Robot Roller-Derby Disco Dodgeball - PS4 Review


Are you ready for a night at the disco? Too 1970's for you? Don't worry because this disco is all about waging good old-fashioned high-school dodgeball war against your opponents in some pretty crazy environments!

First impressions

I don't think I have ever seen a game with as many health warnings that actually deserve it. If you have epilepsy, or any visual sensitivities, you probably want to take it easy with this game. There is a photosensitive option, but we didn't test it. Also, I was definitely expecting disco music given the game's title, so I was a little sad that the entire soundtrack sounds like early 2000s dance music. No Bee-Gees here.

Plot

There isn't a plot. The entire point of this game is to hit robots (on wheels) with balls. And that's awesome.


Gameplay

I definitely recommend playing the tutorial to get the hang of movement and hitting enemies. Unlike most games, you don't stop moving when you let go of the joystick - you glide a little until either you come to a stop or hit an obstacle. You have to hit the brakes if you want to stop quickly. You might also want to practice timing to catch the balls thrown at you by enemies, which counts as a KO in your favour.

Disco Dodgeball Remix offers single player, couch co-op and online multiplayer. From there, you can choose one of several game modes, or have the game pick a random level and mode for you.

In single player Arcade Mode, you can play challenges to unlock cosmetic items and special moves. You play against bots that are either named after your friends (there was seriously a bot named Lauren when my husband played) or named randomly like Vern or Trevor. They are randomly generated and some of the accessories are fun and ridiculous.


You pick up balls by running over them with your bot and then throw with whatever assigned button based on your control set up. You also pick up various perks the same way. These perks, like "boomerang" and "pogo stick" take effect instantly but you can only have one equipped at a time, and you lose it if you are KO'd.

There are over 20 types of game modes - so I won't break it all down for you here. Some of the more basic modes include elimination matches and score battles, which are exactly what they sound like. There is a "hoops" mode where you have to launch a specific type of ball at a giant square and there is a level where you gain points by holding a golden ball for the longest period of time. They also mixed these modes to make Galaxy Jam where you have to use a super ball to hit "hoops" and use jetbacks and pogo stick perks to get an anti-gravity style game. From what we were able to test, this is the only level where you can score a KO by sprinting into an opponent. I really enjoyed the Capture the Cube level, but it would be even better with more than 2 players. For those of you who don't want to be hit by dodgeballs, there is even a mode called Kart Race where you roll around trying to reach all the checkpoints faster than your opponents.
 

Overall

Although I initially found the movement and aiming to be a little frustrating, the game was a heck of a lot of fun once I got used to it. There are so many different modes and arenas that we didn't find it repetitive at all and there truly is a mode that should appeal to every style of gamer. I can't wait to play it online with more people once it becomes available.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Erik Asmussen
Publisher(s):
82 Apps
Genre(s):
Sports
Arena Shooter
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Microsoft Xbox One
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Lauren
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The Council: Episode 2 - Hide and Seek - PC Review


I have to hand it to Big Bad Wolf. They know what they are doing. After having finished Episode 1 of The Council, The Mad Ones, I was left with a high anticipation for the next entry and I was not disappointed. Starting off the morning right after where we left Louis and finishing on a cliffhanger, Episode 2 picks back up and showcases that this is not simply a one trick pony. Setting off on a game of Hide and Seek, Louis get sucked deeper into a world of high ranking political players and the dangers that come with uncovering things better left hidden and unknown to the world at large.

One major factor that I continue to thoroughly enjoy regardless of how much it frustrates me in hindsight, is the leveling and skill system. I swear, I never have what is needed on the spot because I figured “eh, I don't need that!”. Hindsight is still quite 20/20 but therein lies the charm. There is more than a single way in order to pass through the adventure just as there are many way in order to get what you want or need out of it. Do you use your knowledge of the occult or do you worry more about social economics and politics in order to deal with the world at large. It's your choice but remember that just because you solved a situation one way does not mean that you'll gain the same results in another.


Where Episode 2 impressed me the most was the utilization of its environment. In Episode 1 Louis is introduced to many different people in limited spaces such as hallways, studies or small serving salons. While these elements aren't outright dismissed, they take a position more on the backburner. Simmering until what is most likely the next episode, this change allows you to really look around and experience this magnificent manner on a private island that you find yourself upon. At least in some of these cases, my Occult knowledge and my knowledge of subterfuge, aka lock-picking, came very much in handy.

Moving about the premises is still as easy as it was in the first Episode but the beginning felt a bit rough mechanically to get started. Lots of slowdowns and choppiness were within the first half hour until it smoothed out and then the rest simply flowed into place. This was a good thing as the shift in direction requires a lot more time inspecting every nook and cranny for clues and items that can be used in order to move forward.


Overall, Episode 2 - Hide and Seek is just as good as Episode 1 - The Mad Ones. Picking up where the other one left off and showcasing just how much effort was put into the experience has kept my intrigue high for the third installment. With many different choices in the first and the second in order to lead to different experiences, I sometimes wish there were more than three save files.

Game Information

Platform:
PC
Developer(s):
Big Bad Wolf
Publisher(s):
Focus Home interactive
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher




Article by Pierre-Yves
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Shin Megami Tensei: Strange Journey Redux - 3DS Review


Shin Megami Tensei: Strange Journey Redux is a sort of remaster of Strange Journey that released for the DS in 2010, and now that Persona 5, which is from the same series vein, has garnered some popularity in the west, it seems like a fairly ripe time to put out a remaster/enhanced edition. If you're familiar with Persona 5, or another in the Persona series, you might be somewhat familiar with this style of game. If you hadn't picked it up some years ago for the DS, now is a good time to pick it up.

In Strange Journey Redux, you take the role of an unnamed soldier, sent out with a squad to explore a weird dimensional disturbance, called Schwarzwelt, that has appeared in Antarctica and is slowly expanding. It is your job to explore the labyrinths of dimensional flux to try and save the world, or at least make it out alive. The 'Redux version' adds an additional character and storyline, as well as additional demons.

Based on the choices you make throughout the story, you can change your ending, alignment, and the initial choices you're given determine your characters stat growth. And if you're familiar with the Shin Megami Tensei series at all, don't expect an easy time of it. I wouldn't name it in my "hardest games" category really, but the series has been known to throw you off a cliff. Or several. Especially in the bonus content <stares menacingly at the bonus bosses from Digital Devil Saga 1 and 2>.


At its heart, Strange Journey Redux is a fairly traditional dungeon crawler with the Shin Megami Tensei style and some interesting quirks and unique aspects. Using the power of the Demonica suit, and a weird program, you can befriend and use demons in combat as you explore each level of the Schwarzwelt labyrinth. Essentially, your suit defines your personal power, and you recruit demons to fill in the gaps in your party.

When you first start off, you will find yourself meandering around with no idea where to go, but as you walk around, you will fill in a map, which will get updated as you progress block by block. You will also get in semi-random encounters, as there is an increasing "likelihood" gauge that shows a rough estimation of how close you are to getting in a fight, although nothing is set.

Once you get in battle you enter a turn based combat with a total of four characters. Apart from the standard attacking, you also have the option to talk to demons, although some will be rather unwilling, based on either your alignment or their nature. The demon will ask you a couple of questions, and if you get the right answers, it opens the floor for potential negotiating with the demon, if they're willing.
 
When negotiating, you can ask the demon to give you an item, money, or request they come with you to help. Making a request of a demon isn't just that though, as the demon will also ask something in exchange, such as an item, a chunk of health, money, or a slice of your MP. Unfortunately, some demons are rather greedy, and request a lot. Like, really a lot, and they may even refuse after you've given them everything they ask for!

If negotiations break down, there are generally three ways things can go: enemy gets pre-emptive attack, battle starts as normal, or the enemy just leaves. Once battle starts, you'll notice that every type of attack has some sort of "element" attached to it, whether it's the common "slash" or "shot" from standard attacks, or the "fire or "lightning" you get the most from magic skills. While hitting an enemies weak point is always useful for increased damage, if there are teammates that share your alignment currently in combat with you, they'll do a follow up attack, and this isn't restricted to once per enemy or per round of combat, making it a nice part of potential combat strategy, balancing whether to take certain demons that you may like skills on, or demons that match your alignment.

As you roam throughout the different "layers" of the labyrinth. You'll come across search points that will generally provide you with useful crafting materials or items. Bringing these crafting materials back to base will unlock new craftable items, including weapons, consumables, and suit apps. Suit apps, once purchased, will enhance an aspect of your Demonica suit, such as better rewards from negotiations, or increased drop chance. Major materials may also unlock a suit function, such as the ability to unlock certain doors.


While the graphics are quite reminiscent of an older generation handheld, the music is still fairly solid Shin Megami Tensei fare. There are a bunch of really interesting demons, and the lawful/chaotic/neutral "affinity" is a really interesting balancing game that you play. Will you tailor your responses to keep a party alignment? Or tailor your party around what your choices make you?

You can also store demon codes, which you can pass along to other people. And no, the codes aren't the same as the first Strange Journey, so no scumming right off the bat. The fusion system make a return, allowing you to smash two, or more, demons together to make a new and improved one, so don't go getting attached to your demons for too long.

On the plus side, you can register your demons to resummon them for what usually amounts to a hefty sum of cash, but at least the option is there. The side quests that you can find from the friendly demons in the labyrinth are also interesting, although some of them tend to rely a little too heavily on luck for my tastes.

Overall, I'd say Strange Journey Redux gets 8 pixies out of ten. It's really solid with some interesting gimmicks and solid gameplay, but it just doesn't quite have the oomph to substantially set itself apart from the crowd.

Game Information

Platform:
Nintendo 3DS
Developer(s):
Atlus
Publisher(s):
Atlus
Genre(s):
Dungeon Crawler
JRPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher




Article by Richard
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The New Front: Old-School WW2 Shooter 'Battalion 1944' Unveils Huge Update Ahead of Open $50,000 Tournament - News


While Battalion 1944 may still be in Early Access that's no reason to not have a tournament! All the details you need are below and our first Preview can be found here,


The New Front: Old-School WW2 Shooter

'Battalion 1944' Unveils Huge Update Ahead of

Open $50,000 Tournament


Bulkhead Interactive's flagship is heading to Amsterdam this September

London, UK - 24 MAY 2018: Having made a big splash entering Early Access on Steam® earlier this year, Square Enix Collective® and Bulkhead Interactive™ are excited to announce that Battalion 1944™ players will be treated to a huge, comprehensive update ahead of a four day long $50,000 tournament later this year - all as part of the ongoing commitment to support and update the game throughout its Early Access period.

The update is set to roll out on June 12, 2018, which includes a complete overhaul of the game's main competitive mode (better known as Wartide 2.0), a new map, Savoia, set on the streets of Italy, and a new 'BattleRank Season' where gaining XP unlocks new skins - much like 'battlepass' systems in other games but, in this case, completely free.

All this comes alongside significant matchmaking improvements, new character models, a new sound system, a reworking and rebalancing of some of the game's guns, and an extensive visual overhaul and performance upgrade, amongst various other updates and new additions.

With Battalion 1944 fully tooled up with a brand new arsenal of toys and tricks, regular players will be able to spend the following few months mastering the fresh gameplay ahead of the first official Battalion 1944 Blitzkrieg Major Tournament, heading for the Esports Game Area between September 27-30, 2018. The event will feature both open qualifiers and invited team, with a total prize pool of $50,000.

"If launching Battalion 1944 has taught us anything, it's that a game where anticipation is high offers a steep and very public learning curve - both for the studio as a whole, and myself personally," says Joe Brammer - Studio Lead at Bulkhead Interactive. "Listening to the community has been our most powerful tool and a lot of what's in this update is based on suggestions - from improving the graphics to making certain weapons more powerful. We've listened, and considered everything to try and push play forward in the way players want."

It's as a result of a lot of this feedback, Brammer claims, that Bulkhead decided to both modify and add to Battalion 1944's existing roadmap for the future, building on the studio's bold plans.

"Fans of the studio know I don't tend to hold back, so I'd like to offer a genuine thanks to players who have helped to improve Battalion 1944 these last few months. We've been listening, and we've been working hard."

The huge update this June will include: -
  • New competitive game mode, Wartide 2.0, including a complete overhaul of the game's main competitive mode;
  • Matchmaking improvements that get players in-game and firing hot-lead faster than ever;
  • A brand new 'BattleRank Season' to unlock new skins by gaining XP, similar to Battlepass systems in other games, but free;
  • New character models;
  • New map, Savoia, set on the streets of Italy;
  • Complete design and visual overhaul of existing maps (added ladders!);
  • New weapons - Grease Gun and the MP28;
  • Movement rework and huge gun balance gameplay changes  - including sniper and jumping nerfs;
  • New sound system (gunshot sounds react to distance away from player and if walls are blocking sounds);
  • Over 60 new unlockable skins through BattleRank and the new 'Aces High' War Chest; and
  • Visual overhaul & performance upgrades.

Bulkhead Interactive previously worked on The Turing Test™ back in 2016, a celebrated puzzler also published by Square Enix Collective®.

Battalion 1944 is currently available on Steam® on Early Access for $14.99/€14.99/£11.39.

Article by Pierre-Yves
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Pillars of Eternity 2: Deadfire - PC Review


Pillars of Eternity 2 is one of the best RPGs I've gotten to play since Baldur's Gate 2. I considered ending my review right there, since it's all you need to know. If you haven't played it, what are you waiting for?

But, you didn't click on whatever link brought you here for a two sentence review, did you? Ok.

Pillars of Eternity 2 is a isometric RPG that uses a custom engine made in Unity. More of an homage to the classics like Baldur's Gate, Icewind Dale and Planescape: Torment than a successor, it hits all the major points of what made these games great. If Baldur's Gate was my group of friends and I playing D&D our parents' basement (Editor's Note: Every Friday night with Pizza), Pillars of Eternity 2 is the same group of friends meeting up again for a nostalgic campaign; it's all grown-up, and takes itself a little less serious. The game sets the tone very quickly. Before the character creation even begins, you can tell the gods you want no part in their quest, and just want to be reincarnated normally. Game over. This type of humor follows throughout the game with good dialogue written in the entirety of it.


Nitty-Gritty

The game starts off a certain amount of time after the first, as many sequels tend to do. Unlike many sequels however, you are dead and in the place where souls go to be reincarnated. This is where you are picked up by the gods to go on an epic god-hunting quest. The character creation, which is set up as you remembering who you were before dying, is one of the better ones I've had the pleasure of going through. It's too good, in fact. Anyone who knows me will know that a good character creating is my bane: I created so many characters and restarted so many times before finishing the first area. You get to choose a race, sub-race, class (can be single or any combination of 2), ethnicity, and background. This makes for many possible combinations, and potential for great roleplay or minmaxing.

Once your character is created, and the game starts for real, you embark on a very interesting quest, spanning a Polynesia-like map, with tons of islands scattered about, throughout which you need to chase a titanic god. To help you hop around these islands, you are the captain of a ship. Taking care of your crew's needs, while questing is very interesting and makes the game stand out. You can buy bigger and better ships, fortify the armor, get better sails and cannons while also hiring new crew for it. The crew needs to be fed, the ship needs to be repaired, and ammo needs to be stocked all on your own dime.

There is a large world to explore both on foot and by boat. As you travel, the game eschews the annoying random encounters, for a new, much more interesting model: there are points to visit during your travel, and the encounters within them can strongly depend on your choices. You can run into a bunch of tiny lizard men tending to a wyvern, for example. From here, you can charge and kill them all, sneak up close and ambush them, go around them and skip it, or charm the wyvern with druidic magic to have it kill all the lizard men. Many options are opened only with certain skills in your party, which rewards having a greater diversity, and gives an advantage to having multi-class characters.


The game plays very smoothly. It's obviously a more mature version of the old school RPGs. Many features are in that greatly increase the ease of playing, without making the game itself too easy. The out-of-combat fast-forward makes backtracking much less painful, while the "per encounter" health and abilities make it so much smoother, without having to camp out for 8 hours 3-4 times per dungeon. Despite this, unless you're playing on easy mode, you'll still need strategy to win most fights.

The combat is very interesting getting rid of the turn-based system. Instead, every character has a refresh timer that is dependent on their dexterity stat as well as factors like stances, equipment, and abilities used. This is not a game in which you can just bash your enemies until they die. You need to place your party properly to prevent your "squishies" from getting squished, as well as use the proper abilities depending on the situation. With its huge selection of spells and abilities, there are many play styles possible, and tons of strategies in order to win battles, or just plain avoid them entirely. Whatever your choice is though, it requires you to think it through.


Conclusion

This game is a must-play for any fan of old-school isometric RPGs. If you aren't already a fan of Baldur's Gate, Icewind Dale, Planescape: Torment, and the other in between releases, go play them  now (it's ok, I'll wait.)

Done?

See? They're good right? Well, Pillars of Eternity 2 fits very well in the pantheon of the greats alongside those games. Is it better than Baldur's Gate 2 - certainly not, but it's not eclipsed by it either and that's saying a lot. If you're new to the genre, this is a pretty good place to start (although you may be missing parts of the story if you haven't played the first). If you're a veteran, you'll feel quite at home playing this game, and will most likely be impressed by the storytelling, the graphics and the gameplay.

My final rating is a solid 8.5/10. The only reason it didn't get any higher is that the only real point of comparison is Baldur's Gate 2 (did I say it enough in my review yet? Just in case: this game reminds me of Baldur's Gate 2), and that's a very big honor and a very big burden to bear.

Game Information

Platform:
PC
Developer(s):
Obsidian Entertainment
Publisher(s):
Versus Evil
Obsidian Entertainment
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A
Other reading :
Pierre-Yves' Review at DigitallyDownloaded

Source:
Provided by Publisher




Article by Louis
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Jaggy's Corner! - Saturday May 26


This article isn't going to be easy to write and that's for good reason. Many of you may not know this but while writing this I've been crying, allowing mascara to run down my face as it hits the ground for a person I never actually had the chance to meet. It stings my eyes and I have felt very ill while typing this article. It sucks because this is by far the hardest article I'll ever write. Good thing I can touch type because this would have been impossible...

Let me tell you about my experiences as a viewer to the amazing life of John "Totalbiscuit" Bain.

Introduction to TotalBiscuit


Many years ago I got into a little known MMO called World of Warcraft. Hell, if there are people out there that AREN'T familiar with the game, I'd be really surprised. Anyways, I was questing in a zone that had just come out with a group of people that were pugged to complete a 5 man quest. The next day, my account was hacked and I thought one of those four people was the culprit. Out of those people, the one person I talked to after I got my account back ended up becoming a real life friend.

Nev introduced me to BluePlz and that is how I first heard the tales of Kungen. Though, I only had two episodes and I didn't even know what a podcast was at the time. Often I just listened to the story when it began playing in my iTunes list. That's how this whole thing started, though I didn't know anything about the man behind the voice.

A few years later, I became invested in the Starcraft 2 community where I started to watch YouTubers like Husky, Day9, and Lowko. It was then that I discovered professional esports and how I became reintroduced to TB for a second time. He casted a few matches and somehow I ended up with the knowledge of him being part of The Game Station Podcast. It was at this point that I recognized the voice but didn't understand why until much later. You see, TB talked about the WoW Radio days on the TGS podcast and how he used to have the nickname of BluePlz. That's when the lightbulb flickered on. I finally understood why the voice was familiar... This man was Kungen.

The Podcast

Because of the TGS podcast, which eventually became the Co-Optional Podcast, I was introduced to amazing gaming influencers like Angry Joe, Jim Sterling, Danny O'Dwyer, Margaret Krohn, and so many other wonderful people – none of whom I've met IRL.

Through TB's YouTube channel, I learned about other video games because of the "WTF is...?" series. Sometimes I'd yell at the screen about how wrong TB was about a game until one day when he said, "It's alright to have a different opinion of a game." I felt like a rebel for liking certain games he didn't, but that's alright. We're different people.

I came to respect his content and his impact in Starcraft and in gaming. I made it mandatory to watch all of the podcasts, no matter what it took. I needed to know what games were coming out and the big gaming news each week. I had planted my flag.

TB never let me down as a viewer. I understood that everyone has an opinion since everyone has different criteria for gaming. He taught many how to critically think about the gaming industry and its developers. He also taught people that we have to hold everyone accountable for their actions – or sometimes inaction. We must put our money where our mouths are and not pre-order incomplete games that only showcase pre-rendered footage instead of actual game play. As in, he taught the industry to be shepards, not sheep.

I recall seeing a video where Jesse, Dodger, and TB played Just Dance. The dancing prowess of the three of them was not fantastic but it was great fun to watch. I mean, we're talking about a group of people who were truly best friends that, from a viewer perspective, were always together. Having such close friends when you're in the eyes of the gaming world or celebrity world, is very valuable to maintaining ones sanity.

I also remember that TB, Jesse, and Dodger had the unique opportunity to work with Guillermo Del Toro on a hammy fan made promo video for the movie Pacific Rim. At the time, I knew nothing about the movie but after this promo video, I decided to give it a go. I ended up enjoying the movie without knowing much about it. The selling point? The voice of GLaDOS from the portal series. Truly. You can experience that magical video below.


Starcraft 2

Many might know that for a couple of years Totalbiscuit founded his own professional Starcraft 2 team that consisted of Koreans that did not speak English well. He respected his players and gave them every opportunity he could at the time. He wanted Starcraft 2 to continue thriving. TB's dedication to Starcraft rivals that of Artosis, Tasteless, and Day9 in my opinion.

Anyways, the ongoing issue of the team sat under two umbrellas. TB had moved to the United States and therefore was challenged in his ability to meet the players in person. The second umbrella of issue was the massive language barrier. In a comical twist, the Korean language does not have a precise translation for "TotalBiscuit". As a result, the Korean players called him the equivalent to "the sum total of all the cookie." He really was the whole cookie but I digress...

AXIOM, the team he founded, ended up taking a side line later on. It was too much to continue to run the team, despite his best efforts. I believe that was when TB begun having issues with his health. Like everything else, he tackled the disease head on. Not only that, but he wouldn't let it stop him from putting on the ShoutCraft Clan Wars – his own created tournament. He kept that going for as long as he could in order to keep the toughest RTS on the market alive.



Health

After news of his health had come out, a number of things happened. Sadly, in my haze of tired and emotional outbursts, I can't recall the specific order of things. However, TB would not bow down to anything. He took the high road and made a video where he urged people to go get checked out as soon as they felt like something was wrong. Because of that, he likely saved many lives by being honest with people about colonoscopies. And I say that because there are people who are scared of doctors/hospitals/etc... Sometimes people need reminding even if they know what action should be taken.

Anyways, later that year, I had asked a friend if he could get me an autograph from Kevin "RotterdaM" van der Kooi – another Starcraft 2 caster that I enjoyed watching. Unfortunately, because of issues with his visa to the USA, Rotti didn't make it to the event so I wasn't able to get his autograph.

In between that event and the next, I discovered that TB would be at an event my friend would be attending. The friend felt bad about missing out on the previous autograph and said he'd make it up to me somehow. I asked if it was possible to get TB's autograph, knowing that it might be tough. I didn't want it to be anything epic and if anyone could get that for me, Temp0 would be the one. In my mind, I figured that given my living situation, I was unlikely to make it to an event that TB could attend before he passed. At the time, I didn't know that I'd be right...

Before writing this piece, I plotted out things I wanted to mention. The autograph event is among those moments. And weirdly, late in the evening of May 24th - after the news broke of TB's passing - Temp0 streamed. He made mention of asking TB for an autograph, for me.


Another thing that followed TB's diagnosis was an amazing post done on the Team Liquid website. It was a truly heartfelt post dedicated to TB where the community essentially said that we would be there for him, no matter what happened. Unfortunately, I cannot find this post again and it makes me sad... Anyways, from that point, TB made it a point to keep fighting because he was not going to let some stupid disease take him down. He fought for Starcraft, for gaming ethics and standards, and for honesty and transparency from game developers. He was going to fight cancer in the same way he always had. Because of those things, he was a legend for gamers, pioneering many into their chosen professions like itmejp and hundreds of others. In fact, I've read countless twitter posts about how TB pushed people to become better. I am one of them.


His Best Anime Friendo

One of his best friends, Dodger, was helped by TB in a way that only viewers of the podcast and her stream would know. She had entered a relationship with Strippin fairly early on when the podcast became "Co-Optional". The two had large stream/YouTube followings before meeting, and knowing that neither of their successes superseded the others, decided to get involved.

Later, Strippin approached TB to get assistance on a major project. He wanted to propose to Dodger by way of making a video game that recounted special moments in their relationship. The amusing part about this story is that Dodger had put off going to Europe to see Strippin because of gaming commitments! The poor guy had to wait a full week before he was able to see her and get her to play the game which led to his proposal.

Last week Dodger had a baby girl and presumably TB was at least able to see the beautiful life that he helped bring into existence (in the sense that he helped orchestrate the marriage proposal. Don't get that twisted.)


The Ending of My Viewer Story

TB was younger than me. That concept is terrifying.

From the year 2014 when he was first diagnosed with cancer, he defied the odds, made a difference in people's lives, and provided a solid foundation for his family to have a good quality of life. While I never met the man, I respected him and loved him for everything he did as a major gaming influencer. He touched the lives of thousands of people, whether directly or not, and he will live on in all of us. Hell, he's one of the main reasons I wanted to get into esports in a professional capacity.

Not everyone liked the man – he even had some extremely public outbursts to indicate such – but regardless, he pushed people to take a stand. He forced people to have an opinion, good or bad. He brought people together. That is what an influencer does; they force people to give a shit about something.

I was linked a post from the subreddit Writing Prompts. One person had an epic response that was very much in the spirit of TB. I'm simply going to link it. Enjoy that.

Baneling, if you ever read this, I want you to know that your father was an amazing person. And your mother is even better for being able to manage the chaos brought to her. So, if I could ever tell you a solid piece of advice, it would be don't believe everything people say about him. One day you will understand that 90% of the content spewed by media sites is utter crap. That said, this article, is straight from the heart. In future, I hope you find a calling that leaves a lasting legacy, regardless of what that might be.

Genna, you are a strong woman and have gone through some of the toughest situations, from running a Starcraft team to managing a family to dealing with internet trolls. Please keep that tough exterior. I know that there are jerks out there that will give you flack by association. Since you are a Bain, I know you will continue to be tough as nails and shouldn't let people bring you down. TB wouldn't want that. You have so many supporters that you can call on. Any time. I look forward to your future and hope that you will carry the torch. But before that, make sure you take all the time you need. I can also only hope that we'll still get an arbitrary awards at the end of the year because the gaming community still needs a champion.

I'll leave you all with this clip if you don't mind some profanity (in a good way). This is from JebroUnity's stream on May 24th, 2018.


I will miss you.

As much as it pains me to say this, until next time TB. (In case you didn't know, TB would always close out his content with that phrase.)

Article by Susan N.
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Slam dunk the ball and your enemies! Graveball launches next month - News


Some of us on the team are fans of sports, looking at you Nick, while others, like myself, are fans of crazy sports with insane rules. Sort of like Mario Kart. Why drive around a track when you can both drive and pelt your enemies for nothing else than pure satisfaction?

Well that's the case here! We've got Goblins and the standard rules of death don't apply. I'm looking forward to taking to the courts with this one!



Goblin-Themed Sports Game Graveball Scores a July 31 Release on PC

MASON CITY, IOWA – MAY 22, 2018 – Graveball, the spooky and savage skill-based sport where goblins kill one another (and themselves!) from developer Goin' Yumbo and publisher 3D Realms, will begin serving up three-on-three online matches on July 31, 2018.

At a local cemetery, sporting goblins have constructed a spooky "Graveball" court that hosts a madcap meld of football and basketball. On this playing field, depraved shovel-wielding creatures compete to maintain possession of the "skullball" and run it into the opposing end zone to score. Of course, there are other ways to get points in this bizarre blood sport, like shooting the skull into a hoop that appears every 30 seconds – or just killing the other team in quick succession.

The goblins' shovels make useful tools for smacking the skull down the field or knocking it out of an end zone to prevent the other team from scoring before the three-second scoring timer ends. They're also equally well-suited to cutting down the competition in more direct and brutal ways. Especially when one considers the rules allow shovels to be thrown and goblins aren't much of a match for their blades, it's easy to see why Graveball is played where it's easy to bury bodies.

But don't bury those goblins quite yet! Death is not the end in Graveball. After dying, goblins become ghosts that move twice as fast as their living counterparts. Death isn't enough to stop the competition, and sometimes that ghostly mobility can even lead directly to victory. If that speed boost sounds mighty tempting, a handy little suicide button allows goblins to slit their own throats. But just remember that they can't touch the skull while in phantom form.

All goblins have the same abilities, so the game remains completely dependent on skill –meaning no auto aim when tossing either the ball or shovels. This ensures an even playing field so the thrills and chills come from emergent moments, rather than any special paid-for powers. But that doesn't mean these little jerks don't like to play dress-up. Masks, weapons, hairstyles, and taunt animations do not affect gameplay: sometimes a Goblin just wants to feel pretty.

Know what's almost as fun as playing Graveball? Watching Graveball. Ragdoll camera? Check. Hang-time and Goblin-body-distance trackers for when someone lands a nasty kill? Double-check. Watch clutch moments like catching opponents' weapons and blocking their shots or even throwing the shovel to get that last bit of distance needed to reach the goal ring. Matches usually end about five minutes in so it's always easy to watch or play a few quick games.

"It was important to me to make sure every Goblin had the same abilities, and you can't just 'level up' to be better," said Riley Dirksen, founder, Goin' Yumbo. "Every moment of excitement feels earned, so I have a feeling players are going to love that aspect of the experience."

Graveball will be available digitally in English on the PC via Steam for $4.99 USD with a 10% launch discount.

To learn more, please visit Graveball's official site, follow Goin' Yumbo on Twitter, like the Facebook page, and join the game's official Discord server.

Article by Pierre-Yves
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X-Morph: Defense - European Assault - PS4 Review


X-morph is a really interesting blend of top down shooter and tower defense, which are two styles I never imagined coming together, but I'm rather glad they did. While each component that makes the larger game is pretty standard on its own, it all comes together to make a rather unique experience, with a great couch co-op mode.

X-morph is, ultimately, exactly what you'd expect from both a tower defense game, and a top-down shooter. As a part of an alien entourage intent on harvesting the Earth's resources, you must protect your core from those annoying humans trying to drive you off. This is done in waves that are quite blatantly separated, which you can begin at any time you wish, because apparently that's how the military does things now.

For the most part, before starting a wave you can set up turrets and road blocks, to force the enemy convoys to take the longest paths to your core, thereby allowing you to blast them for longer before they start attacking. Once a wave starts, you'll probably be spending most of the time in fighter mode, which is where the top-down shooter aspect comes in. You must defend both yourself and your core from the humans before the core is destroyed. Luckily, your personal death means very little, except a bit of time loss as your ship is reconstructed, as long as the core isn't broken, you can keep going.


Upon completing stages, you will earn upgrade points, which can be used to enhance or create turrets, upgrade ship functions, or upgrade core functions. One really nice addition is the ability to retract upgrades you've spent, meaning you can test a build, decide you don't like it, and respend points with no real demerit, other than maybe forgetting what you've bought.

Probably the best part of X-morph has to be the co-op functionality. Both yourself and your partner actively participate in combat/building at the same time, and the only changes to the campaign are enemy health/number, as far as I can tell. You do split resources, which you earn from destroying enemies, and which are used to construct turrets, but ideally you can work together to create the impasses needed to train enemies through the most ideal paths for you to pick them off in. Interestingly enough, you can deconstruct turrets to regain your resources (or get the resources back if the turrets are destroyed), so your partner can actually demolish your structures to steal your resource points, hopefully putting up a turret elsewhere with an electric fence to deter those pesky humans.


While X-Morph is quite entertaining, especially when played with a partner, there are a couple of drawbacks. X-Morph is rather "short", particularly if you're good at either style of gameplay, and as the missions aren't all that numerous, you could complete the game fairly fast. The load times also flip flop between really long at acceptably long. While there are a bunch of difficulties available, without knowing how the waves will play out, it becomes rather hard to determine a good difficulty to set if you're more on the "not quite good at these things" side to maintain a challenge while not making it too easy. On the plus side, if you fail a mission you're allowed to change the difficulty before retrying.

Overall though, X-Morph has a decided charm to it, and while the main alien computer things voice bothered me, the amount of enjoyment I got out of shooting up tanks and convoys with my friend in the co-op mode well more than made up for that. There was screaming and yelling, vying for turret space, and lots of cheering when we finally won.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
EXOR Studios
Publisher(s):
EXOR Studios
Genre(s):
Tower Defense
Shoot 'Em Up
Mode(s):
Single Player
Multiplayer
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Richard
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Are you sleeping tight? Sleep Tight, the arcade-style twin-stick shooter launches this summer! - News


Are you afraid of what may come out from under the bed or from the closet late at night? With this much firepower you shouldn't be! Coming from some impressively assembled resumes, We Are Fuzzy have created a really fun looking Twin-Stick Defense Shooter that we are looking forward to getting our hands on later this summer!



Twin-Stick Shooter from AAA, Hollywood Veterans Sleep Tight Targets July Launch for Nintendo Switch, PC

Mixer Functionality, Eight New Playable Characters with Distinct Abilities Revealed

LOS ANGELES – May 22, 2018 - Sleep Tight, the adrenaline-inducing arcade-style twin-stick shooter with base-building elements, will have a neighborhood full of playable characters when it releases on July 26 for Nintendo Switch and PC. The game will also feature Mixer functionality that allows viewers to interact with streamers during their broadcasts and participate in the experience in fun and exciting ways.

Created by a veteran team of Hollywood film artists and AAA game developers, including VFX artist Maxx Burman (Far Cry 5, Iron Man 3, Game of Thrones) Disney illustrator Dylan Ekren (Wreck It Ralph, Zootopia), and Ubisoft designer Oscar Mar (Far Cry 3, Tom Clancy's Splinter Cell: Conviction, Rainbow Six Siege) Sleep Tight harnesses that talent to deliver an experience that will appeal to the kid in all of us.

In Sleep Tight, players choose between a cast of 12 kids whose bedrooms are assaulted every night by hordes of monsters pouring out from the dark corners of their homes. Using an array of toy weapons ranging from dart guns to water balloons, players hold the frightening creatures at bay until sunrise. Then they can cash in their piggy banks to build elaborate pillow forts, construct turrets, and buy various other upgrades that will better help them survive increasingly difficult evenings to come.

Each of Sleep Tight's dozen heroes comes with their own exclusive ability and playstyle. For example, the trigger-happy Tommy starts each match with 500 darts and gets discounts on Weapon Skills, while the comic book fan Dexter has superpowers that give him discounted power-ups, and Rosie uses her building skills to engineer turrets that deal more damage and extra strong pillow fort walls. Every child has their own specialty that keeps the game fresh no matter how many midnight monster hunts players go on.

"Sleep Tight has been such a special project to work on," said Maxx Burman, co-founder and creative director at We Are Fuzzy. "While our team has been lucky to work on so many amazing properties over the course of our careers, it's been amazing to create such a warm, pure, nostalgic experience, and we look forward to sharing it with everyone when we launch this July."

To learn more about Sleep Tight, please explore the game's official website.

Article by Pierre-Yves
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Legaia 2: Duel Saga - Retro Reflection


If you like Japanese role playing games you already know what Legaia 2 Duel Saga is about: you assume the role of a young orphan who must save the world from a supernatural villain by traveling from place to place and fighting monsters in random, turn based battles. The story evolves in a fantasy world with magic and castles and the hero has an inner, mystical power he must develop to win. Characters you meet are of the standard variety: the cute, innocent girl who is attracted by the hero but is too shy to admit it, the honorable, experienced warrior, the pirate, the hot female fighter. Nevertheless, I found them likeable thanks to the well written dialogues and the universal values they represent, such as courage in the face of adversity or devotion to your friends.

So, what makes Legaia 2 different? The first thing that comes to mind is the art mechanic: for a normal attack you don’t just select “attack” from a menu but you issue a number of commands. There are four available (up, down, left, right) and each command corresponds to a different attack. For example, the hero swings his sword, the martial arts master kicks or punches and the magician casts spells. Specific combinations of commands trigger more powerful, impressive attacks called arts. Normal arts produce art points while special arts and hyper arts, which deal more damage, consume art points. As your characters level up the maximum number of commands increases, so they can hit more times in one round.


Other elements of the game are common in the genre, such as competing in an arena for prizes, traveling with a ship and combining materials to craft new items. To save you go to one of the save points scattered in towns and dungeons, you buy new equipment from shops and rest in inns. Naturally, your characters can cast spells, which are necessary to eliminate monsters fast and make grinding much easier. Enemies are soldiers, giant birds, golems that smash you with their huge arms, skeletons, hideous lizards, crawling flowers and others.

Besides the characters personalities and arts, I enjoyed the music and puzzles. I admire the Japanese artists’ ability to create so many different tunes for so many games. Music in Legaia 2 sometimes has an epic or foreboding tone that makes the dungeons more interesting. Also, you are required to solve various smart puzzles, such as moving crystals on red squares or lighting pedestals in the correct order to open a sealed door.


Unfortunately, Legaia 2 is marred by some deficiencies. The graphics are disappointing for a PS2 game, with blocky models, ugly origins (those are spirits that reside in people called “Mystics” and allow them to cast spells), grass that looks like green paint and trees with no animation. The story has no surprises or originality and becomes stereotypical during the final confrontation. The combat system is shallow, requiring little thought on behalf of the player, and the game world is small, leaving no room for exploration.

Despite the above, I found Legaia 2 to be addictive and I completed it after about fifty hours. Its simple gameplay offered me mindless action and was good for relaxing. However, other PS2 role playing games are of much higher quality, so I could not easily recommend it.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Contrail 
Prokion
Publisher(s):
Eidos Interactive 
Sony Interactive Entertainment
Genre(s):
Fighting
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Purchased


Article by Dimitris
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Hitting the green with The Golf Club 2019 - News


With two prior releases of The Golf Club under their hat (and you can see our reviews for The Golf Club and The Golf Club 2, the development team is looking to add even more realism to their already fantastic simulation series that puts a focus on skill off the tee and creativity in course design.

--

PGA TOUR Career Mode added to award-winning "The Golf Club" video game

Game will feature career path through Web.com Tour, rivalries, sponsor goals

PONTE VEDRA BEACH, FLORIDA and NOVA SCOTIA, CANADA –
The PGA TOUR returns to the video game space in an exciting new way this summer when a comprehensive PGA TOUR Career Mode is integrated into the award-winning "The Golf Club" franchise for Sony PlayStation 4, Microsoft Xbox One and PC platforms.

Through a licensing agreement with Canadian developer HB Studios, the career mode in "The Golf Club 2019" takes a player on an authentic journey through Q-School, the Web.com Tour and a 32-tournament PGA TOUR season, including the FedExCup Playoffs, to become the FedExCup Champion. As players progress and complete challenges, they will attract sponsors who will offer rewards for continued success.

Launching in August, "The Golf Club 2019" will feature six precise replicas of renowned TPC courses: Summerlin, Scottsdale, Sawgrass, Southwind, Deere Run and Boston. The PGA TOUR and HB Studios will continue to support the golf videogame community into the future by adding authentic tournament courses and ensuring the best possible play experience for fans of the sport.

"We are so excited for the launch of The Golf Club 2019 featuring the PGA TOUR that highlights some of our best tournaments," said Len Brown, PGA TOUR Chief Legal Officer and Executive Vice President of Licensing. "This will allow our fans to take the same path to the PGA TOUR by earning their card through the Web.com Tour.  Additionally, this will give gamers the opportunity to play under the same tournament conditions that our players face week in and week out.  We are thrilled with this partnership."

CAA Sports Licensing, on behalf of the PGA TOUR, helped broker the relationship with HB Studios.

HB Studios launched the original The Golf Club in 2014 followed by a highly rated sequel in June 2017. HB Studios is Atlantic Canada's largest independent video game developer, established in 2000. HB Studios has an 18-year heritage of working on the industry's leading sports games and franchises.

"We are absolutely ecstatic and proud to be an official licensee of the PGA TOUR, one of the most prestigious sports organizations in the world," said Alan Bunker, CEO of HB Studios. "This further validates that HB Studios has the number one golf video game on console and PC platforms. With the inclusion of PGA TOUR content and the support of this fantastic organization, it will elevate our game even higher and provide our users with an even more authentic video game golfing experience."

PGA TOUR Career Mode

Users will begin their career in the Web.com Tour qualifying tournament, the start of a journey to become a PGA TOUR member. Finishing in the top 75 in this event qualifies for entry into the Web.com Tour. In a streamlined season, users will have multiple ways of advancing to the PGA TOUR to begin their professional career. Finishing in first place in three of the six events will automatically earn a PGA TOUR card for early promotion. Finishing in the top 25 on the money list after the six events will also earn early promotion to the PGA TOUR. Once on the PGA TOUR, users will join the PGA TOUR and compete for the FedExCup over 32 events. Throughout each PGA TOUR season, not only will they compete for the top spot on the leaderboards, they will be working to achieve sponsorship goals for in-game rewards and competing against rivals.

Rivalries

Once on the PGA TOUR, a player's skills are noticed, leading to a rivalry with another player on TOUR. Over the following events they will compete head-to-head to prove who is the better player, not only on the leaderboard but also statistically. Players will compete for points in Number of Strokes, Front 9 Score, Back 9 Score, Birdies or Better, No Bogey Round, Best Hole and Worst Hole. The first player who reaches 20 points overall wins the rivalry and the bragging rights before moving on to the next challenge.

Sponsor Goals

On the road to the FedExCup Playoffs, a player will attract the attention of various sponsors, who will offer an opportunity to represent their brand while completing challenges throughout each season. The better the performance, the more attention a player will draw from sponsors. A player will have to manage partnerships and challenges for rewards. Each sponsor comes with three levels where a player will have to complete 1-3 challenges to receive a reward.

Licensed Courses

Throughout the PGA TOUR Career Mode, players will experience some of the most well-crafted user generated courses, as well as the authentic PGA TOUR tournament courses: TPC Summerlin (home of the Shriners Hospitals for Children Open), TPC Scottsdale Stadium Course (Waste Management Phoenix Open), TPC Sawgrass' THE PLAYERS Stadium Course (THE PLAYERS Championship), TPC Southwind (FedEx St. Jude Classic and future home of the WGC-FedEx St. Jude Championship), TPC Deere Run (John Deere Classic), and TPC Boston (Dell Technologies Championship).

About HB Studios

Founded in 2000 and headquartered in Lunenburg, Nova Scotia, Canada, HB Studios is an electronic entertainment software company that specializes in creating console, mobile, handheld and PC games. To date, HB has shipped 49 titles, selling over 27 million units, and contributed to 20 others. More information about HB Studios and its products can be found on our website, www.hb-studios.com. Join the official game community forum via www.thegolfclub2019.com.

Follow us on:

Twitter @thegolfclubgame
Instagram.com/thegolfclubgame
https://www.facebook.com/TheGolfClubHB/
YouTube https://www.youtube.com/user/HBStudiosDeveloper

About PGA TOUR

By showcasing golf's greatest players, the PGA TOUR engages, inspires and positively impacts our fans, partners and communities worldwide.

The PGA TOUR co-sanctions more than 130 tournaments on the PGA TOUR, PGA TOUR Champions, Web.com Tour, PGA TOUR Latinoamérica, Mackenzie Tour-PGA TOUR Canada and PGA TOUR Series-China. Members on the PGA TOUR represent the world's best players, hailing from 25 countries (85 members are from outside the United States). Worldwide, PGA TOUR tournaments are broadcast to more than 1 billion households in 226 countries and territories in 23 languages. Virtually all tournaments are organized as non-profit organizations to maximize charitable giving. In 2017, tournaments across all Tours generated a record of more than $180 million for local and national charitable organizations, bringing the all-time total to $2.65 billion. The PGA TOUR's web site is PGATOUR.COM, the No. 1 site in golf, and the organization is headquartered in Ponte Vedra Beach, Florida

Article by Nick
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