard. It's a nice visual representation of the buildings function.

    Beyond the individual building visuals, the UI is quite clean and fairly simple to navigate. When you click on a building to upgrade it, you can press on an arrow that will extend the box outwards to do so. On the upgrade portion, you can see how much attraction you will generate, the cost of the upgrade, and the area of effect for the added attraction value. As I mentioned, there doesn't appear to be a move building button, or its hidden somewhere that I never discovered.


    On the top of the screen, you will see all of the relevant supplies used to erect your crucial buildings like wood, stone, and sand. It also conveniently displays the food stores you have for your citizens. And underneath that bar is another one that shows how much money, research points, population total, employed people, and unhoused people. When you progress to the middle ages, you will also see the total influence value of the factions living in your city. 

    Something to note about the UI is that you will need to use the filter button on the top right of the screen to find where certain materials can be found. Just know that those materials can only be collected if they are in the area of effect of a building that has the people to gather them. 

    Obviously, there are more important buttons to look at on the left, right, and bottom of the screen like any political decrees you want to enact, the research tree to better expand your city, and the satisfaction level of your citizens segregated into five different categories. Overall, it is well laid out and fairly intuitive for a city builder. 


    Music and Audio

    The music is something that I noticed quite quickly. It's not often that a game has such fantastic soothing music that I choose to sit on the main menu screen to listen. In fact, I have no idea how much time passed while I was on the initial screen, but I do know that I was enthralled with it. Written by H-Pi, the simple melody combines a light resonating sound with a bright piano melody overtop. With a steady and quiet backing of drums and bass that don't overtake the main theme song, I was hooked. That is just the beginning song! I won't ruin the auditory experience by trying to describe the music, instead just go listen to the music of Memoriapolis on Spotify or Bandcamp

    Henri-Pierre Pellegrin aka H-Pi is a french composer and producer known for his work in video games like Werewolf the Apocalypse Earthblood, Streets of Rage 4, and Trackmania! What's neat about Mr. Pellegrin is that he used to be an in-house composer and sound designer at Gameloft. It wasn't until later in his career that he started freelancing. His musical compositions can be heard in about 100 different projects between video games and TV series. Another thing to note is that he won Best Soundtrack at the 2017 Ping Awards for his work on the game STYX Shards of Darkness. With all of his experience and acolades, the music is well crafted and fits beautifully within the world of Memoriapolis. It's no wonder I was drawn in by the music.


    Pros and Cons

    Unsurprisingly, there are good points about the game and some less desirable at this stage of early access. Among the features that are great in Memoriapolis are:

    • No need to spend endless hours dealing with traffic woes or layout issues
    • The music is stunning and subtle, leaving players with a calm disposition while playing
    • The UI is clean and fairly easy to navigate
    • Certain structures like farms visually expand when you upgrade them
    • Ages last for a reasonable amount of time; also, you are rewarded if you complete a wonder before the age is done
    • Gameplay is smooth and exciting especially when random events appear which breaks up some of the monotony after several hours of play


    The issues I have with the game are few and far between but are quite noticeable, at least for me. For example, I mentioned the lack of moving buildings. It's a common element found city builders that I've become quite accustomed to, so naturally I notice when it isn't present. Now, this may be in the works, but requiring players to destroy a building only to waste precious resources and build cycles to construct a new one is not my most favorite aspect of the game.

    Another aspect that needs some addressing is the faction system. If you start with one group of people, then I found it was easier to reject other groups because they almost always caused an upheaval. Should two groups get into a fight in one of the districts, then you would lose a ton of resources and your attraction values would dramatically drop. Sure, you could enact a policy to prevent the factions from fighting with each other, but I felt as though it was more hassle than it was worth. Ultimately, I invited other groups of people to join so that I could unlock specific buildings, and then I kicked them out the moment they caused trouble. True story.

    Final Thoughts

    Overall, Memoriapolis is a wonderful city builder that has a couple of unique features that I love. With some more work during early access in relation to the faction system and the ability to move buildings, it is sure to keep plenty of people engaged. The music is beautiful and enthralling and definitely worth listening to as it adds an ambience to the overall game. And seeing the building progression through the ages makes for a realistic representation of what cities would look like during that time period. Though we were only able to play through the Middle Ages, I'm excited to see how the game develops and what the other ages bring to the table. I highly recommend this game to anyone that enjoys a solid city builder! 


    Score: 8 out of 10

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    Arriving in January 2025 for PlayStation and Nintendo Switch is Neptunia Riders vs Dogoos!

    LOS ANGELES, CA., October 8, 2024 — We are excited to announce the motorcycle combat action game, Neptunia Riders VS Dogoos, will arrive physically and digitally for the PlayStation®4, PlayStation®5, and Nintendo Switch™ on January 28, 2025. 


    Fans can now wishlist the Neptunia Riders VS Dogoos Magazine Edition.

    The Magazine Edition ($69.99) includes:
    • Physical game
    • Nepbike Magazine Art Book (64 pages)
    • Poster set (5 fold-out posters)
    • Nepbike Sticker Set (28 stickers)
    • Official Soundtrack (10 tracks)
    • Download code for the Neptunia Riders VS Dogoos Costume Set* (1x costume per set for Uzume Neptune, Noire, Blanc, Vert, 15x total)
      • * Swimsuit Costume
      • * Apocalyptic Costume
      • * Race Queen Costume
    • Reversible Cover Sleeve
    • Exclusive Trading Card

    Fans can also grab the Neptunia Riders VS Dogoos Deluxe Edition for PS4, PS5, and Nintendo Switch upon launch. 

    The Deluxe Edition ($49.99) includes:
    • Digital game
    • Digital Art Book (35 pages)
    • Soundtrack (10 tracks)
    • Neptunia Riders VS Dogoos Costume Set* (1x costume per set for Uzume Neptune, Noire, Blanc, Vert, 15x total)
      • * Swimsuit Costume
      • * Apocalyptic Costume
      • * Race Queen Costume


    The Neptunia Riders VS Dogoos Costume Set ($6.99) will also be available as a standalone DLC on launch.

    Neptunia Riders VS Dogoos (physical and digital) is playable in European French and European Spanish for PS4, PS5, and Nintendo Switch.*

    *Languages are accessible through consoles' language options. Select European French and European Spanish for PS4/PS5 versions. Select French and Spanish for Nintendo Switch version.
     

    Check out the details for the Neptunia Riders VS Dogoos Magazine Edition below. Available exclusively through IFI Online Stores.


    Neptunia Riders VS Dogoos Story


    This dimension is different from Gamindustri...

    A vast number of distinct Dogoos are appearing and threatening to cover the land.

    To escape from this otherworldly realm, a lone rider surveys the mysterious world in search of an exit.


    Key Features


    Dogoo Day Care — Choose from 6 playable characters, scour the land on your trusty bike, and collect as many variants of Dogoos as possible to win! As players progress through 15 Dogoo-filled stages, Uzume must find a way to snap her friends out of their weird fascination with Dogoos!

    The Dogoo Bounty Hunter — Collecting Dogoos can be a cinch, but stealing Dogoos is a whole 'notha ball game! Certain characters shine more in close combat, while others excel in long-range attacks. Find the strengths (and weaknesses, of course!) to become a true Dogoo bounty hunter!

    These Dogoos Do Bike Back — As squishy and adorable as these Dogoos are, some can be quite the menace. Each Dogoo has specific types of behaviors, as well as positive/negative effects when collecting them. By learning the positive and negative effects of the Dogoos, you can use them to your advantage and even throw the nasty ones to your opponent!

    Stunt Your Bike — Want to show off your ride in the next bike meet? Impress (or scare?) Dogoos by altering the bike's body, muffler, tires, and other accessories! These customizations can give the Goddesses increased defense, max speed, acceleration, and even maneuverability. These upgrades can ultimately give you the winning edge!
    Article by: Susan N.
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    Try Something Twisted with Don't Be Afraid 2 Arriving Late October

    Warsaw, Poland - 7 October 2024 - Cat-astrophe, Eneida Games and Untold Tales have teamed up to publish Don’t Be Afraid 2 for PC (Steam and GOG).


    Don’t Be Afraid 2 is a first-person, psychological horror mystery and a direct sequel to the 2020 horror hit, Don’t Be Afraid. The game will continue the tale of the original protagonist David, plunging him into a fresh, blood-curdling mystery as he tries to cope with terrible trauma from his childhood.

    Relive the darkest moments of David’s life while exploring the horrific locations, gathering clues about his past, and solving puzzles left behind by the deranged murderer toying with his life.

    Dont Be Afraid 2 Gameplay Trailer: 



    Don’t Be Afraid 2 will launch in late October 2024 with an exact release date to be determined soon.

    Game Key Features

    • A captivating mix of story, horror and puzzle elements
    • Several terrifying escape rooms, each with different challenges and themes
    • Gripping story that blurs the boundaries between dreams and reality
    • Disturbing drawings, notes and documents that reveal the unpleasant truth
    • Two unique endings
    Article by: Susan N.
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    8-Bit Adventures 2 - PS4/5 Review

    8-Bit Adventures 2 by developer and publisher Critical GamesSony PlayStation 4/5 review written by Pierre-Yves with a copy provided by the publisher. 

    Estimated Reading Time: 4.5 minutes. 

    8-Bit Adventures 2: The Adventures of Squishy, is finally here on consoles! Who's Squishy you ask? Squishy is your robot and totally the main protagonist. Don't worry if you don't really get it, it's more an inside joke with Josh Hallaran, the head of Critical Games.

    Having originally launched last March, this retro inspired JRPG by Australian studio Critical Games has now made its way over to consoles. Taking place after the events of the original 8-Bit Adventures, 8BA2 continues the journey of the Warrior (Blue), Thief (Green) and Wizard (Red) as the world expands past the original RBG composition with new dangers and challenges around every corner.

    Having been originally covered by Richard for the PC at launch, I was also gratefully provided a key at the time in order to stream on Twitch for an Extra Life marathon. Returning to this adventure over a year later however is just like meeting up with a good friend and it was really nice to see that the porting group Ratalaika Games did 8BA2 justice on the PlayStation.

    Visually, 8BA2 has taken a step past the 8-bit realm into more of a 16-bit environment. The original Red, Green and Blue visual approach worked well with the art style and the gameplay mechanics. There was a charm to it and it really sold that 8-bit nostalgia. Moving into the 16-bit realm however offers a visual upgrade and provides more details as you move through the adventure with your party composed of members both old and new.

    Audibly, 8BA2 has knocked this out of the park. Most tracks are what the kids nowadays call bangers and can also be easily listened to on Soundcloud. Each track feels like it was designed for the moments that they take place. If that wasn't enough, the battle music just slaps which I believe is the other new term being thrown around these days. Maybe it would be more appropriate to use the old school term that they rock and I swear my foot started bouncing to the sound of the battle track every time that it started.

    Where 8BA2 comes into its own is in both its storytelling and its gameplay mechanics. The story starts off with a light tutorial following the Warrior from 8BA1 as he moves about desert ruins. Learning how to move and how to fight, it's not until moving over to Charlie that you get a better scope of what you're in for as he sneaks onto a ship with the Thief before meeting up with the Wizard.

    I'm going to try to avoid spoilers but the importance of this is that for a good deal of the adventure, you're going to be splitting the party between characters new and old. This allows you to get acquainted with everyone both in terms of their play styles as well as personalities. Care was also taken to make sure that the party splits are feasible as 8BA2 isn't the easiest when it comes to fighting certain enemies.

    Battle is turn based with a speed-based initiative approach. Both party and enemies can cast haste or slow on each other in order to turn the tides. Status effects compared to most JRPGs are your best friend. Poison, freeze, shock, blind, and more are available and often worth the turn that it takes to use them.

    With three party members on the field at a time, it is very appreciated that it doesn't take up a turn in order to switch them out for someone in reserve. Switched characters and realized that's not who you meant to switch out for? Switch them again and then play out your turn. 8BA2 is really friendly in that regard as I had mentioned above just how hard these battles, and boss battles, can be at times.

    But it's not all about combat. My favorite part of 8BA2 is the story and the character interactions. Each character’s personality is written in a way that makes them stand out and feel so much more than a 16-bit like sprite on the screen. It deepens the immersion and at times may even make you forget that there's no voice over.

    Before wrapping everything up, while I absolutely loved 8BA2, it's not perfect. Combat, while fast paced in the turn-based style, often has you on a more defensive mode as you try to come out of it with a decent set of hit points. HP numbers do not rocket into the thousands, which is fine, but when you have 300 HP and enemies are hitting for 150~220, you either try to heal up in battle or make sure to heavily budget restoratives for once it's over.

    Overall, 8-Bit Adventures 2 is an excellent love letter to the 8 and 16-bit era of gaming. Between the storytelling, musical accompaniment and slick gameplay, if you haven't had the chance to sit down to this yet, there are no more excuses now that it is out on the consoles!

     

    Score: 8.5 / 10

     

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    Retro-Inspired Twin-Stick Shooter Son of a Gun Debuts on Nintendo Switch!

    4 October 2024 - Warsaw, Poland | The Polish duo of Untold Tales and Crank Goblin have announced Son of a Gun, a retro-inspired twin-stick shooter, harkening back to 80s run-and-gun classics like Contra, Alien Syndrome, and Dogs of War.


    Enjoy a sci-fi story full of classic tropes and cliches that could make any B-grade movie director blush. You are Son of a Gun - an interplanetary mercenary called in when firepower matters and something needs to be solved by force.

    Son of a Gun will debut on Nintendo Switch on October 11, followed by a PC release on October 22.

    Son of a Gun Release Date Trailer:




      Article by: Susan N.



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      Don't Lose Control of the Kitchen in Psychological Horror Game While We Wait Here

      Marche, Italy, 3rd October 2024: Seasoned Indie development studio Bad Vices Games, known for their breakout hit Ravenous Devils, has officially announced that their much-anticipated psychological horror kitchen management game, While We Wait Here, will launch on October 23rd, 2024. The game will be available on Xbox, PlayStation 4 & 5, Nintendo Switch, and for PC via Steam and the Epic Games Store. The game will be priced at $4.99 and will receive a launch day discount!


      To celebrate this announcement, Bad Vices Games invites you to watch the brand-new trailer, offering players the deepest look so far at the unsettling world of Cliff and Nora’s diner.

      Set in a desolate highway with a looming global disaster filling the air with tension and growing unease, players take on the role of Cliff and Nora, as they manage their diner. Conversations grow tense, food is served with heavy hearts, though what is happening outside the diner’s doors may just be the last of their worries.

      Players can expect a game that focuses heavily on narrative choices, offering deep, emotionally charged dialogue and multiple endings shaped by the decisions they make. The full true nature of While We Wait Here remains under wraps however, with the gameplay centered on the diner, but the developers suggest players should prepare for unexpected twists beyond its walls.
      “We’ve been waiting for this moment for so long, and we’re pleased to finally have a release date for While We Wait Here on consoles and PC,” said Cristian Gambadori of Bad Vices Games. “After the success of our last project, which was actually our third title to date, we took a completely different artistic direction, pushing ourselves even further with this game. We can’t wait for players to experience the dread, suspense, and surprising choices that While We Wait Here offers.”

      Key Features:

      • Explore Complex & Completely Dubbed Interactions: Engage with customers and each other in rich, deep conversations as the world around you begins to fall apart, managing both the diner and your emotions. Characters are completely dubbed in English and subtitled in a variety of languages.
      • Multiple Endings: With a unique psychological horror narrative, players’ choices will determine the fate of both the customers and the diner’s owners.
      • Short Yet Impactful: The game delivers a focused and poignant experience, with a first playthrough lasting an average of two to three hours.

      Bad Vices Games promises While We Wait Here will pack a powerful punch, offering a highly replayable experience thanks to its branching narratives and multiple endings, at a full price of $4.99, set to be discounted at launch!

      While We Wait Here marks the fourth title from the Marche based studio, continuing their passion for developing games that push the boundaries of storytelling in the indie scene. The game will be available on launch in Dubbed English and subtitled in English, Italian, Japanese, French, German, Simplified Chinese, Spanish, Ukrainian, Brazilian Portuguese, Korean, Polish, Catalan, Turkish and Russian.

      For more information, visit the game’s official pages on Steam, the Epic Games Store or consoles via Xbox, PlayStation 4 & 5, or follow Bad Vices Games on Twitter/X and join their Discord community to stay updated on the latest news.



      About Bad Vices Games: 


      Founded by Cristian Gambadori and Eleonora Vecchi in 2020, Bad Vices Games is an indie development team based in the Marche region of Italy. Known for their award winning title Ravenous Devils, the studio has a mission to continue to create deeply immersive and emotionally engaging experiences for players. With While We Wait Here, their fourth project, Bad Vices Games continues to captivate audiences yet again with their distinctive blend of storytelling and gameplay.

      While We Wait Here is releasing on PC & Consoles October 23rd 2024!
      Article by: Susan N.
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      Shin Chan: Shiro and the Coal Town Releasing on Steam October 24th!

      October 3, 2024. Chiyoda-ku, Tokyo - Neos Corporation (Headquarters: Chiyoda-ku, Tokyo; Representative Director, Chair of the Board: Masashi Ikeda), a subsidiary of Tecmira Holdings, Inc., is proud to announce the release of "Shin chan: Shiro and the Coal Town" on Steam for worldwide distribution and on Nintendo Switch in Western markets on October 24, 2024 at a price of 29.99 USD/EUR and 39.99 USD/EUR respectively. The title will be on sale on Steam for 26.99 USD/EUR from the launch until November 7, 2024. The game was released in Japan and Asia earlier this year and won the Visual Arts Excellence Award at the CEDEC AWARDS 2024.


      A bundle sale will be held on both platforms from the start of sales until November 7, during which time this title and “Shin chan: Me and the Professor on Summer Vacation -The Endless Seven-Day Journey-,” which marks the 3rd anniversary of its release, will be available for purchase at a discounted price of 39.99 USD/EUR on Steam and 49.99 USD/EUR on Nintendo Switch. Additionally, the price of this previous Shin chan title on Steam will be revised from 39.99 USD, 49.99 EUR to 29.99 USD/EUR, matching the price of “Shin chan: Shiro and the Coal Town.”

      In addition, in partnership with U.S. game publisher Limited Run Games, the game will also be released in a physical version for Nintendo Switch in the U.S. and Europe. This edition will be available for pre-order at LRG's official online store for a limited time this fall.

      Experience a New Adventure in the World of Shin chan


      In “Shin chan: Shiro and the Coal Town,” Shin chan and the Nohara family visit the town of Akita. The game depicts Shin chan's daily life as he and Shiro experience various things while travelling between the two worlds of reality and a mysterious town. The game can be enjoyed by people of all ages and genders, from "Crayon Shin chan" fans to video game fans who want to experience a full-fledged story.

      The Nohara Family Goes to Akita Prefecture!

      Hiroshi is sent on a sudden business trip to his native Akita. The Nohara family arrives in a small village near Hiroshi's parents' home and rents a traditional Japanese farmhouse. Nestled in this tranquil rural landscape, they begin their carefree and quiet life in the countryside. Shinnosuke's grandfather, Ginnosuke, teaches him the secrets of countryside games such as bug catching and fishing. In the evenings, everyone enjoys sitting around the sunken hearth to savour delicious Akita dishes. In the village, Shinnosuke interacts with farmers and makes new friends. Every day, he enjoys his life to the fullest until…

      Shinnosuke Follows After a Soot-Covered Shiro
       
      One morning, Shiro shows up at the house, covered in soot. As a confused Shinnosuke looks on, Shiro suddenly runs away…! Shinnosuke chases after Shiro, and he notices a mysterious train he’s never seen before. Shinnosuke follows after Shiro and accidentally boards this train.


      Welcome to Coal Town

      The mysterious train stops in a lively and prosperous town that seems to have been frozen in time since the Showa era. In this town, called Coal Town, energetic working class people go about their daily lives. After meeting a mysterious young girl, Shinnosuke becomes friends with these people. And so begins Shinnosuke’s newest adventure…!

      Shin chan’s mysterious daily life begins, as he travels between the two worlds: the village in Akita and Coal Town

      STEAM version details:

      Target countries: More than 70 countries worldwide.
      Text languages: Japanese, English, Spanish, German, Traditional Chinese, Simplified Chinese, Korean
      Audio languages: Japanese, Chinese, Cantonese, Korean
      Text and audio can be selected at startup,
      Nintendo Switch Western (digital) version details:

      Target countries: More than 40 countries worldwide.
      Text languages: Japanese, English, Spanish, German.
      Audio language: Japanese.

      Links of interest:

      ©USUI YOSHITO/FUTABASHA,SHIN-EI,TV ASAHI,ADK ©Neos Corporation


      About Neos Corporation


      Neos Corporation is a Japanese game development company that has been in operation since April 19, 2004. The company has released a number of titles over the years, including popular games such as "Shin chan: Me and the Professor on Summer Vacation: The Endless Seven-Day Journey" and more recently "Shin chan: Shiro and the Coal Town".

      About Tecmira Holdings


      Founded in 2004 as a content services provider for flip phones, our company has expanded with technological advancements, including smartphones, AI, and IoT. We now operate in three locations in Japan and three overseas. As an IT corporate group, we excel in content, software, and hardware development. Our mission is to continuously grow and explore new possibilities, creating a brighter future. As "TECMIRA," we leverage our refined "Technology" and "Creativity" to work together to help our society to improve.
      Article by: Susan N.
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      Try Whispers of the Eyeless During Steam Next Fest!

      Boston, MA - Oct 2, 2024 - Camlann Games and Evil Gingerbread Studio are proud to reveal gameplay and Steam Next Fest participation for the new dark fantasy strategy RPG, Whispers of the Eyeless. Studio lead Venris is part of the team that brought one of the most downloaded overhaul mods to the Total War: Warhammer franchise - SFO. 


      Whispers of the Eyeless takes inspiration from Darkest Dungeon, Loop Hero, Children of Morta and Polish folklore. Players lead a dark cult to glory in the medieval City of Aranthor. Players infiltrate the city, upgrade their sanctum, fight in deep turn-based combat and attempt to revive the Dead Gods.

      How is Whispers of the Eyeless different from other titles in the genre:
      • Dark comic art style
      • Deep character customization and meta game
      • Base building elements to improve core sanctum and cult leveling
      • Unique quest progression
      • Hundreds of skills, powers, items, upgrades and locations to discover, explore & acquire 
      • Rewarding endgame of city domination

      We will be showcasing a public demo and a “Watch the Developers Play” livestream in the Oct 2024 Steam Next Fest from Oct 14 - 21. Players can expect to experience approximately an hour of gameplay, including a brief tutorial, early core gameplay, 5 quests (including a taste of the main quest) and three character classes based on starting path choices.

      Whispers of the Eyeless will be releasing to early access late Q4 2024 to PC on Steam and GOG.




      About Evil Gingerbread Studio


      Whispers of the Eyeless is being developed by the Evil Gingerbread Studio team and Venris, the creator behind the largest and most subscribed overhaul mods for the Total War: Warhammer trilogy, SFO: Grimhammer, with over 400,000 subscribers under single mod alone. As a Polish studio, Whispers of the Eyeless takes much inspiration from Polish folklore.

      About Camlann Games


      Camlann Games is an indie video game publisher with a focus on meaningful, fun and highly replayable titles. With industry veterans at its core, Camlann Games backs passionate developers, vibrant worlds and the most unforgettable stories ever told in indie PC games.

      Article by: Susan N.
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      Memorable Music in Gaming #53


      This week, we’re all about celebrating the third entries in some long-running franchises. If the second game’s job is to build on the success of the first, then the third gets stuck with the tricky task of living up to the hype of both and carrying the legacy forward.

      Hopefully our selection this week might make you appreciate these games even that much more.

      Max Payne 3 | PC | Dead

      Say what you will about the game, but there's no denying the soundtrack by Health is an absolute banger. A stark departure from the neo-noir vibes of the first two titles, Max Payne 3 dives into a new art direction that could only be elevated by industrial noise. Thankfully, that's exactly what they went with.

      If bands like Portishead or Imminent Starvation, or composers like Paul Leonard-Morgan, are in your daily rotation, this one’s right up your alley.

      DEAD

      DOOM 3 | PC | Main Theme

      Seems like I was always destined to be a Tool fan. Growing up, I played this theme on loop without realizing there was already a progressive rock band doing this full-time. Now, not only is Tool in my top 5 bands of all time, this theme is one of my top 5 most-played video game tracks.

      It shares plenty of DNA with Tool’s Lateralus, but also stands tall on its own merits. It was, after all, composed by Tweaker, a band co-founded by Chris Vrenna of Nine Inch Nails fame.

      Tweaker - Doom 3 Theme (Doom Eternal gamerip, highest quality)

      GTA III | PC | Main Theme

      I belong to that nearly-extinct minority who thinks GTA III is still the best mainline 3D GTA title ever. Yes, San Andreas and Vice City have excellent storytelling, and IV and V are unforgettable in their own rights, there’s a certain je ne sais quoi to the one that kickstarted the modern sandbox genre.

      GTA III comes from a time when the world was reeling from the Y2K scare, and when 3D in gaming was beginning to be the norm, so there’s a rather different feel to this game. This opening theme is a near perfect encapsulation of what the underlying philosophy of GTA is all about.

      For a game centered around violent acts, this is one soothing piece of music.
       
      GTA III FULL Theme HQ

      Silent Hill 3 | PC | End Of Small Sanctuary

      At this point is it even a surprise anymore to see any Akira Yamaoka-penned music from Silent Hill on any “best / memorable music” article?

      End of Small Sanctuary, as the name and its usage in the game implies, is the safe-space music from the soundtrack. It’s meant to make you relax before you plunge into the horrors of Silent Hill. It is also at-once nostalgic and makes you reminisce about the good ol’ days of Good Riddance and 3 Doors Down.

      Silent Hill 3 OST - End Of Small Sanctuary

      Sonic the Hedgehog 3 | Sega Genesis | Ice Cap Zone Act 1

      Simple, catchy, groovy—there’s not much to say about this track other than how unapologetically feel-good it is.

      Ice Cap Zone (Act 1) - Sonic the Hedgehog 3 [OST]

       

      Article by: Hamza

       

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