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Announcing Dragon's Dogma 2 by CAPCOM and Koch Media!


London (June 17, 2022) In today’s “10 Years of Dragon’s Dogma” Developer Video, Dragon’s Dogma™ director Hideaki Itsuno announced the highly anticipated Dragon’s Dogma™ 2 is now in production using Capcom’s RE ENGINE. This highly anticipated reveal followed a discussion of the inspirations behind the monsters, combat, and unique gameplay mechanics that define the high-fantasy world and open-world action of Dragon’s Dogma. The much-awaited sequel was announced with the reveal of the logo for the upcoming title.

The “10 Years of Dragon’s Dogma” Developer Video can be found on the Dragon’s Dogma YouTube channel, and the logo for the upcoming Dragon’s Dogma 2 can be found on the Capcom Press Site.

Itsuno began the developer video by recounting how classic pen-and-paper role-playing games introduced him to the genre of high fantasy and RPGs as a whole. After these early experiences captured his heart, Itsuno went on to develop a passion for arcade and action titles, especially the combat of Capcom’s Street Fighter™ II. By the year 2000, Itsuno had released multiple titles for Capcom’s arcade division and began piecing together the first concepts for a game that would eventually become Dragon’s Dogma. This dream would have to wait however, as Itsuno was assigned to finish the production of Devil May Cry™ 2, and its sequels Devil May Cry™ 3 and Devil May Cry™ 4.

After completing production on the Devil May Cry games, Itsuno returned to his passion project at last. The distinct approach to magic combat and the ability to grapple towering foes already set Dragon’s Dogma apart from its contemporaries, however, it was the game’s unique Pawn System that helped cement its place as a fan favorite. This special system was born from Itsuno’s desire to keep the game a single-player experience, while still allowing players to feel connected to one another by sharing the AI companions they create and train. As development progressed, it was the production team’s trips to the United Kingdom that inspired the rolling hills and architectural identity of the world players would explore.

As Itsuno finished looking back at the origins of Dragon’s Dogma, he gave fans the first look at what lies ahead for the series with the surprise reveal of Dragon’s Dogma 2. Itsuno and the Dragon’s Dogma 2 development team including Dragon’s Dogma veterans Daigo Ikeno and Kenichi Suzuki are hard at work creating the sequel and are excited to share more details in the future.

About Capcom

Capcom is a leading worldwide developer, publisher, and distributor of interactive entertainment for game consoles, PCs, handheld, and wireless devices. Founded in 1983, the company has created hundreds of games, including groundbreaking franchises Resident Evil™, Monster Hunter™, Street Fighter™, Mega Man™, Devil May Cry™, and Ace Attorney™. Capcom maintains operations in the U.S., U.K., Germany, France, Hong Kong, Taiwan, Singapore, and Tokyo, with corporate headquarters located in Osaka, Japan. More information about Capcom and its products can be found at www.capcom.com or www.capcom-unity.com.

Capcom, and the Capcom logo are registered trademarks of Capcom Co., Ltd. in the U.S. or other countries. Ace Attorney, Devil May Cry, Mega Man, Monster Hunter, Resident Evil, and Street Fighter are trademarks and/or registered trademarks of Capcom Co., Ltd. and/or its subsidiaries, in the U.S. and/or other countries. All other trademarks and trade names are the property of their respective owners.



Article by: Susan N.



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Captain of Industry Preview


Captain of Industry
by developer and publisher MaFi GamesPC (Steam) preview written by Hayden with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 


Indie developers MaFi Games have delivered an exemplary entry into the colony-building genre with Captain of Industry, hitting lots of strong points with very few hang-ups. Here, you’ll go from a small group of survivors off a damaged cargo ship to a thriving industrial hub with aspirations of space travel. Or maybe you’ll end up with a deserted industrial wasteland of rusting machinery after your fertilizer production broke down and your people starved. Whichever way it goes, it’s all up to you and your ability to juggle ever more complex industrial chains.


A factory in the rain, probably on the road to ruin unless I can solve its power problems.

First Impressions

The new player experience is often critical to the success of a game, especially for the colony and management sims. It doesn’t matter how many features and tools a game has if the player can’t find them or gets overwhelmed. The first time I loaded up Captain of Industry, I worried that this was going to sink the game. A single window pops up of “things to do asap” didn’t really provide any explanation of how one was supposed to proceed.

By the time I had bravely poked at a couple of buttons unguided, however, I found these worries were unfounded. Captain of Industry provides tutorial notifications as small banners on the left side of the screen. Clicking them opens text explanations (with pictures!) of how things work, in a clear and straightforward manner. I quickly found myself up to speed with the basics and noticed a nice touch: further tutorials popped up notifications as items unlocked via research in the game’s extensive tech tree. Unlocked the ability to build a mining control tower? Here’s a pop-up directing you to tutorial pages on how to set up mining zones, dump unwanted products, etc.

Early tutorial pages are simple, but later ones make good use of images to get the point across.

Beyond tutorials and instructions, the game itself looks crisp and well defined, with nice bits of artistic flair throughout. The transport trucks in the game change visually depending on what type of cargo they are hauling. Open bins let you see the contents, closed cargo containers or fluid tanks as they all appear based on truck tasks. MaFi Games has even made sure the cargo bins lift up to dump cargo here, adding to the immersion. The terrain is in a clear and bright palette where the game overlays a series of grid lines and contours when different tools are selected. Even the ocean water surrounding the island hits the right mark. Glossy highlights make it look liquid, a bit of heaving, ocean-like movement is present, but no GPU-consuming whitecaps will be seen.

Quality of Life

Captain of Industry nails its spot as a colony and management sim with very carefully positioned quality of life features. These have had such an impact that I wish these were now present in other games I have played! Most obvious at the start was the automation of the transport vehicles in the game. Using simple toggles and priority settings on virtually every building, the trucks, and vehicles fairly smartly between destinations.

This relies heavily on pathing, which is an area that many games show weakness - but not this one. Captain of Industry doesn't leave you wondering why a truck can’t take a certain route, it gives you the tools to figure it out. Every vehicle in the game has the ability to toggle a Navigation overlay, which highlights the entire playing area in green and red, showing the player where unexpected deformations may have interrupted a route.

The Navigation Overlay takes the guesswork out of "why can't my vehicles use that route?"

Next up on the list of things that I (now) wish other games had is simple, clear feedback when connecting machines. Captain of Industry offers the player several different types of pipes and conveyors to make permanent connections between machines. Connection ports are shape-coded based on what kind of connector is needed, but this isn't all.

Successful planned connections have a small green plug icon pop up above them before the placement is finalized. Use the wrong connection type, and a red plug icon pops up indicating there is a problem at the junction. These little icons alone have saved me huge amounts of frustration. Much of the chasing-down problems that other factory games have conditioned me to expect simply don’t happen here.

I never knew how much I needed a tiny pop-up to tell me something won't work until I got used to seeing this.

Before I spend too much time waxing eloquently on all the virtues of the game, I’ll leave you with one more example of the thoughtful quality of life items that MaFi Games has included - output value normalization on every machine’s info panel. Like many other production games, Captain of Industry uses different cycle speeds for different buildings.

Unlike other games, a simple toggle changes the machine’s output display from showing the value per cycle to showing output per 60 days. This setting carries over to every machine's info panel automatically. Trying to balance the output of factory cycles that take 5, 7, 9, and 13 days with each other? Simply toggle the switch, and every cycle’s output per 60 days is shown for easy comparison. The player still has to balance these, but it is terribly refreshing to not have to calculate these values myself.

What makes it unique?

A new game always has to answer the question "what makes this one different?". For Captain of Industry, it is the ability to traverse and explore the world around you. The damaged cargo ship that brought the player to the island initially can (and must) be repaired. Repairing the ship is an early-game milestone and unlocks Captain of Industry's key world exploration mechanics.

Managing your island’s finite resources only goes so far, and interacting with the world to get more is essential. From settlements you can trade with to offshore resource nodes (mines, oil rigs, etc.), refugees (providing population and a smattering of materials), and pirates, this really sets the game apart. Letting players explore is an aspect that many other colony sims neglect - too often we are given the map to play on and that’s it.

Conclusion

Captain of Industry joins a fairly crowded genre of games, falling somewhere between Factorio, Cities: Skylines, and SatisFactory. Players who enjoyed one or more of those three will likely enjoy Captain of Industry. With more features on their roadmap, this already impressive title is going to be a hard one to beat. MaFi Games has done an excellent job here, and it really feels polished even at the start of Early Access. I strongly recommend picking this title up, even during this Early Access stage. This game is on course for a 9/10, and I'm excited for what else is added before full release.

Captain of Industry is a colony sim/management game that hits all the right notes. Clear graphics convey what the player needs to know, and a bevy of quality of life features here work so well that I wish I saw equivalents in other games.

Just having released into Early Access on 31 May, 2022, Captain of Industry already feels like a release-quality title. MaFi Games has done an excellent job here, and I strongly recommend picking this title up right away, even in the Early Access period.

Score: N/A


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Mothergunship: Forge is Available for Purchase on Steam VR and Quest 2!

BOSTON — June 16, 2022 — MOTHERGUNSHIP: FORGE, a VR reimagining of the acclaimed roguelike first-person shooter with more than 750,000 veterans, welcomes new recruits on Meta Quest 2 and SteamVR for Valve Index and HTC Vive today.

Let imaginations run wild by combining crazy weapon parts to forge outlandish creations. Developer Terrible Posture Games checks the laws of physics at the door to give players an arsenal worthy of the MOTHERGUNSHIP’S robot alien minions. The possibilities? Unfathomable. The jelly mines? Sticky. The rubber ducks? Menacing, of course.

Experiment with trillions of combinations and create a ridiculous weapon chimera to make your inner Victor Frankgunstein proud. Physically snap together barrels, caps, connectors, and more, all in VR’s immersive first-person view. Attachments can affect both the weapons and the procedurally generated world around you, like tesla coils to chain damage, a skeleton key unlocking every room, coffee ammo to speed up fire rate, or glowing mushrooms for punching projectiles out of the sky. As you do.

One madcap concoction not enough? Bring in a buddy and face the alien armada together in a two-player co-op. Dodge incoming volleys through ducking, diving, dipping, and other gesticulations. Take on punishing stages and colossal bosses to reap plentiful rewards, like money, more gun parts, energy shields to weather the storm, and crystal… purple stuff?

In the belly of the MOTHERGUNSHIP, dozens of hours of roguelike adventure await: each new run generates threatening encounters and heretofore-unseen attachments.

“Bringing MOTHERGUNSHIP to VR is something we’ve been intrigued about for years, and now we get to see our game through a new LENS,” said Joe Mirabello, Creative Director at Terrible Posture Games. “Kyle from PR didn’t want me to use that pun, but PR doesn’t always get what PR wants, DO YOU, KYLE? Puns are glorious, just like slapping a Biscuit Trophy on the weapon of your dreams and unloading sticky spike balls at robot invaders with a buddy.”

MOTHERGUNSHIP: FORGE launches today on Meta Quest 2 and SteamVR for Valve Index and HTC Vive for $19.99 USD. Stay updated with the latest missions from Terrible Posture Games on Twitter, Facebook, Instagram, and Discord.

About Terrible Posture Games

Terrible Posture Games is an independent studio founded by veterans of game development on the idea that great talent is global, so studios should be completely remote. Responsible for the creation of “lunch break FPS” Tower of Guns, the bullet-hell craftstravaganza MOTHERGUNSHIP, and the world’s first playable sitcom in 3 out of 10, the studio aims to be a compassionate place for developers to grow and make fun things. Their latest projects include MOTHERGUNSHIP: FORGE and writing support for interactive survival thriller The Walking Dead: Last Mile.



Article by: Susan N.



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Disgaea 6 Complete Review

Disgaea 6 Complete by developer Nippon Ichi Software and publisher NIS America Inc.Sony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 


Previously on Disgaea 6, super reincarnated Pierre-Yves and company found themselves in Nippon Ichi Software's latest over the top and hilarious SRPG series. Having enjoyed their time with it, there was sadly one element that didn't quite shine as well as it could have. Having moved from the Nintendo Switch to the PlayStation 5 however? This SRPG is back, super shiny, and has absolutely zero performance issues as you battle against the God of Destruction and die, die, and die again as the Zombie protagonist Zed.

Note: Please be aware that this review contains some spoilers either in the text or in the screenshots taken during gameplay.


Reviewing a title for a second time comes with a few perks. Firstly, you know what you're in for. Secondly, you can get right into things much quicker as you don't need to go through all of the tutorials or the notes for the features should you choose to bypass them. This is one area that the Disgaea series does really well as it knows that returning fans don't need to know how to deploy, attack, stack blocks and other basic things. For newcomers though, everything is ready and waiting for them to get a better handle on the experience.

Nippon Ichi Software, NIS for short, NISA for its North American localization branch, have been at this for a long time with the original Disgaea: Hour of Darkness (Nick’s 2018 review of Disgaea 1 Complete) having come out back in 2003. With other titles such as Rhapsody: A Musical Adventure (1998) and LaPucelle Tactics (2002) both part of the upcoming Prinny Presents: NIS Classics Vol 3, their resume speaks for itself. So Why bring up history? Because with so many epic titles under the hood including the recently re-released Phantom Brave, Soul Nomad and the World Eaters, Makai Kingdom which are all SRPGs, there’s going to come a time that a shift needs to be taken and Disgaea 6 may have been it.

Jumping back in, there were a few things that once worried me that this time around I took for granted. Super high numbers that make it pointless to do the math? Check. Auto battling system with adjustable AI features to take care of healing, item acquisition or full on mayhem? Check. Awesome story to sit through for a second time now knowing about certain plot points? That last item is also a check as long as you have your popcorn as Disgaea 6's dialog and back to basics story is worth revisiting.

So taking it from the top, Disgaea 6 is a story of love and vengeance told through the protagonist Zed. Having busted his way through level 999 guards, Zed walks right into the Darkest Assembly and states that the God of Destruction has been defeated and it's all by his hands. Breaking the tale into chapters and stages as is the series staple, there will be plenty of twists and turns as you unlock new story characters and create new custom ones.

Starting off in a hub like area that contains everything you could need, equipment shops, evility (evil ability) shop, a juice bar, access to the item world, Darkest Assembly and the DLC shop, Disgaea 6 took this and simplified it further. You can easily walk around and enjoy the sights of the hub, or, with either “L2” or “R2” triggers, you can quickly navigate to their functions to get what needs to be done, done, and then get back out on the field. Further improving the efficiency is that the hospital which has been a long series staple no longer makes it necessary to manually heal your units, or even pay for the services. Instead, it’s now done free of charge and you will receive rewards for how many hit points (HP), skills points (SP) have been restored alongside how many times your units have been revived.

Moving out from the hub into the first, second, third, fourth, tenth chapters and selecting your stage, you’ll be treated to cutscenes both before and after on your first time through that particular stage. Generally played like a visual novel, these voiced cutscenes are what probably half the players are here for because there isn’t a single Disgaea that has been “boring”. The characters are well written, the story is generally ridiculous and the supporting casts are always on their “A” game. Even the DLC characters come with the same treatment in Disgaea 6 from Adell and Rozalin, to D3’s Mao, D4’s Vavatorez (Sardines!) and D5’s Killia which need to be defeated before they can be recruited.

From these story segments, you’ll be diving into a world of strategy where the stakes are high and the numbers are now insane especially when you start throwing around NIS’ mascot exploding peg legged penguins known as Prinnies dood. Starting from a “home base” point, you’ll be moving your characters out into the field through a square based format. Each character can by default move “X” amount of squares, have attacks that affect “X” amount of squares and can be equipped with items to move out even further if needed.

Once you’ve moved your troops out and into place, if there are enemies in range you can decide to either assign characters to do standard attacks or more special ones if they have the SP for it. Once all of these actions are done and there’s nothing more to be done, you can end your turn and it’s the enemy’s turn to do the same. From there, it’s a rinse and repeat until you come out victorious and move onto a new cutscene and then back to the hub. The best part about this format is that as you progress through the story either the enemies become stronger or the complexity of the stages increase. Or both making you really have to get into the nitty gritty of your characters, their levels, their abilities, and finally, how much time you’re going to be grinding out experience and mana to make it all work.

The fun part of all of the above will be taking trips to the Darkest Assembly in order to get bills passed in order to do more. While the format of the “Dark” Assembly has changed over the years, the core premise has brought us to the latest Darkest Assembly. Want to gain triple experience in the next battle? Want to unlock better items in the shop? Want to increase your relationships with certain class types or species of Senators within the Darkest Assembly? You’re going to need mana to bring the bill forward and then hope that those voting on the bill give you what you want.

If the Darkest Assembly’s Senators vote against you though and the bill fails, you have two options. Walk away sad that your hard earned mana is now gone, or, do what Disgaea does best and be evil by taking the fight to the assembly. Option 1 just means that you’ll be out of mana. Option 2? These will be fights for the ages as oftentimes Senators will be leagues above you in terms of power and will wipe you from existence. As you get more powerful however and are rocking level 6000 or 9999, chances will be much higher that you get your way and not be out of tens or hundreds of thousands of mana points.

So with all of these par for the course, there were new features introduced such as the Juice Bar which allows you to infuse characters with extra HP, SP, mana, attack, defense, intelligence or resistance for example. While all of these will cost money, it’s a quick and easy way to upgrade your characters before getting into the other new feature of Super Reincarnation which allows you to reset your characters to level 1 but with karma points available to increase your base stats not unlike the Juice Bar. The only difference here is that you need to spend hard earned mana to do it. The more mana dropped, the more karma earned.

For the game changer however is the newly introduced autobattling system. While unsure of this system back in the original demo and for a while within my Nintendo Switch trip through Disgaea 6: Defiance of Destiny, this time I used it for everything that it was worth. Generally SRPGs are all about the thought of your actions and hoping that they work out as well as you’re hoping them to. The hands on is what it’s all about and depending on the harshness of the experience like the original Fire Emblem’s perma deaths, you learn from your mistakes rather quickly.

What makes this autobattling system so great is that it speeds things along for the “modern” age meaning that you don’t need to hang around for an entire afternoon rinsing and repeating the same actions. Instead, you can set your troops loose onto the field and even have them repeat the stage without you needing to lift a finger. This is great for quickly accumulating experience, money and mana, but what if things get complicated? If things get complicated there are a number of extra options that can be combined with an intricate “if / then” chart that can be built from scratch and then tested out. There are core values like, “Go all out”, “Heal when in danger” and “Prioritize opening chests”, but, if you really want control, you’ve got it right here.

Finally, one element that I really didn’t use the first time around having tried to do it the “good old fashioned way”, is that now characters can be assigned classes to help unlock others. Now, you don’t need to create a character, level them up and put in all this effort before no longer using them or switching them up to the next class you need. Now, you can assign these roles to your main crew, core Disgaea 6 or DLC characters, and then create the new character that you want with all of the mana and karma you need to super power them from the beginning.

All of these mechanics roll in neatly together and when combined with the story, the writing of the characters and the stellar cast of voice actors for the latest entry? Disgaea 6: Defiance of Destiny was good but it had one lacking element on the Nintendo Switch, power under the hood. Disgaea 6 Complete takes care of this on a more powerful console meaning that at all times there are no stutters while moving around the base or within combat and the now fully 3D character models look amazing at all times. 

Summary

While Nippon Ichi Software’s Disgaea 6: Defiance of Destiny was good, Disgaea 6 Complete takes it that next step for another fantastic, and more definitive, experience. This is especially the case for long term fans of the series that may not have gone over to the Nintendo Switch and stayed with Sony’s PlayStation where this series has always been. So if you haven’t yet had the chance to jump onto this latest SRPG, now’s your chance doods!

Score: 8.5 / 10


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PQube Releasing RPG Sim 'Potion Permit' September 22nd!

PQube (London, UK) - June 22nd, 2022 - Today, PQube and developer MassHive Media are excited to announce that 'Potion Permit' will be released on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X, and Nintendo Switch on September 22nd, 2022!

  • As the Medical Associations most accomplished chemist, help the residents when they fall ill and use your skills to cure them!

  • Diagnose symptoms and decide which cure to craft

  • Collect ingredients from the environment and by hunting monsters

  • Brew remedies in your cauldron to gain experience and unlock higher-level recipes

  • Build relationships with the villagers and upgrade the town as your approval grows!

  • You didn't relocate to Moonbury alone! With you, every step of the way is your loyal dog, who can help you locate hidden items and more!

  • 'Potion Permit' will be released on Steam, GOG, Epic Games Store, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X on September 22nd, 2022!

Wishlist On Steam

The town of Moonbury has always been wary of the advances of the outside world, preferring to rely on their traditional methods of healing. Until one day, when the mayor's daughter falls ill, and the local witch doctor can do nothing to help her, they are forced to look outside their small community for help.

The Medical Association decides to send their most accomplished chemist - you - to help cure the mayor's daughter and convince the residents of Moonbury of the wonders of modern alchemy. Gain their trust and tend to each person when they fall ill in this open-ended sim RPG.

Steam Demo Now Available Until Release!

The Steam Demo for 'Potion Permit' will be available to play for free until launch, allowing everyone to catch the train to Moonbury and start their potion-making adventure before the official release!

Thank you to everyone that has played the 'Potion Permit' demo since its release during Steam Next Fest. We are so excited to bring you the full release later this year!

Download the Demo Now!

Enjoy the Peace and Quiet of Moonbury

In the downtime between treating the community's ailments, you'll be able to freely explore in and around Moonbury. Get to know the inhabitants a little better, take a rest in the tavern, or go fishing to catch something for dinner.

With your trusty canine companion, explore Moonbury's delightfully charming locations where life is just a little slower than in the big city. While the lighting will change throughout the day, with the bright sun streaking across the meadows in the morning and street lamps illuminating the town in the early evening, there are no time limits for game objectives. You are free to go at your own pace and take it easy, just remember to pet your dog!

Available to Pre-Order

'Potion Permit' is available to pre-order as a physical Standard or Collector's Edition on Nintendo Switch, PlayStation 4 & PlayStation 5!

To get your hands on a Standard physical version of 'Potion Permit', click the button below to visit our website and find a local retailer to pre-order now!

The Collector's Edition contains:

  • Physical Copy of 'Potion Permit'

  • Acrylic Standee

  • Detailed Art Book featuring artwork from the game

  • Certificate detailing your service to the town of Moonbury

  • Cleaning Cloth with images of the various potions you will create

  • Special Collector's Edition box

You can pre-order the Collector's Edition of 'Potion Permit' now from our friends at Funstock using the links below!

'Potion Permit' Will Release on September 22nd on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X & Nintendo Switch!

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


About MassHive Media

Established in early 2014, MassHive Media is a growing indie game developer based in Bandung, Indonesia.

We are a small yet independent company, striving to deliver the best quality games for various platforms. With an amazing team full of deep passion for games, illustrations, and animations, we aim to be one of the leading game developers in South East Asia. Visit http://www.masshive-media.com/ to find out more.

About PQube

PQube is a leading international creator, publisher, and distributor of interactive entertainment. The company’s teams worldwide are committed to publishing games they love by working closely with development partners and reaching consumers globally on all major gaming platforms. PQube manages a rich portfolio of brands including Kitaria Fables, Tormented Souls, Cat Quest, New Super Lucky’s Tale, BlazBlue, Gal*Gun, White Day, Kill La Kill, Nexomon: Extinction, Guilty Gear, and many more. Visit: pqube.co.uk to find out more.

 

Article by: Susan N.



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Metal Max Xeno: Reborn Review

Metal Max Xeno Reborn by developer Kadokawa Games and publisher PQubeSony PlayStation 4 review written by Richard with a copy provided by the publisher.

Estimated Reading Time: 12 minutes.



Metal Max Xeno Reborn is a remake of Metal Max Xeno, a title released in 2018. Now with a revamped combat system, and a whole lot less dialogue, Metal Max Xeno Reborn is here to provide an interesting twist on the classic JRPG format.

While I admit I haven't personally played the original Metal Max Xeno, I have done some research into it, so hopefully I can include some of the differences between the two versions throughout this review. Without further ado, let's talk a little about the background plot. Metal Max Xeno Reborn is part of the Metal Max series, which I can only liken to a Mad Max if you replace the bandits with robots.

Specifically for Metal Max Xeno Reborn, the basic idea is that many years ago, humanity built a supercomputer to make life better, which was named Noah. Turns out, the supercomputer deemed humanity the biggest problem, so elected to expunge them from the planet. After much warring, a hero managed to shut down Noah. The machines and biologically engineered creatures it spawned, however, are still out on a rampage.

You take on the role of Talis, a young man who calls himself a "monster hunter" who has made it his goal to destroy as many monsters, robotic or otherwise, as he possibly can. After being let in to the local garrison "Iron Base", he will begin recruiting allies to help fight back against the giant robot called Catastropas. This giant mech is responsible for much of the destruction of "Distokio", and presents a serious threat. As you play through the game, you can collect background info from the characters you meet, and from the residents at the Iron Base.

So, at this point I'd like to let you know that in Metal Max Xeno Reborn (MMXR from now on) the developers have, for the most part, absolutely scrubbed away most of the plot other than a few missions you don't technically have to complete, and the main goal of defeating Catastropas. What this means is that the game is almost fully active play time, but you miss out on a lot of the in-depth story. Some characters will also talk about things that might not make sense as it is related to plot that has been removed. While minimalist plot presentation isn't always a bad thing, like older Monster Hunter titles or the Souls series, in a JRPG like this it is a little disappointing. You don't get to learn more about the characters, other than the occasional dialogue line while in the base.

So, let's talk about what a weird but fun gameplay approach has been taken here. First of all, we need to separate a few things: exploration, combat, and things to do at the base. We'll start off with exploration. Now, in most traditional JRPGs you start off walking around the world map, then you normally get a land vehicle, then an air vehicle. In MMXR you get tanks. Now don't get me wrong, you can walk everywhere if you really want, but tanks are where it's at. In the tutorial dungeon you will acquire your first tank, and along with it, a brief intro into combat, which we will talk about later. Now obviously, you can't take a tank everywhere you go, so sometimes you will need to go out and explore on foot. MMXR is divided up into areas with the occasional sub area you can get into, normally on foot. As you roam around the map, you will be able to pick up crates with items, or salvage materials from scrap piles.

As you earn some more cash, or progress further in the game, you have the opportunity to dig up buried items, which can be anywhere from cash to weapons and items. While chests and buried items will not respawn, the salvage piles will after a while. But everything isn't all simply a trip to the dilapidated desert that used to be Tokyo, no no. There are fearsome creatures, both mechanical and semi-organic, prowling around. If they spot you, an "alert" meter will pop up. While this is filling up, you can run and hide from enemies, or initiate a first strike. When either the gauge fills up or you attack the enemy, turn-based combat will commence, which I will get into a little bit later.

Now, in addition to the common dreg monsters, there are WANTED monsters, which are REALLY strong creatures that have been giving people trouble possibly for years. These things are incredibly dangerous, and chances are you'll be running away from them for a while until you get your tanks outfitted better. These monsters however will not only drop some unique items, they also provide you with a large cash payout, and potentially a new tank! Whenever you enter a new area, the helpful gynoid from the Iron Base will give you info on all the WANTED enemies in the area. When you approach one, she will also give a few dialogue lines, often indicating how well she thinks you'll fare. Chances are "very poorly" in the first two map areas.

Now, if you look at the map you may think "oh, this game isn't that big", but you'd be surprised at how large the areas really are. Add into this that there are always enemies wandering around, treasure to collect, and things to explore, and the areas aren't as small as they seem. I mean, there's a reason there's often a decent number of different fast travel locations in each area. Fast travel locations are something you'll use a lot of as well, as most monsters other than the common scrub types won't actually respawn for a decent length of time. Couple this with the fact that your tanks take a lot of damage and you heal at the base on normal mode, you'll probably be traveling back and forth an awful lot. The side areas are similar, usually being areas you need to explore on foot, but may contain interesting mechanics, such as turning on the sprinkler system to reduce the stats of some exploding enemies you find in the area.

Alrighty then, let's talk a bit about combat. Combat for on-foot battles and tank battles are largely similar, so we're going to roll general combat under one umbrella, and then I'll talk about the tank mechanics specifically after. Combat will start for you as soon as you, the player, see an enemy on-screen. This is because all enemies can be attacked outside of combat as long as the weapon you're attacking with has the necessary range. This means you can also sneak up on an enemy from behind and hit them with a strong attack to start the battle. Before you ask, yes, you can kill enemies on your first move, without technically "entering combat". Once you see an enemy, you can enter the action menu, select attack, and then either choose an enemy close enough on foot or actually aim your sights while in a tank.

Once actual combat starts, it functions largely like traditional turn-based JRPG combat. You have a little circle that fills up, and then you can perform an action, such as attack, guard, use a skill, or use an item. While the character you're controlling is not performing an action, you can also walk around the battlefield. This allows you to move to set up attacks with weapons that have different areas of effect, such as cone shaped spread. While range becomes irrelevant for single targets once you enter combat, that doesn't mean you can't catch other enemies in the range if you position properly. Since you can equip multiple weapons, you can also decide what to attack with, as some enemies may be resistant or weak to certain types of damage. While the game gives you an effectiveness gauge when selecting an enemy to attack, I'm pretty sure there's also a hidden attack modifier for physical/elemental damage types, at least just based on personal observation.

Tank battles are a little different fare. While tank fights function with a similar basis, because you can set up to five weapons, as well as support chips which will give certain bonuses on the tanks, things get a little more interesting. As an example, you could equip up to five heavy cannons on a tank, and then grab a support chip that allows you to fire all five cannons at once. Unfortunately, cannons are heavy, and tanks have a maximum load rating. As an interesting note, which took me a while to figure out, your tank health is proportional to the difference between max load capacity and current equip load. In order to increase equip load, you need to either improve your current engine, or acquire a new one. You can equip three different weapon types: cannons, machine guns, and special effect weapons. Each weapon type serves a different use, and has their own effects, as well as ammo count. While the machine guns have infinite ammo, they also tend to do less damage and have a worse hit rate.

Now, you might be thinking "well, isn't that basically the same as while on foot?". So here's the thing: tanks don't "die" when they lose their HP. Essentially, a tanks HP is just a protective armour. Once that's gone, any further attacks will start damaging your equipment. Guns severely damaged? Can't fire them. Engine broke? Can't move. This is kinda cool in the sense that you can still keep on fighting after you run out of health, provided your gear isn't fully broken, in which case you'll be ejected to a foot battle. Keep in mind you could still run away, which stops your attacking, and instead lets you literally drive your tank, or walk, away from the fight and hope the enemy stops following you.

Even once you've cleared the game, there is still more available. As you clear a difficulty, you unlock the next difficulty, which restock chests and buried treasure, new and better gear becomes available, new WANTED targets become available, and enemies give more exp and money. You can either start up a new game, or continue on your saved file with all your progress still intact. After beating Catastropas at least once, you'll also unlock Survival mode, which doesn't heal you when you return to base, making it necessary to stock up on healing items to help get you through.

So as you've noticed I've mentioned earning levels. While these don't directly affect the tank fights, they do affect your three characters and dog that you can take with you into battle. Yes, a dog. The dog is also an absolute beast, tanking hits better than some of your tanks. As your party members level, or your dog gets fed doggy chow, they earn skill points. These can be assigned in the main menu under characters, then again under skills. Skills can be anything from stat increases, to new skills to use in combat, to passive upgrades or unique skills.

Alrighty then, let's talk a bit about the art direction, both musical and graphical. We'll start graphical. There are two graphic modes, which confused me when I first swapped them, because it changes all the character portraits and I was NOT prepared for that. Essentially, one art style is more "gruff" and a little rougher around the edges, fitting for a desert dystopia. The other art style is smoother, and is more "traditional JRPG"-like. Both styles are pretty good and serve their own purpose. Personally, some characters, like Talis, the main character, I liked better with the rough texture. Others look better with the smoother art style. The music however? Just all-around really great. The area themes were really well done and I found portrayed the tone of the zone you were in really well. All of the battle themes also really slap, most of which are some nice heavy metal tracks with electric guitar at the forefront. The WANTED theme especially is really good.

Metal Max Xeno, despite all the love I have for it, is still certainly flawed in some aspects. First off, it's really tough if you can't figure out what you're doing. Figuring out where to go is fine, but until I found a tank setup that worked for me, any battles that lasted more than a few turns didn't end well for me. Additionally, there are a few really underexplained aspects, such as how upgrading engines give massive HP payouts on tanks.

Also, getting in and out of the tanks can get a little annoying, as sometimes you park too close to what you want the on-foot units to get in, then you have to get back in and move the tanks around. There are also a few points where you're slogging through an absolute wash of enemies you don't want to deal with, hoping you can just get through and be done with it. You can also get your tank stuck, sort of. While you can spin on an axis, you will still collide with obstacles, meaning if you catch a corner while trying to run from a WANTED bounty, you may be screwed. At least a full party wipe just sends you back to the base. It's also really good money to game mileage, which always helps.

Summary

Overall, I have to say I really like Metal Max Xeno Reborn. While the gutted storyline and a few design choices are a little questionable, I found the combat system to be immensely enjoyable. Nothing quite like spotting an enemy over a hill and massacring them with a 100 ton cannon dropped by the last boss.

Score: 8.5 / 10


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Dying Light 2 Free Gameplay Chapter Adds New Progression System and More!


Wrocław, Poland — June 13, 2022
— Techland expands Dying Light 2 Stay Human’s vibrant, action-packed world with "In the Footsteps of a Nightrunner," the first free Chapter marking the beginning of Dying Light 2's five-year support plan. Patch 1.4 debuts this free Chapter on June 14, plus the long-awaited Photo Mode feature and some new in-game content, events, and systems.

CHAPTER TRAILER

Watch the brand-new trailer for the upcoming first Chapter, “In the Footsteps of a Nightrunner.”

NEW CHAPTER - In the Footsteps of a Nightrunner

Your task is to help Harper, a Nightrunner of old, in his efforts to combat the Special Infected that are endangering the City's people in exchange for access to powerful, never-before-seen equipment.

  • Chapter Agent — Meet Harper, a former Nightrunner that acts as your link to the new adventure. Find him at the Fish Eye Canteen and assist him in taking down the Special Infected.
  • New Rank System and Unlockables — Strengthen the bond between you and the agent by carrying out his tasks. With enough reputation points, you can rank up to unlock access to high-end weapons, outfits, and consumables.
  • Daily and Weekly Bounties — Face the Infected head-on in a series of daily and weekly night activities that will earn you reputation points upon completion.
  • 2 New Currencies — To purchase new items, first, collect mutation samples off the Special Infected corpses and acquire unique Harper’s Tokens with each new rank.
  • New Enemies — Meet the deadly and fierce Mutated Infected, the Volatile Tyrant, and the Volatile Hive.
  • Chapter Mission — Purchase a special Chapter Mission Ticket from the Chapter Agent and test your mettle against punishing time trials that will test your stealth, parkour, or combat skills to their absolute limit.
  • New Feature: Photo Mode — Our fantastic community asked for it, so we gladly obliged. The Photo Mode feature is here! Take some photos to commemorate your adventures in the City!
D2K: At The Fish Eye - Photo Mode

Check out the newest episode of the “At The Fish Eye” series, where amazing Lead UX/UI Designer Marcin Surosz talks about the upcoming Photo Mode. You can watch this video here.


About Techland

Techland is one of the biggest and best-known Polish game developers with studios in Wroclaw and Warsaw. For over 30 years, we've carried a tradition of providing gamers with unforgettable experiences. We're an international team of over 400 highly-skilled professionals driven by a passion for gaming, always striving for the best quality.

We’re fueled by the support of our global community built on the foundation of successful AAA franchises such as Call of Juarez, Dead Island, or Dying Light. The gamers' trust in our games has resulted in our newest project, Dying Light 2 Stay Human, selling more than 5 million copies across all platforms within the first month after release.

On top of continuously growing the world of Dying Light through a robust post-launch support plan for Dying Light 2 Stay Human, we're also working on an unannounced AAA Open World Action RPG set in a brand new fantasy universe; our biggest project to date.

Techland's mission strictly determines every aspect of our work: we want to create unforgettable experiences.



Article by: Susan N.



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PC Games Show Reveals Puzzle Adventure Backfirewall_!

Krakow, Poland – June 13, 2022 – Publisher All in! Games and female-led developer Naraven Games pushed an automatic update of the reveal teaser for Backfirewall_, a first-person puzzle-adventure set inside a smartphone at yesterday's PC Gaming Show event. The high-brow narrative journey full of mystery, drama, and twists arrives on App Stores for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, Nintendo Switch, and PC via Steam later this year.

You, the Update Assistant, have been tasked by the ominous Update Protocol with updating the phone’s operating system. But the buggy old OS9, desperate to avoid removal, has other plans for you. Backfirewall_ depicts the torment of programs whose code is regularly erased and replaced in the cause of technological progress.

Explore a weird and wonderful smartphone’s setting, brimming with life and telltale conversations. Navigate wifi’s bureaucratic nightmare or party in the speakers’ exclusive nightclub and encounter many quirky characters, each an irreplaceable piece of personified software with its own rich file history, brought to life through iconic voice-acting.


Backfirewall_
is an amazing nano-journey where you manipulate your surroundings to solve puzzles, hunt down bugs, and use cheat codes in an attempt to disrupt the update. Discover what truly goes on inside your smartphone and contemplate the perpetual struggle between self-preservation and noble sacrifice. Make up your own mind: does OS9 really deserve to be discarded, or is there a way to let him stay?

“We want players to feel like they're playing inside a Pixar movie while also reflecting on the rather mindless way in which we interact with our everyday digital devices,” said Julia Jean, Creative Director at Naraven Games. “If you think twice before you update your phone after playing Backfirewall_, our job is done!”

Backfirewall_ is a really refreshing approach to a narrative adventure and we are excited to bring such a fun and wholesome experience that everyone can relate to,” said Raul Nieto, Head of Marketing at All in! Games. “Naraven Games have tapped into something with real originality that addresses our everyday connectivity on algorithmic digital platforms and our recurring relationship to our smartphones.”

For more information on Backfirewall_ visit the Steam page, follow both OS9’s personal account and Backfirewall_’s account on Twitter and TikTok, join the app uprising in the community Discord, and search #Backfirewall on social media.


About All In! Games

All in! Games is a publicly-traded video game publishing and production house based in Krakow, Poland. Founded in 2018, the team creates and supports local and international games for PC and consoles. All in! Games’ portfolio features titles such as Chernobylite (The Farm 51), Exo One (Exbleative), Paradise Lost (PolyAmorous), and many more. For more information, visit: https://www.allingames.com/


About Naraven Games

Naraven is a young female-led team based in Lausanne, Switzerland. Armed with movie-making knowledge, Naraven has gathered a diverse network of contributors all over the world to create the narrative adventure Backfirewall_. Inspired by Toy Story, its aim is to raise awareness toward how we interact with everyday objects and carelessly discard them. For more information, visit: https://www.naravengames.com/team

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Article by: Susan N.



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Summer Showcase: Upcoming Titles, Release Dates, and More from Freedom Games!

LOS ANGELES – June 13, 2022 – Freedom Games displayed the publishing label’s upcoming roster for the remainder of 2022 and beyond at the IGN Summer of Gaming Expo, showcasing unannounced titles and highlighting eagerly-awaited releases from the publisher including Symphony of War, Retreat to Enen, One Lonely Outpost, 9 Years of Shadows, and more.

Good Heavens!, a cozy survival crafting RPG set in the digital afterlife for NPCs from developer Nowhere Studios, made a world-premiere debut coming to PC. Invade a cybernetic great beyond for deleted video game characters, to patch the recent oversights and mistakes of its creator. Take on the binary netherworld alone or form a party of up to eight additional players using a dynamic archetypal class system and show the NPCs how it’s really done… again.

Symphony of War, the tactical turn-based RPG from developer Dancing Dragon Games, also conducts a surprise attack launch onto PC via Steam and EGS during the show.


Retreat to Enen, the tranquil survival game from developer Head West, emerges from the trees on Friday, Aug. 5, 2022, and steps onto PC via Steam and Epic Game Store (EGS). Heal alongside nature as humanity’s new rite of passage. Traverse a lush island using survival and meditation skills to achieve peace of body, mind, and soul.

Freedom Games unveiled a deluge of other release date reveals for its 2022 lineup. Neon Blight, the brightly-colored bullet-hell shopkeep manager rogue-lite from developer Bleeding Tapes, steps into a cyber-dystopia on PC Monday, July 11, 2022, via Steam and EGS.

Tyrant’s Blessing, the intense tactical grid, turn-based RPG from Mercury Game Studios, fights against a despot’s false paradise starting Monday, August 8, 2022, on PC via Steam and EGS. Monster Tribe, the creature-collecting RPG from developer Boundless Games, looks towards humanity as its last hope for spiritual reconnection beginning Monday, August 15, 2022, on PC via Steam and EGS.

The showcase also spotlighted a number of new gameplay trailers and updated release windows for upcoming titles. One Lonely Outpost, a space farming simulator set on a desolate alien planet from Aurorian Studios and one of the top 75 most wishlisted games on Steam, invites interstellar agriculturalists to choose between natural produce or robo-livestock on PCs with an Early Access Q3 2022 via Steam and EGS.


Bring back color to a world that spent nearly a decade shrouded in darkness in 9 Years of Shadows, featuring a soundtrack composed by both Michiru Yamane (Castlevania Series) and Norihiko Hibino (Metal Gear Solid Series). This radiant pixel art Metroidvania from Halberd Studios pulls Nintendo Switches and PCs via Steam and EGS out of the murky depths in Q4 2022.

Take a ride with Monorail Stories, the asynchronous multiplayer narrative experience from developer Stelex Software, making stops at both Nintendo Switch and PC via Steam and EGS tram stations in Q3 2022. Hop into adventure alongside Puzzles for Clef, an adorable narrative puzzle platformer unlocking later in 2023. Follow Clef on a treasure hunt quest across an ancestral island reinforced by themes of peace and serenity from two-person Ukrainian team, Weasel Token.


“Freedom Games is doing everything possible to make our second year one for the books,” said Benjamin Tarsa, Director of Publishing, Freedom Games. “Partnering with IGN during the Summer of Gaming Expo felt like the perfect opportunity to set the stage for an indie-packed summer. From Symphony of War leading into Retreat to Enen, the variety of our catalog continues to stand out as one of our strongest qualities. Please look forward to everything we were able to show off in our showcase and for what’s to come beyond! ”

To learn more about Freedom Games and the publisher’s upcoming suite of games, please visit the official website and follow @freedomgamesgg on Twitter.

About Freedom Games

Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom Games seeks to leverage its expertise to facilitate great games and even better publishing experiences.

For more information, visit the official Freedom Games website.



Article by: Susan N.




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