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Explore Alchemy in the Upcoming Title Atelier Ryza: Ever Darkness & the Secret Hideout


Burlingame, Calif. – July 26, 2019 – KOEI TECMO America and GUST Studios revealed a treasure trove of information today for their upcoming title Atelier Ryza: Ever Darkness & the Secret Hideout. Slated to launch October 29, 2019 for the Nintendo Switch™, PlayStation®4 computer entertainment system, and Windows PC via Steam®; players will follow the exploits of the teenage tomboy, Ryza, and her band of mischievous friends on a heart-warming adventure – filled with magic, mystery, and self-discovery.

Throughout her journey, Ryza will rely upon her newfound powers of synthesis; creating items which will help her overcome any obstacle in her path, including the powerful new threat facing her beloved hometown. In fact, Atelier Ryza: Ever Darkness & the Secret Hideout features a completely revamped synthesis interface, which clearly displays the required materials and effects that can be added to items at a glance. This new ‘Linkage Synthesis’ system features a fixed number of cells that players can unlock via strategic item placement – extending a variety of different results imbued onto the final product depending on the way the cell branches. Special change recipe cells can also be uncovered to unlock new recipes, enabling aspiring alchemists to experiment with different items while discovering exciting new results.


The new ‘Item Rebuild’ process then allows for these created items to be used again during synthesis. Rebuilding an item offers the chance to make it stronger than it was originally built – the more times an item is rebuilt, the more superior it will become. However, rebuilding an item also causes the amount of dexterity required to increase, limiting the amount of characters who will be able to us them. Choosing between item strength and ease of use is now vital when planning battle strategies.

In addition to the synthesis system information, a charming new trailer for Atelier Ryza: Ever Darkness & the Secret Hideout was also released; along with various images of some of the colorful characters Ryza will meet on her journey including: close childhood friends, Lent and Tao; the courageous merchant’s daughter, Klaudia; the protector of Rasenboden Village, Agatha; the mysterious wandering alchemist, Empel; the cool and composed wandering warrio, Lila; and the young sprit, Kilo.

For more information on Atelier Ryza: Ever Darkness & the Secret Hideout, be sure to check out our official website, Like us on Facebook and Follow us on Twitter.


ABOUT KOEI TECMO AMERICA CORP.

KOEI TECMO AMERICA CORP. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Burlingame, California. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. TECMO is best known for the Dead or Alive®, Ninja Gaiden®, Tecmo Bowl®, and Fatal Frame® series.

Atelier Ryza: Ever Darkness & the Secret Hideout ©KOEI TECMO GAMES CO., LTD. All rights reserved. Atelier Ryza: Ever Darkness & the Secret Hideout and GUST are trademarks or registered trademarks of KOEI TECMO GAMES CO., LTD. The KT logo is a registered trademark of KOEI TECMO HOLDINGS CO., LTD.

"PS" Family logo, "PlayStation" and "PS4" logo are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

© 2019 Nintendo

© Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.



Article by Susan N.
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PlataGO - Switch Review


With the dawn of the era of the -maker games, between Mario Maker (and recently MM2) and Mega Maker, you’d think that we have the platformer maker market pretty much saturated, right?  Well, I thought so, but Super Icon Ltd disagrees, it seems.  Enter Platago, the all-in-one tool you need to make your very own platformer.  Well… your very own generic and beginner platformer at least.  The UI might be better on PC, but on the switch, it is absolutely horrendous.

For the console version, the cursor can’t move vertically and horizontally (diagonally) at the same time, even when using the analog stick.  This makes navigating the menus quite awkward, especially when you take into consideration that the typical menu navigation on consoles (direction keys move between options directly) is present, but has such a minor graphical representation on screen, it’s quite easy to simply ‘lose’ your current selection and moving around in the menu for a good 10 seconds just to find which element you have selected.  And that’s just the UI to get into being able to play a game.


Gameplay

If you’ve braved the front menu and have successfully managed to make it to the created content menu, you can search through games that you would like to play.  You can’t play them right from there, though, as you can with the other ‘maker’-style games, but instead, download it onto your console, go back to the front menu, play a level/game, and then load on in.  That’s when gameplay smacks you right in the face.  Platago’s physics engine is basic.  Simple.  There’s no acceleration, no deceleration, you’re either moving, or you’re not, but if you’re moving, you’re doing so at top speed.  It makes jumps very counterintuitive, and easily spikes the difficulty of games made, although only through the artificial difficulty of bad controls and physics.

Issues / complaints

As I got into the creation elements of PlataGo, I was curious how they were going to allow me to create assets for my custom games on the switch.  You see, on the Steam version, you can import your own sprites, your own backgrounds, you can skin the whole thing to look like Mario, Sonic, Wonderboy (as seen in the trailer).  The switch version has a half-dozen of each type of background, a limited selection of protagonist sprites, and an abysmally narrow selection of music to choose from to express yourself with.

There’s no way to import in other asset packs, there’s no way to create your own things, and there’s no way to do any of the extensive fine-tuning of config files and modding that you can do to the PC version to make your very own commander keen-esque game.  No, instead, you’re stuck with software reminiscent of the free software that was included with a box of cheerios… except their version of Yahtzee was at least good for an afternoon of entertainment.



Conclusion

If you’re looking to create your own platformer, don’t look on the switch.  I’m not sure if I’d recommend this over free tools (such as mega maker) if you’re on the PC, but on the switch, this software is simply unsuited to the medium, compounded by the limited creation options compared to your computer-bound cousins that are using, supposedly, the same software.  Steer clear of this one.

Game Information

Platform:
Nintendo Switch
Developer(s):
pQube
Publisher(s):
pQube
Genre(s):
Platformer
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Marc H.
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Bigben Announces Acquisition of Spiders Development Studio



Lesquin, France, July 25, 2019 - Bigben announces the signing of an agreement for the acquisition of Spiders, a French video game development studio specializing in action and role-playing games.

After the acquisition of 3 studios in the last 18 months, this new strategic operation allows Bigben to assert its position as a developer-publisher while strengthening its expertise in content production for successful genres still missing in its portfolio.

Spiders, a French studio known for its creativity and the quality of its games



Created in 2008 by former Monte Cristo TM developers who previously worked together on the Silverfall TM game, Spiders has specialized for several years in the action and role-playing segment and relies on a large experience in home consoles. The studio thus developed 6 games including the iconic Mars: War Logs TM set on Mars, Bound by Flame, a RPG medieval-fantastic title which met with a great commercial success and The Technomancer TM, a RPG Cyberpunk. The new game Greedfall TM, eagerly awaited by the gaming community, will be released in September with a unique visual identity inspired by the Baroque art of 17th century Europe.

A senior team serving ambitious projects


Based in Paris, the studio now has about 30 employees and uses its own Silk Engine development engine. This integrates all the functionalities from last generation technologies and enables the development of genres for all formats, PC and home consoles. 

This transaction allows Bigben to acquire a remarkable know-how, accumulated over many productions by confirmed developers recognized for the high quality of their games.

By integrating Bigben's Gaming business unit, Spiders will leverage the commercial and marketing strength of an established publisher to increase the distribution of its games and benefit from the emulation generated by belonging to a group of talented studios. Jehanne Rousseau, current CEO and co-founder of the studio, will continue to lead Spiders with the aim of developing the creative and innovative aspect of its productions.

Expanding editorial positioning


Bigben's editorial positioning is thus widened after:
  • The purchase of the Cyanide studio, which allowed it to extend its offer to major genres not yet represented in its portfolio, such as cycling simulations, turn-based games or stealth games;
  • The increased stake in Kylotonn Racing, which secured a strong position in the racing simulation game segment for cars and bikes;
  • and the acquisition of the Eko Software studio, which allowed it to increase its presence on genres popular with gamers such as "Action-RPG" and collective sports simulations.

The investment in Spiders studio will now allow the Bigben group to cover the entire world of role-playing games.

An acquisition fitting in the BIGBEN 2022 strategy



This new external growth fits perfectly into the BIGBEN 2022 plan, which aims at making Bigben one of the reference leaders in 'AA' video games.

By expanding its research and development division with this new recognized player in the development of video games in France, Bigben is integrating additional skills that will enable it to further strengthen the upstream structure of its Gaming sector, and create value by offering contents long-awaited by an ever-changing video game market.

The Publishing cluster of Bigben will consist of 7 development sites (6 in France and 1 in Canada) employing nearly 300 developers supported by a Publishing team of more than 40 people.

The final completion of the acquisition, to be fully paid in cash, is scheduled for early September 2019 after fulfilment of the usual conditions precedent for this type of transaction.

"This acquisition fits perfectly with Bigben's strategy to increase its know-how in the development of video games in the AA strategic segment. We are delighted to welcome the talents of Spiders who will strengthen our Development unit and participate in new and even more ambitious projects.” said Alain Falc, Chairman and CEO of Bigben.

 "We look forward to joining the Bigben Group, a reference player in the video games industry whose strategic vision we fully share. Becoming part of the Bigben Group is a unique opportunity to accelerate our development alongside other quality studios, by integrating an environment conducive to the creation of ever more qualitative games.“ said Jehanne Rousseau, CEO and co-founder of Spiders.


About Bigben

Bigben is a major video game publisher, designer and distributor of mobile phone and gaming accessories as well as audio products. The group, recognised for its innovation and creativity, aspires to become a European leader in each of the sectors it is active in. Check out our website.



Article by Susan N.
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Fantasy Strike - PS4 Review


It would be easy to take a look at Fantasy Strike and assume that this is just another of the many 'simple' fighting games out on the market, but there is a lot more here than initially meets the eye. The dev team at Sirlim deserves credit for coming up with a control scheme that is approachable, but combatants that each have depth and provide plenty of replay value as well.

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Necrobarista Launching Later this Year for PC




Route 59 Games would like to share a change in plans regarding Necrobarista’s release date.

Due to unforeseen circumstances, the cinematic cel-shaded visual novel will now launch a tad later in Q3 2019 than previously announced. While the team is eager to share Necrobarista with fans, it was determined taking a bit more time and allowing the game to percolate a little longer will be for the best.

Route 59 will take this opportunity to continue polishing the game so it can provide players with the best possible experience when it releases for Windows PC later this year via Steam and Playism.

The additional development time also means Necrobarista will support more languages at launch. Those include English, French, French (Canadian), Italian, German, Spanish, Chinese (Simplified and Traditional), Japanese, Korean, Russian, Turkish, Arabic, Brazilian Portuguese, and Dutch.

The studio appreciates fans’ enthusiasm and patience and looks forward to delighting everyone with the story behind The Terminal, a supernatural café where the worlds of the living and dead intertwine, as well as the game’s first-person adventure sequences and dynamic camera that put new spins on the genre.

Please follow Route 59 Twitter and join the Necrobarista community on Facebook and Discord for the latest updates. Details regarding Necrobarista’s new release date will be shared in the near future.

Nintendo Switch and PlayStation 4 versions of the game are still on track for release in 2020.




Article by Susan N.
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Senran Kagura: Peach Ball - Switch Review


Do you have a hankering for pinball? Do you like cute fuzzy animals? Busty anime girls? Well then, have I got good news for you.

Senran Kagura Peach Ball is a spin off of the Senran Kagura series that is well know for its busty ninja squad. Having now gotten a spin-off where you can finally handle your balls without people looking at you funny, okay, maybe they still will, Peach Ball has you, an anonymous unseen character, help the ninja girls out after they’ve accidentally been turned into animals due to one of Haruka’s potions that she was brewing in an arcade bathroom. The method to turn them back? Get a small ball to vibrate and hit the girls with it. Apparently Haruka has also rigged a pinball machine to do this in her spare time, so you can coax the girls onto the pinball machine, smack the ball around a bit, and then proceed to hit their bust and butt with the pinball. Yes, I’m serious, no, I don’t intend to play this game in public.

As far as gameplay goes, it’s pretty much just straight up pinball. Of course there are a bunch of gimmicks to make it stand out, but ultimately the biggest issue you’re going to face is how little there really is going on. With five characters and only two tables that you’ll be going back and forth on, Peach Ball isn’t a game that I’d probably spend any more than maybe half an hour at a time playing. Is it bad? Definitely not. Could it be a lot better? Most assuredly so.


The standard pinball stuff is all there: bumpers, spinning doors, tracks that loop around the play field, and challenges to help rack up the score. Unlike in traditional pinball, there are a couple of tweaks Peach Ball has for you. First off is the fact that the girl you’re trying to un-anthropomorphize is sitting in the center of the board, and you can “bop” her for points. If you hit enough times and in the right places you can knock her down for a score bonus. Secondly we have challenges which come in batches of three and are listed on the right hand side of the screen. These challenges can give item rewards that can act as score boosts or helpful functions, such as giving you a ball return.

Next up we have the fact that the game basically encourages you to TILT, very much opposed to real life pinball machines. While the table may lean in your favor (heh, puns), that doesn’t mean the games are super easy either. Or I could just be really bad at pinball. The final item of note is that you have “gated” score sections. Once you hit a certain amount of points, you start a “sexy challenge”. Complete three and you get to do a super sexy challenge which ends in the girl turning back to normal. Usually these consist of hitting objects moving around a circular zone and you having an infinite amount of ball returns, but they are timed.


The story line is quirky and super corny, but played for laughs, and the gameplay is fun, albeit a bit lacking in content, if not quality. While there isn’t really anything wrong with Peach Ball, I feel like it could have been a lot better if there were a few more table and characters. While two tables only get you so far, the massive amount of unlockables in the in-game store may keep you playing in order to unlock them. Currency is rewarded after clearing stages depending on completed missions and score.

If you’re hankering for some pinball and were looking for something with a little more fanservice than a shiny metal orb, good news is Senran Kagura Peach Ball is available for you to sidle up to. Now excuse me while I go bop a catgirl…

Game Information

Platform:
Nintendo Switch
Developer(s):
Honey Parade Games
Publisher(s):
XSEED
Marvelous
Genre(s):
Arcade
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Richard
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New Yooka-Laylee and the Impossible Lair Trailer Shows Alternate Levels


22nd July 2019Team17, a global games label, creative partner and developer of independent, premium video games in partnership with independent developer Playtonic Games are excited to release a new trailer for the forthcoming Yooka-Laylee and the Impossible Lair.

In Yooka-Laylee and the Impossible Lair, players must rescue members of Queen Phoebee’s Royal Beettalion from Capital B in a quest to take on his most dastardly challenge yet – the Impossible Lair. Players will explore a charming 3D overworld to uncover 20 different 2.5D levels, each with a member of the Royal Beettalion to rescue.

However, there’s more! As the colourful duo traverse through the overworld, Yooka and Laylee will discover new secrets and puzzles which can dynamically transform each level, increasing the total number of levels to 40! Spark some change by hooking up electricity, flood chapters with running water or literally flip them upside down for radically altered challenges.

Yooka-Laylee and the Impossible Lair will be heading to Nintendo SwitchTM, Xbox One, PlayStation 4, and PC in 2019. A boxed console version will also be available.

To keep up to date with all the information on Yooka-Laylee and the Impossible Lair please like us on Facebook, follow us on Twitter and join us on Discord.


About Playtonic Games

Founded in 2014, Playtonic Games is an independent developer based in Burton upon Trent, UK. Between them, the Playtonic team has over 100 years of combined experience working on legendary gaming franchises and they released the much-anticipated 3D platformer Yooka-Laylee in 2017.

Yooka-Laylee and the Impossible Lair Developed by Playtonic Games. © 2019.  Published by Team17. Team17 is a trademarks or registered trademarks of Team17 Digital Limited.

About Team17 Digital Ltd

Founded in 1990, Team17 Group plc is a leading international video games label and creative partner for independent developers. The portfolio comprises over 100 games, including The Escapists, Overcooked, Yoku’s Island Express, Yooka-Laylee, the Worms franchise and many more from developers around the world. Visit www.team17.com for more info.

© 2019 Nintendo




Article by Susan N.
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Kill la Kill: The Game IF - PS4 Review


Kill la Kill: The Game IF is the latest in the Arc System Work’s universe of Arcade Fighters. Developed by A+, you’ll get to take several characters from the Kill la Kill universe into a 3D ring for some fast paced and flashy combat. With different options available for each character, how you dominate your opponents in story mode, on the couch beside you or online, is entirely up to you.

Off the bat, once you’ve loaded it up for the first time, you’ll find that until you go through the first few parts of the story mode, everything else will remain locked. While I found it a bit odd that they would hide certain features like being able to fight against another player until you’ve played far enough into the story mode, once those modes are unlocked the world is your oyster for how far you think you can take your skills. Unranked, ranked, just with your favorite person in the world that you want to kick the crap out of on the couch next to you, it’s your choice.

Part of these modes being locked makes sense as there is a fair bit to learn to the systems that have been put into place. While each character will behave differently, like the very bdsm fanservicy Gamagoori who instead of a ranged attack ties himself up and then proceeds to whip himself building a meter that increases his strength, most of the others have access to a ranged or melee attack and are just fanservicy in terms of their appearance.


While the melee and ranged attacks are fairly self explanatory, the rest of the system is built upon these two as you can perform them while staying put, while moving, while dashing or while dodging. Special attacks based on these two can also be used so understanding how each character behaves is important as they come in a variety of sizes from the smallest Jakuzure to the biggest Sanageyama who’s transformation with his kendo stick is just defyingly huge. Having the fighting done in a 3D arena helps as size doesn’t matter if you can dodge around your opponent.

Side to the story and to the arcade versus, there are some other single player only modes like seeing how far your can survive in a series of 1v1 matches. While this mode isn’t new, and while your health carrying over isn’t new either, it was nice that depending on how well you did it was possible to win back a percentage of your hit points to help in the fight ahead. There are other modes that are designed to help you train your skills but the back to back fights against all of the other characters including your own helps you nail down strategies fairly quickly.

Finally, there’s the Covers Challenge Mode. Covers are clothing that have taken over the students of the academy and they come at you in swarms. Fighting against these is a lot of fun because it’s not just a 1v3 in which the “3” swap out. Oh no. Instead they are all on the field with you and you have to fight them ALL at the same time. It basically turns this Arcade Fighter into a Brawler if only for a short time.


The only real issue that I found with this fighting style is that the targeting can feel a bit off when you have multiple enemies in front of you. One second you’re chasing one down and next thing you know you’re hitting someone else and you have no real way of changing that short of redirecting your thumbstick and hoping that you hit the right person. It takes some getting used to and also a bit of luck to hit the right one but when most weapons can hit several? Eh, you have to take them all out anyways!

So on a whole, while I can’t speak for fans of the anime as I have yet to watch it, Kill la Kill: The Game IF I thought was a fair amount of fun and worth it if you’ve been looking for a change of pace from the other recent releases like Dead or Alive and Soulcalibur 6. Otherwise, if you’re looking for more than just an Arcade Fighter? The story mode is fairly short and while survival is fun, the bulk of your time will mostly be facing off against other players online.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Aplus
Publisher(s):
Arc System Works
Genre(s):
Fighting
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Nintendo Switch
PC

Source:
Provided by Publisher


Article by Pierre-Yves
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Northgard Expands with new Conquest Mode


Bordeaux, France - July 18, 2019 - French indie studio Shiro Games has revealed today a series of major news for their best-selling Viking strategy game Northgard. The announcements come ahead of the team’s presence at gamescom 2019, where they will show all the Northgard projects behind closed doors.

  • Northgard: Conquest is the next major free expansion for the original Steam version (Windows/Mac/Linux) of the popular strategy game and will feature a new procedurally generated campaign mode. Northgard: Conquest allows players to cooperatively chart their way to victory with each player receiving tailor-made missions and objectives, ensuring that each playthrough will be radically different. The new mode is scheduled to be released in October 2019. 
  • Shiro Games is also bringing Northgard to the console, announcing today that the popular strategy game will make its debut on the Nintendo Switch, PlayStation 4, and Xbox One on the 26th of September 2019. A physical retail version of the game will also be made available at the same time. Northgard on console will feature all the content found in the Steam base version including the major Ragnarok and Relics updates, as well as reworked user interface and controls.
  • Northgard: Uncharted Lands is a brand-new board game set in the Northgard universe. It transforms all the Viking clan action, resource gathering, village building, and strategic scheming from the digital original into a visually striking physical game steeped in Norse mythology. Aimed at strategy fans of all ages and experience levels, Northgard: Uncharted Lands is designed to be played by two to five players. As with the popular PC version, players take control of their own Viking clan and explore and conquer new territories, brave the harshest of winters, fight (or befriend) mythical beings and creatures, and defeat any foe on the road to ultimate victory.

Shiro Games will be present at gamescom 2019 to present all three of the above Northgard projects, as well as their upcoming cooperative action survival game Darksburg, to selected media. Appointments are available now.

Northgard was released originally on Steam Early Access on February 22nd, 2017, where it quickly rose to become one of the most popular strategy games on the platform, selling over 1 million copies. The game officially launched out of Early Access on March 7th, 2018, and was one of the highest-rated PC strategy titles to be released in the year, with a Metascore of 80.

More information can be found on the Steam, Facebook, and Twitter pages.


About Shiro Games

Shiro Games is an independent studio created by video games veterans Sebastien Vidal and Nicolas Cannasse to bring new innovative games to life. Based in Bordeaux, France, the small studio released their first title Evoland in 2013, with the acclaimed sequel Evoland 2: A Slight Case of Spacetime Continuum Disorder launching in 2015. Shiro Games released their popular Viking strategy game  Northgard on Steam Early Access in February 2017, officially launching the game a year later, on 7th of March, 2018. The studio is working on their new cooperative survival action game Darksburg, as well as a brand-new board game, and a dedicated console version of Northgard.



Article by Susan N.
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Middle-earth: Shadow of Mordor - Second PS4 Review


A game review from the unique perspective of a total newbie gamer who has only just started to indulge a life long love of video games, who also happens to be an adult(ish) woman

I got to play in Middle Earth for a few weeks. I'm a happy girl.

Spoilers, duh.

Character Design

Hellooo, Ranger!
Talion, a ranger from the Black Gate, is a great character. From a purely shallow perspective, they did a great job with his features. He's handsome, but not in an unbelievable way. There's also a great deal to be said of his personality which I found appealing. He wasn't one of those obnoxious heroes you sometimes play. You know the kind. The sort of 'hero' that you don't really care for and don't really care what happens to (see also: Kratos prior to the most recent iteration). In addition to being a spectacular fighter, he also appears to be kind and loving, as evidenced by the early scenes with his wife and child.

One of the most enticing things about Talion, however, as you play, is that he's twinned with Celebrimbor, a wraith that was once a powerful Elven lord of the Second Age, granting Talion special powers. Together, these two take on Sauron's Army, an unknown story of Mordor, taking place moments before the events of the Lord of the Rings.

Talion and Celebrimor, the dream team.
The idea of being soul-twinned, that you get to have two characters combined in a single body is brilliant, and was really fun to play, both from a game play and story standpoint. It made for some really fun story elements, and my favorite ability - to block multiple attackers simultaneously.

My one gripe, and it's admittedly a stretch, is Talion's build. They guy is built like The Rock. One arm is thicker than both my thighs together, and I'm not a small woman. It does factor in, I suppose, into Talion's inhuman climbing abilities, I suppose, but for real, that's a lot of weight to be hauling around. A leaner Talion might have been a little more believable, to my mind. Still, that is the smallest of gripes.

I adore the design of the Orcs in game. Their appearance and movements were pulled directly from the films, which gave the game an oddly comfortable, homey feel. It was diving into something familiar, and thus easy to dive into. Their names were similarly hilarious and provided much enjoyment.

Could be pulled from the movies, right?

Similarly, Gollum, who makes an appearance, was pulled directly from the films by Peter Jackson.

The major enemies, or bosses, of which there are three, are also really interesting in their design.

The Hammer

The Tower

The Black Hand

I like, in particular, that the first two are monstrous entities, but the last one is actually beautiful. I like the idea that the Black Hand, meant to be the vessel for Celebrimbor's wraith (joke's on you, Sauron, he chose Talion instead), would be someone fair of face.

There are a couple of minor characters, but I'll talk about at least one of them later, so I'll leave it here for character design. Overall, this gets the nod of approval from me. Nothing about the design of any of them pulled me from the game (as it has done in the past, looking at you wings-for-lats Kratos).

Story

I am a huge dork for all things Lord of the Rings. I mean, I'm not Stephen Colbert level of dork, but a huge dork all the same.


The fact that I got to play around in Middle Earth, participating in a story (though, probably not canon, let's be honest) that takes place maybe a few years before the events of Lord of the Rings immediately has me predisposed to liking this game.

I was not disappointed.

The story was appropriately sad and compelling. It did not feel out of place in the grand, sweeping tale of Middle Earth and the War(s) of the Ring. It was the tragic tale of a hero who was refused death, and turned this awful twist of fate into his strength, working to stem the tide of evil growing in Mordor.

I can forgive the fridging of Talion's wife and child at the beginning, primarily because the entire story also required Talion to die. It's a revenge story - Talion wants revenge for his family, and Celebrimbor wants revenge for him. The similarity between Talion and Celebrimbor's persona' stories makes their soul-twinning all the more believable.

I adored the idea that Talion becomes the vessel for a wraith, who cannot remember himself or his history at first, and that recalling who the wraith was is a major part of the earlier section of the game. I also, because I am a dork, adored the lore, and how the game worked in actual Tolkienian lore into the characters and game.

It is likely that if Talion was not the character he was, and if Celebrimbor was not nearly as shady as he was, and if they had deviated from the feel of The Lord of the Rings that has become familiar since the films, chances are, this would be a very different review.

Who doesn't like a good revenge story. I mean, this is basically John Wick: Middle Earth.

Women

So, there aren't really all that many women in the game. This can't be a surprise, given that we're following Talion, who is not a woman, his wraith half, Celebrimbor, who is also not a woman, and they are fighting Orcs, who don't appear to have any females in the species, let alone ranks. That said, there are a couple of women in the game who do more than die in order to give the hero a motive. Okay, there is one.

Lithariel
Lithariel, daughter of Marwen, commands the tribesmen of Núrn. She's a competent commander, a good warrior (we assume), and a concerned daughter. Of course, we never get to see that, really, save the concerned daughter bit. She becomes a potential love interest of Talion (vomit), and a damsel in distress requiring rescue by Talion (double vomit). Even if it is something that is ultimately unrealised, I cannot, for the life of me, understand why the potential for a love interest was even put in, given how the whole premise is Talion seeking revenge for his wife and child. The only good thing about this inclusion is the moments of Celebrimbor appearing from behind Talion to remind the man of his wife (who is promptly ignored by said ranger), like some sort of ghostly sassy gay friend, only to disappear again. It made me laugh.

That said, her inclusion was nothing more than to show off Talion's virtues, and it was not the best, to be honest. It makes my eyes roll tremendously.

In fact, there is not a single woman in the game that isn't there to make Talion a more heroic figure. His wife is murdered, the rebel woman Eryn and Lithariel are both rescued by Talion, as is Queen Marwen (though granted that was a tag-team between Talion and Lithariel). It's disappointing to say the least.

Game Play

I adored the game play. If given a choice, I'm always the sneaky one in games. This game was designed specifically for my style of game play, it seems. It was glorious fun to jump down on orcs and utterly obliterate them, or hide in the bushes and explode campfires with an arrow (not sure how that was possible, but it was fun as hell).

It was, basically, Assassin's Creed: Middle Earth, and it was glorious.

What I loved best, however, was how the character "death" played into the story. Talion is already dead. How do you kill something that is already dead? You can't, short answer. And so Talion doesn't die, exactly. He relocates to a tower, and the orc who killed you levels up the way Talion would level up for killing an orc. You can, if you like, get revenge on the orc who killed you by hunting them down and confronting them.

This "nemesis" system It is a part of the story, Talion's non-death, incorporated into the game play in such a manner as to make death still punishing and high-stakes (I once had an orc who consistently killed me, reaching level 20. I fucking hated that Orc (Editor's Note: *laughing hysterically*)) without being nonsensical, as it is in other games. Now, there is an in-game reason why you reenter the game with your progressed saved, and your death, or lack of it, is oft remarked upon in the dialogue you can overhear as you sneak past orcs.

I loved this part of the game. Incorporating the death into the story and game play in this way was by far the best thing about this game, and that's saying something, because there is a lot to love about this game.

My one gripe about the game play was that I found the show down between both The Tower and The Black Hand a little lack-lustre. I enjoyed the fight with The Hammer, who was challenging. The Tower was little more than a few stealth drains, which was... okay, I guess. The fight with The Black Hand was just a few quick time events. I was disappointed that both The Tower and The Black Hand were not all that challenging.

Finally

This game had the potential to be a giant let down, and so I approached it with some trepidation. I love the world of Middle Earth, and I adored the way Peter Jackson adapted The Lord of the Rings, and I was worried that this game would mess it all up.

It didn't. It felt like Middle Earth the way the films did, and the fact that I got to run around Mordor as a ranger of the north (and an elvish wraith) and stymie Sauron's plans was awesome fun. I don't care if the story isn't canon. The game was wonderful, and I really liked the noble Talion and shady Celebrimbor relationship.

A great game. I will probably buy the DLCs one of these days.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Monolith Productions
Publisher(s):
Warner Bros. Interactive Entertainment
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Purchased




Article by S.M. Carrière
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Astroneer Honors Apollo 11 Mission for a Limited Time



SEATTLE – July 18, 2019Astroneer, the accessible interplanetary survival sandbox played by more than 3 million space explorers to date, honors the Apollo 11 mission to the moon with the Lunar Update available now on PC and Xbox One.

For a limited time, the space explorers of Astroneer can encounter the Apollo Lunar Module lander spacecraft on Desolo, the moon of Astroneer’s cosmos. There, explorers have until Aug. 31 to unlock a vintage-themed spacesuit palette and visor, honoring the heroic crew of the Apollo 11 mission.

In remembrance of these inspirational pioneers, the Apollo Lunar Module will also take photos of players in the vintage style of the Apollo TV camera. This camera, mounted on the Eagle spacecraft, was the device that captured humanity’s first few steps on the moon. Trailblazing astronauts are invited to share their photography with #ApolloAstroneer.

Players who find the Lunar Module will hear over an hour of iconic audio, capturing the emotion and mystique of the Apollo 11 mission. Two distinct radio transmissions feature different content. Hear conversations from Mission Control during their life-changing journey on the ATG Channel or listen to astronaut Mike Collins talk to Mission Control from the Lunar Module on the Flight Loop Channel.

Astroneer celebrates the pioneering spirit of space travel by giving enterprising explorers a galaxy of diverse planets to discover and tools to chart, colonize, and traverse the final frontier. The Lunar Update brings the addition of new platforms and storage, equipping hopeful Astroneers for the next era of humanity.

“The wonder and optimism of space travel fuels the adventures of Astroneer, which our intrepid community has come to adore,” said Joe Tirado, Communications Director for System Era Softworks. “No event in history better captures this spirit than the Apollo 11 mission, the heroism and dedication of which inspire our development. We’re tremendously humbled by the mission’s legacy and excited to pay respect to them in our own way.”

Astroneer is available now on Xbox One and Steam for PC for $29.99. It will be on sale via Steam for 25% off beginning Friday, July 19 until Monday, July 22.

Astroneer supports the English, French, Italian, Spanish (Spain), Dutch, Japanese, Korean, Polish, Russian, Simplified Chinese, Brazilian Portuguese and Turkish languages. For more information, visit the official website or follow Astroneer on Twitter and Facebook.



About System Era Softworks

System Era Softworks is an independent game development studio based out of Seattle, Washington. Inspired by space-exploration and possessing an optimistic view of space-age futurism, the System Era Softworks team strives to build games that motivate future generations of spacefarers.

For more information, please visit the System Era Softworks website.



Article by Susan N.
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Tiny Metal - Full Rumble - Switch Review


With some great turned based RPGs behind us, like the Disgaeas, and some great ones to come, like the new Fire Emblem and the remaster of Disgaea, there’s been a lull in the style. While not “technically” being an RPG, Tiny Metal: Full Rumble is finally here to fill that gap with some excellently designed scenarios to make you think before you act because if you don’t? You’ve basically already lost.

It’s very rare that I game over in a tutorial. Like… very rare. However, this time around I feel like I’m somehow equated to my brother’s friend that game overed in the tutorial for Final Fantasy Tactics. Seriously… like how did he pull that one off!? Anyways, to be fair, game overing in this case was because I didn’t pay close enough attention to how I moved my troops and I paid the price for it.

Tiny Metal: Full Rumble is the sequel to AREA 35’s 2017 Tiny Metal. Once again putting you in the shoes of several commanders that are in charge of their separate forces. Each force is made up of units comprised of a variety of sources like infantry for quick and cheap deployment or armored vehicles for a variety of uses. Each type has a specific use and like most strategies, what one unit type is good at, it’s bad at something else.


Thrown onto a square grid, you’ll be moving your forces through plains, roads and cities to fight against your opponent. Covered in a fog of war, each unit type has a both a different line of sight and ability to uncover the fog making it always a good idea to combine a few together into a squad that you’ll move together. So for example, your standard Riflemen move quickly, over a variety of terrain and can see fairly far away. Some of your tank types, like the Metal don’t move or see as far so you never really know what they are heading into unless you’ve scouted ahead. So while the Rifflement can go offroad, you would want to send an actual Scout vehicle forward to uncover loads of fog and see ahead. This combination would give a bit of anti-personnel and anti-vehicle capabilities but like everything on a battlefield, it’s not enough to cover all your bases.

It doesn’t take long for Tiny Metal to start throwing what can always seem like too much at you. Sure, you start off with Rifflement and then Lancers (anti-tank infantry), but then you get your Scouts, your Metals, your Heavy Mteals, your Vipers (Anti-Air trucks), your Radar’s to detect forces ahead in the Fog of War, your attack helicopters, your jets, your non-directional attackers that can simply fire as long as there’s something there and they haven’t moved and so, so much more. It’s not just a mouthful, but it’s a lot to take in when just getting these units into your hands. That said, even if there are over twenty different unit types, the basic premisses are the same and it’s that concept that takes what seems to be way too much and condenses it into a fairly easy to digest experience that is a lot of fun to play.

So while there are a few different mission objective types, the premise stays the same in each case. Whether a few story missions in or in skirmish, you start off with a few troops for the scenario and are given an objective. Objectives can be to capture xth amount of building or to take out a very specific target. Other times you’ll simply be asked to dispatch the entire enemy force in front of you. In all of these cases, you’ll be moving your forces around and then making new ones to join the fray.


Making new forces is as easy as building them from a factory. Each unit has a cost with riflemen costing nothing more than one hundred while a heavy metal will cost fourteen. Saving up for your new troops is an option, but if you want to make it go faster in order to get the upper hand on your enemies, you’ll want to capture as much of the surrounding buildings as you can as they’ll increase your income. Seriously, building two heavy metals a turn because you have the cash influx, and a bit of savings, is a great feeling when it looks like you’re falling behind.

Strategically, when building your new units you just build them and then they can move the next turn. As new factories can be captured you’ll always want to build the slower units closer to where you want them because on top of all of the turn based tactics, the true difficulty is in your resource management. Vehicles run on gas. Weapons take ammo to fire. Running out of gas means you can’t move. Running out of ammo means you can’t shoot. There are ways to resupply but nothing is worse than getting a few units to focus fire on one target only to find out that the one that would yell “fire” is out of ammo.

Running out of ammo or gas will happen more often than not if you’re just trying to blaze through. Sometimes it means your units are toast, other times their sacrifice can be just what you needed to buy a turn or two to finish your objective. It’s this factor which is what makes Tiny Metal so damned good because there’s no real clear way to do things. If one strategy works for you but takes a bit longer than you think it should, go for it as it. Turned Based Strategies are supposed to offer this and Tiny Metal delivers.


The only criticisms that I do have can often get in the way of making things just a bit smoother than they are. The first of these is that your confirm button is the same as your general menus so if a unit has completed its actions and you were done with it, then you bring up the menu. The other is that you need that menu to actually skip over to your opponent's turn as selecting “skip” from the factory menu doesn’t actually count as marking it “done” for the turn. It may not sound like much but after a few hours it can make one grumble.

Tiny Metal: Full Rumble checks off a lot of elements that I’ve been wanting in a turned based strategy. With the variety of troops and scenarios available, it’s something that is easy to get into but it’s hard to master as there’s no cushion for the punishment you’ll receive if you are not careful. Great to play on both a TV and on the go, lovers of the style have plenty to enjoy with this one!

Game Information

Platform:
Nintendo Switch
Developer(s):
AREA 35 Inc.
Publisher(s):
AREA 34 Inc.
Genre(s):
Turned Based Strategy
Mode(s):
Single Player
Online Multiplayer
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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Jaggy's Corner - Remembering Geoff "iNcontroL" Robinson



I wish I could say that it was a good thing to write Jaggy's Corner on a Tuesday but alas, that is not the case. And I wish I could say that writing for video games is always exciting and fun, but it's not. Writers also have to pass along news like the passing of an important personality in the gaming community. While the hardest post I ever wrote was the passing of another notable gaming personality in Starcraft 2, this one is equally difficult. I, like many others, sit in utter disbelief that Geoff "iNcontroL" Robinson passed away on Saturday July 20th, 2019 at the age of 33.

This is going back to the OG Twitch days...
I can't even express how awful this news is, knowing that the passing of John Bain - an amazing friend of Geoff and co-caster in Starcraft 2 - only happened a year prior. They were both the same age when they passed. It's a fact that doesn't go unnoticed. You see, both of these men who were highly respected and loved passed away at an age younger than I am. Both of these pillars in Starcraft 2 and gaming helped so many people in the community. And both of them were the most generous and kind people; ones to be looked up to.

Having lost two strong personalities in gaming really hurts. I can't even fathom what the heck happened, even as I watch the rerun broadcast of Geoff playing Apex Legends with friends on the same day he passed away from a blood clot in his lungs.

I'm going to take you guys down memory lane.

My first introduction to Twitch was through Starcraft 2. At the time, I wanted to understand the game that my brother invested hours of time playing. When it came to my brother and I with RTS games, I was better at Warcraft where he was better at Starcraft. At some point, I wanted to learn more about this game that my brother devoted so much time. He sent me Husky and Carbot videos which hooked me on the game. This led to my looking up information about build orders. I ended up in Demuslim's Twitch stream. At the time, Demu was a professional player for Evil Geniuses and Geoff was the captain of the team. This is how it all started for me. Demu's stream lead to everything.


The way Demu would explain his thought process during ladder games put the difficult RTS into perspective for me, but it was the whole team that kept me invested in Starcraft. Specifically, Geoff's sense of humor and calm demeanor caused me to consume all content related to EG in Starcraft 2. It eventually led me to LowkoTV's stream where I ended up being a chat moderator for several years. And I was hooked after watching what became one of my favorite and goofy sponsorship YouTube videos with Geoff and Jaedong. 

Throughout my time in the Sc2 community, I followed the careers of all the players. This lead me to State of the Game, which I only discovered closer to the end of its run. Two videos come to mind from that series; the first of which is Geoff telling the origin story of Whitera's Special Tactics. However, my absolute favorite video moment of Geoff's will always be the last episode of State of the Game where Sean "Day9" Plott laughed his guts out.

As an EG fan, I discovered what was known as the "EG Curse", which was well known in Sc2. After players were recruited onto the team, they would start performing terribly. In the video below, Geoff talks about the "EG Curse" to a new player on the roster, and it still makes me laugh. Anyways, that new player went on to obliterate his opponents and ended up becoming my all-time favorite Sc2 Zerg player for many years to come.


I remember later on watching "Good Game", a documentary about the EG Starcraft 2 team, where Geoff had talked about pro player Idra and his progression as an esports professional. One of the things he said was that Idra's reaction to esports fame and his terrible interactions with fans made sense because he (Idra) lacked the same socialization skills as others at his age. And it was because of this documentary that I really started to both respect and understand the sort of person Geoff was. 

While I never met Geoff, I watched his career over the course of 7 years (I know this because that is how long I've been following his channel. In fact, that's right down to the month). And I recall clearly an interview with Cyan Esports. During the interview, Geoff said some very humbling things that struck me. In fact, I had tweeted about the interview a day after it went up on YouTube. Some of those important things were: "You don't go to college and get an esports degree. You have to work for it. You have to ask people to do things for them in order to make it in this industry. Esports is about years of raw passion to carry you forward and then eventually there is a chance you can make a career out of it." I was very inspired by that section in the video because at that point I wanted to be more than just a chat moderator. And while today this might not make sense because of how big esports are, consider that Geoff started in esports when there were no sponsorship deals, there wasn't an esports work visa, and there weren't courses in colleges and universities about professional video gaming. Geoff was one of the OG personalities from before all of this happened. And he started around the same time as notable casters like Artosis and Tasteless, or Day9 when he was still doing YouTube beginner videos.


If I could remember where the story was told I'd link it but, Geoff had talked about his beginnings of esports. A friend of his took a chance on him by allowed him to live in his parents basement just to pursue the esports dream at a time when there was no guarantee of a career. You want to know why Geoff was a pillar in the community? That right there is everything you need to know, but I digress...

I only saw Geoff in passing once. It was at Dreamhack Montreal a couple of years ago for the WCS circuit. At the time, I was talking to Maynarde and ZombieGrub about life, traveling, if they were excited for the matchups, etc... I wasn't doing an interview or anything, I was just chatting with them. This occurred before they would be casting all day. It was then that Geoff had walked by - a few meters away from me - and sat down on the couch behind Maynarde and ZombieGrub. I vaguely recall mentioning that I wanted to say Hi. Just once. My god, I wish I had.... Anyways, not long after that, the makeup artist swung by to prepare the casters for the cameras and I promptly took my leave. Throughout the rest of the event, I didn't see Geoff in person again. I imagine he ducked out before people could swarm him. (I mean, that's what you get for playing Protoss...)


There is so much more I could say about Geoff, having watched his career over the course of 7 years, but all of it comes from the perspective of a fan, an observer, and a chat moderator for various Sc2 channels. Geoff was never a man that I knew personally, but he was someone integral to many people's careers and to several communities besides Sc2. He loved tabletop games like Warhammer 40k, he played Dungeons & Dragons, he streamed video games like XCOM 2 without mystically raging, and he still managed to be an amazing role model for many people in esports. He remained humble and kept a smile on everyone's face.

I can't envision how the people closest to him are feeling right now - many of them are casters who are at events or at home streaming. I do know how some feel because of their posts like Nathanias' or ROOTCatZ's, the Tweets, and the Video tributes. Nothing prepared me for Day9's stream, clipped below:  


Over the last few days, Geoff's Twitch channel has been playing rerun broadcasts of past streams. Many people have stopped by the stream to express their thoughts and grief. If Geoff meant anything, perhaps stop on by to share some memories with the community. We're all trying to process and grieve a man who supported so many people in the gaming community.

Geoff loved his dog Barristan, his bulldog, so it stands to reason that he loved a bulldog rescue group. Consider taking a look at the SoCal Bulldog rescue that Geoff supported.
 
I have one final thing to say. Until next time Geoff. Please give John our love. We miss you dearly.




Article by Susan N.
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Chocobo's Mystery Dungeon: Every Buddy - Switch Review


Chocobo’s Dungeon: Everybuddy is a port of the old(?) Wii classic that didn’t really gain much widespread traction, but had a rabidly loyal fanbase among the Mystery Dungeon crowd. They’ve redone the music, added some new gear, removed some old gear, completely eliminated pop up battles, and added the vaunted co-op feature to bring buddies with you into a dungeon. With all of the adjustments made, there is still no outright extension to the story mode, or EX challenge mode, so the question is, are the things that were changed enough to keep this game fresh?

Story

The story is fairly heavyhanded and obvious at essentially every twist and turn (not that there are any actual twists), allowing you to switch that part of your brain off and just focus on grinding out Job Points for your various jobs. This is a game where you are expected to replay dungeons multiple times to get through them, and then play them more to farm rarer items that drop, that said, it’s not what one would call ‘story’ per se. Chocobo has awoken in an island village with a village full of people that have no memories.

Yes, super cliche, but you use a pendant you got from a boy in an egg (Not suspicious at all, right? All children come from eggs, or at least, that’s the impression you get when literally nobody questions it) to enter the memories of the village, fight through a procedurally generated dungeon in their mind filled with progressively higher level enemies, all with the goal of unlocking that person’s memories by collecting the puzzle piece on the bottom floor.


Gameplay

Everybuddy is a roguelike, through and through. It’s fairly kid gloves for a typical roguelike, with the loss of current inventory being the only downside to death, so you can eventually just grind out any experience needed to steamroll through opposition through only perseverance and hard-headedness. You have an ally that follows you and acts just after you do (The ‘buddy’ in everybuddy) that is chosen from monsters that you have murdered enough to convince one of them to send a representative as your henchman.

When you kill an eligible monster (the majority of them are eligible, even duel bosses and dungeon bosses) there is a chance that they will drop buddy points. Collect enough buddy points and you can then bring that monster with you. Every buddy has different stats, is level scaled to Chocobo’s level, scales with your currently equipped gear, and has one skill to use. Choose your buddy for their skill, not their stats. The game isn’t any harder than the original, though, and this game was beatable without buddies, so the buddy system really trivializes encounters, especially with a human player. More on that below.

Other interesting elements

My favorite part of this game, by far, is the music. Chocobo’s voice is annoying, his attacks always have the same sounds, but the soundtrack is comprised of a smattering of popular tunes from across the final fantasy anthology. It’s a very overt tug at the heartstrings, but it’s still so well executed, I can’t help but love it. Some of the best battle themes from the series were used for pop up battles, and with their removal, the soundtrack isn’t as glorious, but still amazing by my estimation.

Issues / complaints

First and foremost, the worst part about this game is that whenever you have a 2nd player controlling the buddy, the music switches. It doesn’t matter if you’re in a dungeon or a boss fight, it all gets washed out by the same short track that loops with manic fervor. Get ready to mute the music if you want to play with a friend… and that’s a shame, really, as Final Fantasy games have always been known for their soundtracks.



Conclusion

If you enjoy Roguelikes but want one that you can actually beat, this is a great title. The controls are simple and understandable, the music is memorable, and it is as easy or difficult as you would like it to be. There was some content removed, some added, and for the most part, if you’ve played and beaten the Wii title, not quite enough has changed to warrant repurchasing the game on that merit alone.

Game Information

Platform:
Nintendo Switch
Developer(s):
Square Enix
Publisher(s):
Square Enix
Genre(s):
RPG
Roguelike
Mode(s):
Single Player
Coop
Other Platform(s):
Nintendo Wii

Source:
Purchased




Article by Marc H.
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