Golden Treasure: The Great Green Launch on PC and Mac!


DETROIT - June 17, 2019 | Golden Treasure: The Great Green, Dreaming Door Studios’ first interactive hand-painted role-playing experience, is available today on Steam for both PC and Mac players. Dreaming Door also provides players who would like to “try before buying” a peek at the game thanks to a free and extensive demo.

Early reviews are impressed with Golden Treasure: The Great Green:

”Unquestionably breathtaking” - Gaming Cypher

“Visually, the game is stunning” - thegamer.com

“I love this writing… I’m absolutely enthralled” - English Teacher Plays


Golden Treasure: The Great Green provides players with a fascinating open-world narrative journey where, rather than hunt dragons, players become dragons, the sentient creatures that rule over Ancient Earth. Starting within the confines of an egg, the player character must survive the tender and dangerous years of childhood, forging a path to maturity in a Bronze Age world filled with secrets and mysteries.

Golden Treasure: The Great Green features a rich and beautiful hand-painted world packed with deep systems players have come to expect. There are thousands of choices to make, a vibrant open world to explore, loot to collect, battles to fight, and skills to master to increase the chances of survival. It's not simply a game: it's a whole new life to live.

It is now time for you to spread your wings and embrace the wind. Your journey from before beginning to dragon maturity will be an adventure unlike any yet seen, a story unique among all told. We sincerely hope that you will find the journey inspiring, exciting and meaningful.

Social Media: Facebook / Twitter / YouTube / Dreaming Door

Get it on Steam!


About Dreaming Door Studios

Dreaming Door Studios is a Detroit-based video game studio specializing in crafting narrative experiences which bring you out of your current time, place and form and into something new. We believe that combining creative visual art, truly original stories and a passionate love for games will help lead us all to new gateways and horizons. Prepare to come through the Door, and Dream with us!



Article by Susan N.
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Dragon Star Varnir - PS4 Review


Do you have a hunger for a JRPG from Compile Heart not in the Neptunia franchise? Are you interested in taking a bite out of something perhaps a little darker and edgier than you’re used to? Perhaps you’d like to scoff down an interesting take on a traditional battle style? Well, if any of these items has caught your fancy, then Dragon Star Varnir may be on your menu.

Hop on your broomstick and take a ride to the dark ages, where the pope looks about as evil as possible and everyone is indoctrinated to despise witches, who “give birth” to man eating dragons that burst out of their stomachs. Yeah, that was a sentence. Varnir follows the tale of Zephy, a knight in the church order who is dedicated to getting rid of dragons and their witch progenitors. Unfortunately for him, he’s pretty weak and gets beaten up by a dragon.

On the verge of death, he is saved by a group of witched hoping to use him as a hostage to rescue their friend from the church. Turns out, Zephy is a witch as well. A male witch. Because apparently that’s a thing now. After being promptly abandoned by his commanding officer, Zephy joins the witches in attempting to live without either succumbing to the madness induced by the dragon growing inside, or having the dragon burst out. The catch is that witches need to consume dragon meat and blood to keep the madness at bay, but that causes the dragon to grow. Fair warning thought, apart from the general premise, the plotline isn’t exactly “surprising”, or at the very least it feels like everything is mostly laid right out for you and is rather trope-y.


As you explore the bleak world infested by dragons, you will have to defend yourself from the hordes of “dragons” that infest the world, some of which REALLY don’t look like dragons. You will explore field areas and drop by the witches’ enclave between outings. In the enclave you can check on and report quests you’ve taken, visit the shop for provisions and new weapons, give the witches gifts in the hope they’ll stop hating you, and try to prevent the young children from turning into dragons. Most of these are pretty cut and dry with the exception of helping the children and the elixirs.

Essentially, you can give the children dragon materials to consume to prevent their madness, but the dragon within them will grow. As you spend more time in a dungeon or field map, the madness will progress further, so if you actually care about them, you get put on a bit of a timer to try and save them. The elixirs on the other hand, are fancy craftable items that when consumed summon a couple of dragons to fight. Win and you get a piece of gear associated with the elixir. The best part is failing allows you to keep the elixir, so if you get a randomized elixir with no idea how powerful the enemies will be, you can still salvage a failed attempt.

I mentioned the madness from the dragons, but there is also a madness gauge for your party as well. Choosing the wrong selection in a cutscene or letting your partners die in battle will fill up the gauge. If it gets too full your party members will start succumbing to the madness, so you may want to shy away from that as much as possible. Fortunately the bulk of the madness gauge is filled with poor dialogue choices, and not from battle related choices, because you can get KO’d pretty fast if the enemies decide to be particularly mean. Thankfully “dyeing” just means that you get sent back to the witches enclave, albeit at the expense of your sanity.


Dungeon and field exploration are pretty standard Compile Heart fare. You roam around a field, smacking enemies to get a preemptive strike, or outright killing them and still getting all the loot and exp if you’re strong enough, picking up items from harvest points and treasure chests, and using one of the many field skills to help you traverse the area. Props to the devs for allowing you to swap between all your party members and not just the ones in your battle line-up. You also can hop on your broom, or sword in Zephy’s case, and essentially use it as a “dash” to speed up travel time, although it will run out after a bit and need to recharge.

So how is the battle system like? Well, I think the easiest way to describe it is “turn based Mega Man StarForce with Disgaea like fields and Toukiden style bosses”? Chances are there are only going to be a select few who even get two of those, so I’ll try to describe as best I can. The battles are turn based, and your characters are set in a single row, whereas the enemies take up a grid, with larger enemies taking up multiple “squares” on the grid. The kicker? The grids are 3D. You not only have rows and columns to deal with, but also “depths”.

This also plays to your party, as separating on different “layers” will help spread out damage so large attacks don’t hit the entire party, but there are also “formation bonuses” that will give boosts depending on which layer a character is on. Skills can also hit rows, columns, depths, or a combination of the three. For instance, the first fire skill hits a “vertical column”, going through the layers. Large bosses and enemies play this up with multiple “parts” on different layers that are in charge of different attacks. Take out the “part”, and they won’t be able to use the associated move.


So what can you actually do in battle? Well, you’ve got the standard HP gauge and SP gauge, as well as a dragon gauge that I’ll touch on in a bit. You can choose from” physical attack, magic, item, guard, switch character, or devour. Physical attacks can be up to three attacks that don’t consume SP, or a skill that uses SP to work. Magic is pretty standard fare as well, same with item and guard. Switching characters is actually really nicely done, as switching doesn’t take a turn, and you can do it as many times as you want in a single turn, making your sub-party that much more relevant to the fight since you don’t waste turns swapping out. And then there’s devour.

Devour is an interesting function, where you can attempt to “feed” the enemy to the dragon living inside you. When you attempt to devour an enemy, you will be given a success chance based on how much damage the enemy has taken, as well as if you’ve hit them with a weakness exploit or gotten a critical on them. The more of these you get, the better your chances of devouring. Once an enemy is devoured, you regain some HP and SP, but also unlock that enemy’s “core”. You also get shown a handy check mark if you’ve already devoured an enemy.

Each core devoured is specific to the party member who devoured the enemy, so if you’ve got five part members, you’ll have to eat that dragon with each one to unlock the core for all of them. These cores are how you get your skills, and also provide stat bonuses. During battle you’ll collect ability points that you can use to unlock “nodes” on a grid you get from the enemy. Skills tend to cost more points while stat upgrades tend to be cheaper. After unlocking these skills, you can then choose which ones you want to “set”. There are four categories: physical, magic, devour, and passive. Each skill that can be set has a cost, and the total cost can’t exceed the limit (the starting limit is 20, if you’re curious). The limit is individual to category, so if you’ve used 19 points in passive skills, you still have 20 points in each of the others.


So let’s talk about the soundtrack and visuals a bit. Most of the game is typical Compile Heart visuals, with anime stylized character models and “dynamic” anime cut-outs during cutscenes. The only thing is that all the 3D art has a permanent hatch pattern pasted over it, and I can’t really figure out why. It annoyed me at first, but I got used to it, but it’s still a little weird. The soundtrack on the other hand is pretty good, lot’s of epic battle themes, and the gloomy and despairing tracks fit well.

A couple of points to note before I give it a final rating. If the game says the sidequest boss is harder than the boss you just beat, they REALLY mean it. Jumping from a level 30 boss to a level 60 one was NOT what I expected, and I basically “wasted” some of the children’s madness trying to go beat it. Secondly, the witches are rather particular about the gifts you give them. I found they didn’t like much, and what they did like barely moved the affection gauge, so be aware of that. Some enemies are kind of dicks. They might only take one damage per hit, or be nearly impossible to hit, making them rather frustrating, but devouring them gives you some really nice skills.


Unlike in most of these styled games, switching party members is extremely useful due to the “no downtime” between switching. This means you can bring out the sub party to devour for cores, or make them the buff/debuff specialists, and then get rid of them when you want to go back to the heavy hitters. Last note is about that dragon gauge I mentioned in battle a while back. When that fills up, your attack gets a MAJOR boost and you get full HP and SP heal. Feel free to abuse the heal, as this will happen a lot. Also, bosses can really lay the smackdown if you aren’t prepared, so be careful with your remaining health.

Overall I had a lot of fun with Varnir. Yeah, the plot is a little trope filled and cliché to an extent, but the battle system was really fun, and I felt like I was playing a sort of pokemon-esque devouring game. While that sentence may need some work, the “collectible upgrading system” was pretty fun, and I’d always try to eat as many enemies as I could. Is Varnir perect? Maybe not, But 8 out of 10 witches would probably promote it.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Compile Heart
Publisher(s):
Idea Factory International
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Richard
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Nippon Marathon and Valthirian Arc: Hero School Story Releases



PQube (London, UK) – June 21st, 2019 – Today, PQube has great news for everyone that still appreciates a nice cartridge and box: More formerly digital-only fan-favourites will make their way to European stores in the course of this year, kicking-off with Valthirian Arc: Hero School Story and Nippon Marathon today!

The fantasy school management simulation and the crazy Japanese party game are now each available at selected retailers for £19.99 / €24.99 on Nintendo Switch, while the PlayStation 4 version of Valthirian Arc is available for £12.99 / €14.99 and Nippon Marathon for £14.99 / €19.99.


For more information and the latest news, follow us on Twitter, Facebook, Instagram, Twitch and our homepage: http://pqube.co.uk/

About Onion Soup Interactive

Hailing from the exotic dojos of Birmingham, Onion Soup Interactive is the newest kid in the indie shrine. Nippon Marathon, the officially licensed videogame of Japan’s #1 annual sports extravaganza*, is its debut title. The studio’s aim is to find and develop new forms of fun and to apply them in colorful and exciting fashion – all while trying to beat the Guinness World Record for volume of sushi consumed in a single sitting. Please direct all complaints to Buster the dog.
*Note to press: don’t fact check this.

About AGATE

Agate, under PT Agate International, is a company and game development studio that was founded in 2009 and is headquartered in the Bandung region, Indonesia. PT Agate International owns two main business: game and gamification development under Agate, and a subsidiary that moves within the role of marketing and digital advertising—Seruni. For over nine years of running, Agate now has over 170 crews, 250 game titles, 270 projects, 140 clients, and 20 local and international awards. This large growth of Agate entitled Agate as one of the most sustainable game company in Indonesia. With the motto “Live the Fun Way”, Agate is certain that living will be all the better if accompanied with happiness. And that games are one of the viable media that can help increase said happiness. More detailed and updated information can be found on www.agate.id.

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong. As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate. PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games



Article by Susan N.
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The Legend of Heroes: Trails of Cold Steel 2 - PS4 Review


Welcome back to Erebonia, a land once yours to explore with your classmates, now embroiled in a civil war. Participate in intrigue, side-questing, monster extermination, and giant mech fights. Join Rean in his adventure to reunite his fellow classmates, and maybe scrounge together some form of resistance against the heavy handed generals participating in the civil war.

Before getting into the game itself, for those returning to Trails of Cold Steel 2, you can like in Trails of Cold Steel import your data from the PS3 or Vita for some bonuses. For those looking for their clear data of Trails of Cold Steel, the original import bonuses are back though they are nothing really ground breaking. After talking with PY who loaded data from Trails of Cold Steel before going into the second chapter, it seems like there's a bigger bonus for returning players than new ones going through the series for the first time.

The story of Trails of Cold Steel 2 picks up right after the ending to Trails of Cold Steel. For those unfamiliar with the first game, there is a plot summary for you to get caught up with the previous events though you may not be as invested in the characters. Continuing from where the previous game left off, Rean awakens in the mountains alone after escaping at the end of the first game. Striving to reunite with his friends, he embarks on his journey to bring the butcher squad *cough* party from the first game back together, meeting new people along the way, as well as some memorable faces, whether that be a good thing or not.


The battle system from the first game is largely unchanged, at least for the most part. You still have your turn based battle system starting up after colliding with enemies on the field map. You have your normal attack, your character specific craft skills that take CP to use, which you recover through attacking enemies, and your magic art skills that take EP, which doesn’t naturally regenerate. You still have your link attack follow ups and “bonus actions” when you’ve stored up enough points from follow-up attacks.

What is new is the overdrive ability. When first starting out, anyone linked to Rean is able to go into an overdrive mode with him, which gives three attacks inserted into the turn order for the two partners that are assured to unbalance the enemy, allowing you to perform follow ups. You can unlock this for other party members by finding these blue chests scattered throughout the field. Beating the boss from these chests allow other party members to use overdrive when linked with each other instead of Rean.

Additionally, the “rock, paper, scissors” mech fights have now become more prominent, with a few additional features. While the main concept of choosing an area to attack that will unbalance your opponent is the same, you now have more skills available to you. Your teammates are now also recognized as party members for the fights, and can cast spells and will allow you to use a special finishing move if you stock up enough unbalance points.


In the long run, not much has really changed from the original game in terms of how you play. You still play in “chapter” installments, although this time they’re sort of grouped together in chapter halves. You have a portion spent in the town you use as your base of operations. Here you can interact with your party members, building your bonds and learning more about your friends. You can help out the townsfolk, do some snowboarding minigames, or explore the monster infested mountain out back, and maybe get some fishing in.

When you’re all set to head out, you journey out to either find your missing classmates or complete whatever you have set as your objective. Generally this means visiting a location from the first game now changed by the war, and helping out the locals while trying to get Laura the Obliterator and Fie the Ninja, er, I mean, your classmates back together. So off you go, fighting the monsters in your path, fishing in unlikely locations, and general side-questing while exploring the familiar and new at the same time locales. If you recall areas from the first game, they may have changed from what you remember, with some new areas to explore and collect all the treasure chests from.

Good news for those who found the cheese strategies from the first game, most of them still work. The quartz system is still around, only instead of unlocking nodes, now you upgrade them to allow you to use higher rarity quartz, and most of the Master Quartz have also made a comeback. Those new to the scene, Master Quartz act as a sort of “class mod”, enhancing some of your stats and giving you some arts and skills that you can use. The Master Quartz can be upgraded by having them equipped during battle. As they level, the skills they provide will increase or get better, and you are given access to more arts.


The normal quartz act as sort of “equippable magic”, as you can slap quartz on your “grid” to allow the character to use the associated spells in battle. Some quartz have passive effects as well, such as giving stat boosts, or allowing you to see treasure chest on the field map. This provides a lot of customization options for your party, as you could technically make your warrior into a healer if you really wanted, as ill-advised as that may be. As I mentioned earlier, most of the cheese strategies involving quartz set-ups are still available, so all you (myself included) who turned Laura into a walking death tank, or Fie into a ninja that never got hit and got seven turns to the enemies’ one, you can still do that if you want to make some of the bosses a joke.

So are there any differences in the PS4 version? Compared to the PC version, which I also played, not really. In terms of content and key gameplay, nothing has been added. The console port does, however, feature additional voiced lines, a Japanese language option, and the function that should have promoted someone ten times over say, the turbo function. For those of you on console who didn’t get this option previously, turbo mode allows you to move four times as fast in battle and two times as fast on the field map. This also applies to cut scenes, so those going for a new game plus run on nightmare will appreciate this mode.

Trust me when I say the turbo mode is one of the most beautiful additions to the PS4 port. I almost always have it on, not because battles are boring or I want to speed through the game, but sometimes you just REALLY don’t want to spend two hours farming money to buy that new weapon or to level enough to beat that boss that’s been rolling you over for the past forty minutes. You can also “skip” actions in battle to speed up the fight, but I found I didn’t notice if my characters got status infliction if I did that, although the option is nice. The graphics are also all nice and crisp, which I really noticed coming from my PC version that for some reason refused to display the “blurred” effect correctly. So now I can see all of the anime-esque stylized character models in HD instead of “ugh”.


Is it worth getting the PS4 version if you already own another version? Probably not unless you’re a hardcore collector aiming for a special edition. Is it worth getting in general? I’d definitely say yes. The game runs smoothly, the music is still as great as I remember, with some of my favorite battle and field themes, the characters are interesting, and the battle system is both traditional enough to not give someone a meltdown, but also has enough unique properties for me to not call it a clone of another game. The game also blatantly tells you each time you hit a “point of no return”, which is super handy for finishing everything you want to do and not getting peeved because you can’t get back to a town. Overall, I would definitively recommend giving this JRPG a shot, even if you haven’t played the first installment.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Nihon Falcom
Publisher(s):
XSEED Games
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 3
PC

Source:
Provided by Publisher




Article by Richard
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New Acquisitions Incorporate Rulebook for Dungeon and Dragons!



SEATTLE — June 18, 2019Acquisitions Incorporated, the first-ever official third-party property Dungeons & Dragons sourcebook from Penny Arcade and Wizards of the Coast, invites adventurers to maximize their plentiful profits and enhance their awe-inspiring exploits today.

Due to a recent surge of deceased workers open positions, Acquisitions Incorporated is currently offering a once-in-a-lifetime opportunity to create Fan-chises™. The Acquisitions Incorporated sourcebook, compatible with the Forgotten Realms or anywhere else in the Multiverse, has everything a budding replaceable cog valued employee needs to keep themselves both profitable and alive.

This manual contains 224 pages of insider secrets including a never-before-seen adventure for characters levels 1-6. Franchisees can learn the ropes with this gripping tale that is 100% safe. Discover completely new content including new spells to master, an introduction to an all-new race, and our patented character positions to help anyone join the company and push us well into the black.

"Seeing our Acquisitions Incorporated campaign enter the canon of the Forgotten Realms is a dream come true,” said Jerry Holkins, co-founder of Penny Arcade. “The book is stuffed with content for Dungeon Masters and players alike, and I can’t wait to hear about their adventures.”

1. We at Acquisitions Incorporated are not responsible for any bodily harm that may occur when using the manual.

2. 60% of statistics are 100% made up on the spot.

The Acquisitions Incorporated book is available now for $49.95 and can be purchased from the Penny Arcade store, Amazon and hobby stores.

For more information on Acquisitions Incorporated, the D&D sourcebook, please go to the official webpage.

For more information on Acquisitions Inc, please visit the official website.


About Penny Arcade

Penny Arcade is a webcomic focused on video games and video game culture, written by Jerry Holkins and illustrated by Mike Krahulik. With over 3.5 million readers, it is the most popular and longest-running gaming webcomic online. Penny Arcade is also responsible for the Child's Play Charity, the PAX gaming expo in Seattle, Boston, San Antonio, Philadelphia, and Melbourne, multiple video games based on the brand, and multiple online video series.

Article by Susan N.
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Super Neptunia RPG - Switch Review


Our four Goddesses are back again for some more light hearted console rivalry, or they would be, if they remembered who they were! Taking control of Neptune, it won’t be long until she runs into others like Histoire in book form or the Tsundere Queen Noire and the hot tempered Blanc while on the quest for allies in order to fight the tyranny known as “”. Sadly it takes too long to get my beloved Vert into the party.

Super Neptunia RPG is an interesting one as it’s the first Neptunia title that has not been developed by the Japanese studio of Compile Hearts. Instead, this latest entry into the series comes to us from a studio only a few hours away from where I live in Quebec City, Quebec. Yes the city is named after the Province. So not only is this a western studio handling a long running Japanese designed series, it’s a French Canadian studio which lead to multiple levels of intrigue for how it would turn out. The verdict? It’s not bad, but, it’s not as great as it could have been.

Taking it from the top, our Goddesses find themselves in a different form of their world Gamindustri in which they aren’t in charge on their respective countries / continents. Kicking things up a notch for how well things are not going for our protagonists, they have a cliche form of amnesia which Neptune fourth wall breaks how cliche it really is. It’s light, it’s funny, but sadly it isn’t enough as other than Neptune basically being Neptune, all over the place and does whatever she wants the world feels empty and the other characters are there in appearance but not there in spirit.


On the note of party members, it’ll be hours before you really get to have anyone truly in your party. Finally getting a hold of Noire and Blanc, they don’t feel right. Sure everyone has amnesia but their personalities are so watered down they may as well only be there for the visual cues. And part of me gets it. You have a studio that’s never worked on the series having to find a way to balance the great ideas that they are putting forward alongside an already existing monster of a series that’s been around for over a decade in which they’ve refined what each character means to the series as a whole and who they are as people.

The other issue in this vein is that the world feels empty. There are loads of NPCs hanging around but once they’ve done their due diligence in giving you a side quest or answering a question based off of, you get “...”. That’s it. There’s no even simulated dialog so when there is a conversation between Neptune and whoever she comes across, cherish it!

From a gameplay perspective though, wow. Sure there are some optimization issues with the Switch in which large environments will cause a lag, both in the cradle and handheld but overall, the direction in design was a fun one. Super Neptunia RPG is a 2D Platformer with a combat style reminiscent of Valkyrie Profile or the more recent homage to it, Exist Archive: The Other Side of the Sky. Running through a metroidvania environment, Neptune can jump, dash, air dash and swing her sword at enemies in order to start up a battle.


Once a battle begins, there’s a form of “ATB” that is shared between Neptune and her party. Depending on the skills equipped, abilities can range to how much of that gauge is going to be required before being able to do a move. Starting with the standard sword strike, for every “two” units that you have, that’s an attack. So if you have a total of eight, Neptune for example can swing her sword four times to really hammer in an enemy before they can heal.

There is an issue with this system as it’s not purely a you do what you want while the enemies do what they want. If you’re moving in for an attack, you attack and the enemy is stuck waiting to do the same. Once they attack though, you can’t do anything and have to wait so often spamming doesn’t work especially with boss like foes since they move just about as fast as you do. While I would have preferred a: they do what they want and you do what you want, it overall works well because of the levels of customizations that can be had once you start getting party members to fight alongside you.

Unlike your standard Neptunia title, from an individual character’s perspective, you don’t have access to your typical break, rush and beat attacks. Instead, characters can learn these style of skills from items and weapons but they can only have one equipped at a time, meaning that if you only have Neptune, you’ll have to really pick that one carefully. Once you have others though, each character can equip a skill into each placement slot that they can be in, A / B / X / Y for a Nintendo Platform.


Issuing commands is as simple as pressing one of the character’s current positions as long as there’s enough in the gauge and they’ll do it. From there, your party can be rotated around meaning that for each spot, you can set a character with another skill. This means once you have four characters to fight together, you could have a melee setup, a magical setup, a healing setup or whatever hybrids you want for the fourth.

Overall, while Super Neptunia RPG won’t be winning the top spot for the series, it’s still a decent entry. Being developed by another studio can always come with some curveballs but the ideas that Artisan Studios have put forward made for a fun enough time that I do hope to see more of down the line.

Game Information

Platform:
Nintendo Switch
Developer(s):
Artisan Studios
Publisher(s):
Idea Factory International
Genre(s):
RPG
Platformer
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher


Article by Pierre-Yves
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Neptunia Shooter - PC Review


Neptunia Shooter, a bullet hell from the Neptunia series. Short, sweet, surprisingly entertaining, nerf dogoos plz.

From the people who brought you the Neptunia series, we now have the one-off spin-off of Neptunia shooter. Is there a plot? Not that I can tell. As far as I’m aware, the main heroines from the Neptunia series have been possessed or something, and only Neptune remains herself. Cue a bullet hell shmup where Neptune has to beat her friends back into sanity.


As far as games go, Neptunia shooter is really basic in the sense that all shmups are pretty much just rail shooters. So what does Neptunia Shooter do to set itself apart from the crowd? Well, every time you beat a boss that isn’t the last boss, a character joins you. Each character has their own unique and situationally useful attack. For instance, Neptune has the standard forward shot, compa drops Dr. Mario pills on enemies, and Iffy shoots backwards. While this can get confusing to keep track of, and isn’t really mentioned that you can switch characters on the fly, it certainly adds some spice to the game.

With a super retro 8-bit art style and chiptune soundtrack, I got a bit of nostalgia going on. Ultimately though, Neptunia Shooter doesn’t feel like a game the was developed for the purpose of being an actual game. What I mean is that it’s rather short, clocking in at about ten minutes to beat, excluding the numerous amounts of attempts you may need to beat it, and it doesn’t really feel at home on the PC. As a handheld or Switch title? Yeah, I could see that, or even as a minigame in one of the main titles, but not so much as a standalone as it was released. While this may help tide you over until the next Neptunia title releases (which I believe P.Y. is reviewing right now), I can only really see Neptunia Shooter as an extra bonus mini-game or phone app game.


Was Neptunia Shooter fun? Definitely. Would I play it for more than an hour? Probably not. As a longtime fan of both the Neptunia franchise and bullet hell games, I can honestly say it’s really fun and pretty challenging, but it could also be a lot more than what it is. If you’re a fan of the bullet hell genre and like the Neptunia series, consider giving it a shot, but I wouldn’t expect many other people to get enamored with the game.

Game Information

Platform:
PC
Developer(s):
Idea Factory International
Publisher(s):
Idea Factory International
Genre(s):
Shoot 'Em Up
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Richard
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Kill La Kill - IF! Gameplay Footage Reveal



PQube (London, UK) - June 17th, 2019 - PQube, Arc System Works and Studio TRIGGER are excited to reveal more gameplay footage of KILL la KILL - IF! The main characters Ryuko Matoi and Satsuki Kiryuin are introduced in two short combo videos, showcasing some of their flashy attacks and finishers.

The hot-blooded arena fighter with the first new KILL la KILL story content by the original creators since the anime's spectacular conclusion releases on July 26th on PlayStation 4, Nintendo Switch in Europe, and on July 25th on PC/Steam.

Limited Edition - confirmed for Europe!

Check out the KILL la KILL - IF: Limited Edition!
  • Mr. Sushio’s main artwork
  • Original Artbook
  • Original Soundtrack
  • Mak-Roquette Squeezie

This lovely Limited Edition will be available in Europe, with selected retailers in the UK, France, Spain, Switzerland, and more!

Stay in the loop on everything Arc System Works on Twitter as well as Facebook and the official homepage.

For more information and the latest news, follow us on Twitter, Facebook, Twitch, Instagram, and our official website: http://pqube.co.uk/kill-la-kill.

About Arc System Works

Arc System Works is a Japan-based game development company, renowned for their unique and highly artistic 2D fighting action games. They have a proven track record with their big hit series: Blazblue and Guilty Gear, among many other games of all kinds of genre under their belt. From planning to production to marketing, Arc System Works believes in constant value-adding for their products, striving relentlessly towards the aim of staying ahead in the forefront technology of gaming, and producing flavorful character designs to form the foundation of their extensive Intellectual properties. https://arcsystemworks.com/

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong. As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate. PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games


Article by Susan N.
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Kotodama: The 7 Mysteries of Fujisawa - Switch Review


Kotodama is an interesting experience. Essentially, experience rather sums up Kotodama as a whole. As a first development project from PQube, who've been solely a publisher before, Kotodama is their first experience in actually developing a game. For the players as well, Kotodama is best summed up as "an experience that's difficult to describe". Between some odd dark tonal shifts, stripping people in your mind, and having some moments that you'd need to be psychic to expect, Kotodama certainly has enough uniqueness to leave an impression.

In Kotodama, you play as a faceless new student at the titular Fujisawa academy in this anime styled visual novel type puzzle game. By the way, it turns out you have a contract with a demon cat/fox thing named mon-chan. She's snarky and amusing, but she also grants you the power of "kotodama", or power over "words", as it were. This is pretty much stated as a "side thought", but is a core premise of how the game functions. You soon get introduced to the new class you transferred into, and meet Nanami Kagura, a spunky girl tasked with showing you around the academy, who draws you in to the Occult Research Club to investigate the oddly unique "seven mysteries of Fujisawa", which range from mundane to "serious ethical and sanity concerns".

Kotodama is set up as a sort of visual novel meets bejeweled, or HuniePop, if you'd prefer that comparison. Essentially, the power that Mon-chan provides you with is the ability to "command" people with your words, which for the most part is just forcing them to tell the truth. In this case, this is done by "peeling the layers of the mind", which your main aptly does by imagining literally stripping your fellow students… Either way, you match three or more symbols in a grid with a limited amount of moves in order to force your "opponent" to spill the beans about whatever you've asked them.


You select a symbol and it gets moved to the top of the "grid", while the rest drop down. There a special power ups and moves that can appear, and if you remove the "preferred" symbol, it allows you to "poke" the picture of the character you're "fighting", and you have a chance of earning extra moves. I'll be perfectly honest here, a large chunk of these games can be reduced down to luck at times, and as much as you're helped out by the game showing you a possible move if you wait too long, I found myself barely winning some challenges. And yes, it's game over if you lose, so save often.

As you talk with classmates and progress through the story, split into seven chapters for each of the mysteries, you will learn "key words" that help level up your abilities, which will provide more points when matching the associated symbols. Most of these are pretty easy to pick up, but the last one I was missing took me an excruciatingly long time to figure out. As you chat and explore the mysteries, you uncover more about the academy and the people who go there. Some things corny, some dark, and at least one where I could only respond with "O_o". You get to make the occasional choice as you chat or reach waypoints, making the quick save and quick load function super handy, as after you've selected an option the text will change color to indicate it's importance to the story and whether or not you can reach the true ending.

Pro tip, red doesn't necessarily mean the bad ending. You can also skip through previously read text rather fast, which is a really good thing, since every time you fail to reach the true ending you're sent back to the beginning of chapter 1. And no, you don't get a chapter select. I mean, I understand why plot-wise, but good lord it was infuriating to get to the final chapter, only to realize I made a mistake in the previous chapter and now need to sit through all the text AND match-3 games again. Yes, you need to do them again, even if they become basically trivial by the end. Please PQube, put a "skip completed puzzle" in the next time you do a game like this, please, for my sanity.


Overall there isn't much more to say about Kotodama. You've got a visual novel with mystery and some surprisingly dark moments, an ending that left me with the only thought of "wut" for a solid ten minutes, but in a good way. Game mechanics during the puzzle sections are pretty solid, but could definitely use some polishing in the visual novel portion. In the end though, the main thing I came away with after finishing everything I could do in Kotodama was the thought of "I want a prequel or sequel". I wanted to know more about the main character and mon-chan. What happened at their previous school? Why do you have a demonic contract in the first place? And WHAT THE HECK ARE THE MYSTERY CANDIES ACTUALLY MADE OF?!?

In all seriousness though, the game has a lot of faults that really bothered me. Mostly small little things that build up, especially when you're on your twelfth time running through chapter 1 again and getting really fed up with being forced to redo all the puzzles. Pro tip number 2, I'm pretty sure you can collect all the words in one run through a chapter, so you can probably just restart a chapter from an earlier save if you missed something, but in my infinite wisdom I decided I might actually miss something if I did that.

On the other hand, Kotodama was weirdly entertaining. I found the characters mostly interesting, the storyline was engaging, and for a first production project, PQube did really well. Does that justify the faults? Well, maybe not all of them, but like I said, Kotodama is an "experience", both for the players and developer. I really do want that prequel though, so hopefully PQube will release that as a polished version of the gameplay or something similar. If nothing else, I'd definitely suggest checking the game out.

Game Information

Platform:
Nintendo Switch
Developer(s):
Art Co Ltd
PQube Limited
Publisher(s):
PQube Games
Genre(s):
Visual Novel
Puzzle
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher




Article by Richard
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PQube's Platform Game Maker PlataGO! Release


PQube (London, UK) - June 13th, 2019 - PQube and developer Super Icon are excited to release PlataGO! Super Platform Game Maker today! Create levels and whole games in a breath, upload them and try out your friend's on Nintendo Switch or PC/Steam. The game maker comes with all tools you need to start designing, as well as the winning creations of the Steam Early Access Community Contest from earlier this year, including a mini-RPG, super-hard gauntlets and more!

PlataGO! Super Platform Game Maker in now available on Steam and the Nintendo eShop!

Roll up your sleeves and choose your tools!

The perfect platformer doesn’t exist… so make it yourself in #PlataGO! With thousands of customization options and filters from across gaming history, create a modern classic in minutes and share it with your friends.

PlataGO features:

  • beloved retro themes like Amiga, SNES, Game Boy, Commodore 64 and more
  • dozens of different styles of tiles, doors, platforms and more in multiple shapes
  • diverse backgrounds
  • lots of scary, funny and crazy enemies
  • customisable gravity and speed of hazards or bullets
  • item effects, key/door mechanics, checkpoints, NPCs and dialogues
  • and more!

An always expanding library of community created content!

The full version of the game maker comes with the creations of the Steam Early Access Community Contest winners for starters, but way more content is already available online! Shape and add your own design to a permanently increasing selection of worlds, levels and complete games - downloadable for free!

Check out #PlataGO on social media! For more information and the latest news, follow us on Twitter, Facebook, Twitch, Instagram and our homepage.

And for all PlataGO! Super Platform Game Maker updates, please follow the official developer account on Twitter.


About Super Icon

Super Icon is an independent multi-platform game development studio located in Cornwall, England. Passionate about making great games; original unique ideas with strong gameplay and awesome graphics. Recent games include Life of Pixel, Vektor Wars and Best Buds vs Bad Guys.


About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong. As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate. PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games

Copyright 2019 Super Icon Ltd. All rights reserved. Published by PQube Ltd.



Article by Susan N.
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Judgment - PS4 Review


Sega are known for a lot of titles in the past few years with one of the bigger ones being their Yakuza series. Taking things in a bit of a different direction, or so I’m told as I have yet to play any entry into the series, Judgement sees a lawyer turned private eye Takayuki Yagami and his partner works cases in Kamurocho where the Yakuza series takes place. Essentially being the perfect marriage of Shenmue’s exploration and combat mixed in with Heavy Rain’s sleuthing, and I’ve got myself one of the best titles that I’ve sat down to all year.

From the get go, it was clear that Judgement was going to be a hell of a title. The graphics, the sound, the gameplay and the audio. Wow. Able to play in either Japanese or in English which has a stellar voice cast, you’ll be searching for clues, tailing people, interrogating or beating up punks while eating burgers and instant ramen bowls between fights. It’s this mix of martial arts combat and sleuthing that made me think of Shenmue. The open areas for exploration mixed in with plenty of little shops and arcades, I won’t deny that I stepped off the path a few times to get in some Viruta Fighter 5 time with my favorite character Sarah.

Integrating modern technology beautifully, your in game cellphone is part of the experience and not just a convenience for storytelling. Acting as your GPS, you’ll have your cellphone’s screen in the bottom right corner telling you were to go and if you should be watching your back while looking for where to go next. It’ll highlight stores, buildings that you can go into, the above mentioned gaming locations like the batting cage or the above mentioned arcade. You’ll see it all. If you want to see more of the map, you can “flip your phone horizontal” to move around it yourself and zoom in and out.


Side to using the GPS functions, you can also use your phone as the main menu. Inventory management, quest information, the map if you take the long way around, the actual games settings or saving. It’s all present and feels like it belongs as Yagami will always be looking at the device while you are on it. Other elements also come into play making it feel like a part of the overall when your partner sends you a drone’s feed or when he face time’s you.

This seemingly small detail allows for the rest to simply glide forward and in certain cases literally. Yagami is a martial artist who can develop new skills as you get skill points by either finding clues, successfully interrogating someone or by kicking the crap out of thugs either in story or just on the street Akiba’s Trip style. Basically meaning that you can use anything that you can get your hands on.

Starting off with both a Tiger and Crane moveset, you can easily switch between for one on one or one against many. The combat system is slick too which I’ve heard is based off of Yakuza 0. Yagami can block attacks, grapple and throw / punch / kick any opponent that he gets his hands on, dodge around, run up a wall and come back down for a haymaker, and so on. As you get comfortable with combat, you’ll want to start experimenting a bit more which is where your phone comes back into play as you open up the skill app and check in on what’s up for grabs.


Instead of just following a skill tree, abilities are split into three categories. The first are modifications like “”. The second has things like “” while the last has “”. Each of these are not mandatory to obtain but they do make your life easier.

And it’s all of these elements that come together that make for a fantastic experience as they are all present but none of them feel out of place. Judgement does a great job at allowing you to perform each of these styles of gameplay as you move forward so that none of them ever feel like it’s been too long.

Side to all of the beat ‘em up and the cellphone inclusion, it's sleuthing and the dialog that really takes the throne. Because of the well crafted dialog, listening to characters talk and interact is often better than sitting down to an amazing book. During these times however, it happens that questions pop up that you can ask in order to find out more details. Keeping things interesting in this regard, is that if you ask “the right” questions in order, you’ll be rewarded with bonus skill points that you can use to upgrade Yagami. If you don’t get the order right, you’ll still get all of the information, just none of the bonuses.


From there, finding out clues in either a full or a quick investigation is pretty cool. Moving into a first person mode, you can scan your current surroundings, or a picture in your hands, for clue or items that stick out to you. Blood splatters, lack of blood splatters, items in the vicinity that could give you a hint as to what you are looking for like a security camera, all of these help move you forward and uncover clues to what you are looking for. Sometimes these clues lead to easier times interrogating while other times, information from people will make scanning for clues easier because you know where to look.

Judgement is definitely on my game of the year list. The dialog, the gameplay and the visual representation are simply stellar. While it hasn’t been that long with something this heavy in narrative with plenty of gameplay, Judgement just feels like the whole package from the get go and holds on to what makes it so great even hours down the line.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
SEGA
Publisher(s):
SEGA
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher


Article by Pierre-Yves
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Nelke & The Legendary Alchemists: Ateliers of the New World - PS4 Review


Nelke & the Legendary Alchemists: Ateliers of the World is an interesting side story taking place in the Atelier games’ universe. Something of an off-shoot, Nelke is a strange combination of a lite roleplaying game mixed with a lite town management game that takes place in the Atelier games’ setting. One thing to keep in mind is that this is not a traditional Atelier game; thinking it is will lead to some serious disappointment.

In fact, when I first received Nelke I was a bit disappointed in it; not that I was expecting a standard Atelier game, but rather that it was so very different from what I was used to out of the Atelier franchise that I was, for lack of a better term, turned off by it. I gave Nelke a go after a bit of a break (surgery; it sucked) and came to a different conclusion; Nelke & The Legendary Alchemists: Ateliers of the World is a fun, casual experience that is wildly different from the primary Atelier games.

Nelke starts out from their capital with orders from her father to manage a small town in the wilderness; from there you meet the various characters, from the town mayor to carpenters to locals just going about their business. After the initial introductions you will be walked through the process of starting up and managing your town. From placement (and color) of local shops will be up to you, as will the types of goods that they sell. The goal? Make the town prosper.


In order to achieve that goal you will be navigating the surrounding wilderness and this is where I struggle a bit with how different it is. With other Atelier games it felt far more like a traditional RPG where you have something of a dungeon, you navigate through it grabbing resources / fighting enemies, then you return to brew your potions. With Nelke you are plopped on a self-propelled “road” and the characters that you have chosen to bring with you on your “walk” will chat amongst themselves; you will have the option to run, walk, or head back to town (thus ending the expedition to the local area).

If you encounter enemies on your walk (you will), battle commences; truthfully I am not a fan of the battles, largely because they feel a lot like a cheap mobile game. To me they are just not fun and the game could work just fine without them. They almost feel like an afterthought and it cheapens the experience. As your town grows and more buildings are built, shops created, and the need for micro and macro management increases, you will find that Nelke is even further from traditional Atelier games. Sure, you might see/meet Alchemists that you are familiar with, but by-and-large Nelke is more reminiscent of a vision novel meets spreadsheets. Now this is not a bad thing, but certainly not something many may have been expecting.

I have long loved the Atelier franchise, but maybe I am in something of a small subsect of Atelier fans, but I have been more invested in the characters and the type of gameplay it offers, and far, far less in the actual world. When I reflected on it, it is this type of outlook / enjoyment that I have had with the franchise that is likely at the center of why I am just incapable of connecting with the odd, almost mobile game-like experience that is Nelke & The Legendary Alchemists.


Where I struggle, too, is that Nelke is a mix between light city-builder, Alchemist game, visual novel, and side-scrolling, turn-based RPG-lite, and while it does each adequately, it does none perfectly or even exceptionally. I really do hope this is an experiment in branching out from the mainline Atelier games, as it does not captivate nor does it have the heart, the way that the mainline titles do.

Nelke & The Legendary Alchemists: Ateliers of the World is a unique look at the Atelier franchise’s worl outside of the mainstream titles. Lighthearted as it may be, it still feels shallow, though well-designed and full of things do to on a casual level. While fun, interest easily wanes after an hour or two, though its art, voice acting, and overall scope should not be taken lightly. Nelke & The Legendary Alchemists: Ateliers of the World is a niche title best suited to those that are deep in the fandom of the Atelier Franchise.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Gust
Publisher(s):
Koei Tecmo
Genre(s):
Simulation
RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Robert
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Rolling Gunner Releases June 20th for the Switch!


** Editor note: Some of the sites and links are exclusively done in Japanese.

SAN FRANCISCO - June 14, 2019 - Shmup fans rejoice! Video game publisher and developermebius. is excited to announce that the hit side-scrolling bullet hell shmup, Rolling Gunner will be released on the Nintendo eShop on Nintendo Switch™ June 20 across North America and Europe. A physical edition of Rolling Gunner is also planned for release in late 2019.

Fans can add Rolling Gunner to their Wish List by searching for "Rolling Gunner" on the Nintendo eShop from their Nintendo Switch.

Visit the Rolling Gunner game page on Nintendo.com: 
www.nintendo.com/games/detail/rolling-gunner-switch/

With humanity on the verge of extinction, a secret internal division of Lerman Matsunaga had the foresight to design a special weapon against BAC: the Rolling Gun. Operated and controlled via brain implant, humanity's fate now rests in the hands of a courageous RF-42R STORK pilot who must set out to destroy BAC at the old Lerman Matsunaga building, which has been turned into a near impenetrable BAC fort. This is the last hope for humankind.

And now the final hope takes flight...

Key Features

  • Navigate across 6 stages blanketed in a hail of bullets from an unceasing onslaught of enemies and screen-filling bosses
  • Choose from 3 different STORK ships to pilot, each with unique attributes and firing patterns
  • Multiple difficulty settings allow players of all skill levels to jump in and enjoy a true bullet hell experience
  • Save Replays and use Training mode to master the Rolling Gun and learn the intricacies of each stage
  • A pulse-pounding, high-energy original soundtrack composed by COSIO (Space Invaders Extreme, Groove Coaster) perfectly complements the gameplay
  • Beautifully animated cutscenes marry gameplay and story
  • A challenging risk v reward point system will have seasoned players shooting for the top of the in-game leaderboard

Please visit www.d-mebius.com/rolling_gunner for information, video, screenshots, and more. (Please note: website is currently only available in Japanese).

Fans excited for the upcoming release of Rolling Gunner on Nintendo Switch can share their excitement with the development team on Twitter.


About Project Rolling Gunner


Project Rolling Gunner is a small circle of original arcade and PC developers who banded together to develop Rolling Gunner for PC and Nintendo Switch, with sound design support provided by COSIO, formerly of Zunata.

About mebius.


A publisher and a developer of console video games, mebius. is a group of friends and gamers who are passionate about bringing exciting new indie titles to console for the whole world to enjoy. In addition to publishing Rolling Gunner, mebius. has developed Steel Empire for Nintendo 3DS and Steam, and are currently working on a console port of Unholy Heights. www.d-mebius.com

Rolling Gunner © 2018-2019 Project Rolling Gunner. Developed and Published for the Nintendo Switch under license by mebius.. All rights reserved. Nintendo Switch is a trademark of Nintendo. © 2019 Nintendo. All other trademarks are the property of their respective owners.



Article by Susan N.
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