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Dinosaur Polo Club Reflects on Lessons Learned from the Now Cancelled Magic School Project

July 30th, 2024 | Dinosaur Polo Club, the award-winning studio behind best-selling traffic management sims Mini Motorways and Mini Metro with nearly 12 million combined players, spotlights the development and previous work on a now-canceled project code-named Magic School.


The team sees this as an opportunity to transparently discuss learnings from the recently canceled Magic School project.

Though Magic School will never be released, Dinosaur Polo Club wants to champion the hard work team members poured into it, celebrate their contributions, and encourage them to share their work with the broader gaming world and provide some insight into the game development process.

The studio is grateful to be in a position to retain the varied talent of the Magic School team and plan to redirect their skills to the new projects within their celebrated Mini series.

The goal of the Magic School project was to explore something new outside of the minimalist simulation games the studio is typically known for.

Designer Zala Habib comments on her experience working on the project. “The Magic School team was an absolutely incredible group of people. Everybody was so inspiring and driven throughout the project's life, and it was a joy to collaborate with such talented folks.”

However, over the course of development, it became clear that the expanding vision for the game was leading the team towards a much bigger project, one that would require a far larger team size than the studio could sustainably support.

Although the team were excited by the breadth of visual exploration and specific game systems, the prototypes felt overly complex, which is very much at odds with the intuitive, quick-to-learn gameplay that our community has come to expect from a Dinosaur Polo Club title.


“Ultimately, we simply did not see a path forward for Magic School. However, we still wanted to share the amazing work the team had produced over the course of prototyping,” said Amie Wolken, newly appointed CEO of Dinosaur Polo Club. “So much great game development never sees the light of day because studios are often shy about sharing when things don't go as planned. Instead, we are choosing to celebrate what we learned along the way and the incredible work from our team.”

For more information and to follow the celebration of Magic School on our pages, please visit the studio’s new Artstation, the Dinosaur Polo Club website, the YouTube page, and follow the studio on Twitter, Facebook, and Instagram.

About Dinosaur Polo Club

Dinosaur Polo Club is an independent game development studio based in beautiful Wellington, New Zealand. Founded in 2013 by brothers Peter and Robert Curry, the studio first made waves with their award-winning and BAFTA-nominated debut Mini Metro. Created in collaboration with Disasterpeace and Jamie Churchman, Mini Metro explores relaxed and minimalist subway design. The second game developed by Dinosaur Polo Club introduces a brand new type of city management with colorful road-building and resource management found in Mini Motorways. Combined, Mini Metro and Mini Motorways make up two parts of an expanding Mini Collection. 

With an inclusive and supportive culture that believes in giving back to its creative community, the studio has grown and is now home to nearly 30 dinos as it works on new titles with relatable simplicity.
Article by: Susan N.
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Earth Defense Force 6 - PS5 Review

Earth Defense Force 6 by developer Sandlot Games and publisher D3 PublisherSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher. 

Estimated Reading Time: 5 minutes.

EDF! EDF! E… D… F… what number now? 

Picking up where EDF 5 left off, EDF 6 starts off rather grim. Taking place after the conclusion of the alien invasion, Earth's Forces didn't exactly get a shiny victory as the cities are in shambles and the aliens and monsters continue to roam its surface. Don't you worry though as that is all about to change. Over. And over. And over again. Welcome to Earth Defense Force: Groundhog Day Edition! 

I had mused with whether or not to talk about the clever time travel paradoxes. But then, as EDF 6 is essentially EDF 5 the what if scenario(s), I felt it would be a disservice not to. In terms of gameplay, EDF5 is almost identical to EDF6 but sprinkled with a few additional details for some character archetypes. Returning are the Ranger, Wing Diver, Air Raider and Fencer who all offer variations on how to approach gameplay. 

Of these archetypes, Rangers will essentially give you an all rounded approach to any situation. Having loaded up EDF 5, here is where one may see the biggest difference. Two main weapons are available, but in addition there's also an option for Grenade or Turrets as a supplementary addition. In EDF 5 it was a second weapon OR one of these. The Wing Divers offer great mobility and the option to take to the skies, but they can't really take a hit. In the same vein, Air Raiders can't take a hit but their summon like abilities are not to be dismissed. Plus they can summon Mechs to the field. Finally the Fencer is hulk of sorts being able to carry four separate weapons but they are slow. Very slow. So it's a good thing that they can take a hit while wielding absurdly large weapons.


So it's with one of these four archetypes, solo or in co-op, that you'll be running, gunning, jumping, crashing, yelling, maybe even swearing as some encounters can seem unfair the first times to say the least. So it's best to bring some cheese as your whine will need it. That said, it's nothing that a bit of adjustment on your part won't fix as maybe your comfy weapon combo just isn't cutting it anymore. And you'll need it with the over 9000! Eerrrrr over 100 stages available. 147 to be exact. 

This is perhaps one of EDF 6’s strongest points, the gameplay loop. Starting off in the future, you’ll soon find yourself retracing your steps from EDF 5. The pacing will be slightly different, but if you’ve recently played, as I did to check the differences, you’ll feel right at home. Where things are different however is that this is not “your” first rodeo. You’ve been at this for a number of times and will be at this for a number of times more as you make it from the present, to the future, and back to the present where things are not quite how you remember them. 

You’re not the only one going back and forth through time. So are the enemies! 

And this is what lets the 147 stage approach work. Does it get tiring at times? Yes, BUT, it also makes up for it by giving you some rather intense climactic events. Repeatedly. New enemies are constantly added into the mix for both future and present time runs making you constantly need to adapt if you want to survive. Obviously as time goes on some of these become nothing more than a nuisance as your gear is improved but EDF 6 finds a way to double down and make your life hell all over again the next mission. But it works well to keep you on your toes.


Where I had issues with EDF 6 is that some of the stages didn’t know when to end. Some were perfect in which if it was going to be a long haul, it would split the encounter in two giving you a needed break to stretch your hands and not worry about losing all of that progress. Seriously, some of these missions go on for so long that you wonder if they’ll end and clearly overstay their welcome. It’s unfortunate that as you continue towards the final and epic conclusion, this happens more often than not. So prepare yourselves as there’s nothing bite sized short of the monsters mandibles here! 

The other perhaps observation more than complaint is that I found myself restricted with the four character archetypes. On top of having reloaded EDF 5, I also reloaded EDF: Iron Rain for comparison. Iron Rain, while targeting more Western audiences with the tone, had a slick gameplay and only one character. This character could be equipped with a variety of gear letting you approach the situation as you needed to instead of being limited to gear types based on archetypes. I think that approach could go much further in the next installment especially when new weapons and armor points (health) are only obtained by pickups IF you can get to them all before the mission ends.


While not perfect, EDF 6 offers up a lot of gameplay to fans of the series and newcomers alike. With the different approach to gameplay taking players on various loops through time, there’s plenty to test your mettle against as you defend your home and prove that the Earth Defense Force is up to the task!

 

Score: 7.5 / 10

 

 

 

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Get Operation: Polygon Storm in August for Consoles and PC!

29 July 2024 - Warsaw, Poland | Publisher Untold Tales and Ukranian developer Toxic Studio have announced the release dates for Operation: Polygon Storm, the fast-paced, military tactics, auto battler with minimal micromanagement.


The game will launch on PC (Steam, GOG, and Epic) on August 12th, 2024 while Nintendo Switch, PlayStation 4/5, and Xbox versions will land on August 26th.

The early PC release date was decided on to take part in a massive, yet-to-be-announced Steam event that will be held in mid-August.

GAME FEATURES:

PLAN, DEPLOY, AND UPGRADE YOUR ARMY OF CHOICE

Mix and match units from a selection of infantry and armor alongside artillery and air support to push into the enemy's base and fight off any counterattacks. Tap into multiple upgrade trees for each unit and unlock additional abilities to fine-tune your army.
 

MINIMAL MICROMANAGEMENT 

No base building or resource harvesting is required. Focus on the battle as your army can advance, attack, and take cover all on their own. Take command when needed to adapt and control the situation as your units either follow your masterplan or your direct orders
 


STRATEGIZE, REACT AND ADAPT

Balance your resources to pick an army composition suited for each mission. A deep and complex battle system means you’ll need to react quickly, choose the right mix of soldiers and Killstreak rewards, and utilize complementary unit synergies to gain any advantage.
 

QUICK MATCHES

Each battle takes around 10 - 15 minutes from start to finish with the ability to replay, trying different team compositions, higher difficulties, or faster times. 
 

HIGHLY DESTRUCTIBLE BATTLEFIELDS 

Highly destructible environments, covers, ragdoll physics, and a dash of gore all bring the battlefield to life.
Article by: Susan N.
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The great game of cat and mouse dominates in city-building game Whiskerwood

The newest title to join the Hooded Horse roster pits hard-working mice against the oppressive paw of imperialistic cats

July 16, 2024 - Hooded Horse is excited to reveal it has partnered with Minakata Dynamics, developers of the simulation-heavy train strategy game Railgrade, to publish its next title — cat and mouse themed city-builder Whiskerwood.

In Whiskerwood, players must establish a home for their industrious mice in uncharted territory under the oppressive paw of their cat overlords. This city builder features complex simulations, supply chain management dealing with over 40 commodities, and the age-old rivalry between cat and mouse.

As the dominion of cats spreads across the seas, the common mouse is sent forth from its home on perilous journeys. Arriving by ship on untouched islands rich in all manner of resources, players must quickly establish a colony to meet the immediate and ever-growing demands of their feline masters. As the colony grows, so does their master’s greed – eventually, every mouse will need to make a choice: keep serving the oppressive paw, or raise whiskers in defiance.

Key features of Whiskerwood include:

  • Over 40 commodities to gather, manufacture, and trade, from raw resources like wood and ore, to luxury items like furniture and tea that can be unlocked by gaining favor.
  • Vertical city planning, where players must maximize space by building up into the sky and burrowing deep underground, using precise planning for the best results.
  • Complex supply and logistics systems, from water pumps, to conveyor belts, lifts, and more! Ensure goods get from A to B quickly, and build infrastructure for heating and irrigation.
  • Unlock new policies and utilize diplomacy to your advantage by treating with other mice factions, even contending with pirates (as friends or as foes).
  • Develop new production methods through research to keep up with the needs of the colony as it grows, automating production lines for maximum efficiency.
  • A strategic layer to expand influence beyond the colony, and for when force is required, turn-based combat using ships of war.

"Mice always seem so hard working and industrious,” says Hooded Horse CEO Tim Bender. “They’re perfect characters for a colony sim/city builder. While I love cats, I can see them running a mercantile empire. And who doesn't love the idea of a Boston Cheese Party?"

"Whiskerwood is our team's passion project and the culmination of a decade's worth of city builder prototypes,” says Studio Head Daniel Dressler. “It is an honor to work with Hooded Horse and finally bring our creation to life. Their way of business has enabled us to make Whiskerwood the best it can be and wholly without pressure."

Whiskerwood will be localized from English into German, French, Spanish, Italian, Polish, Czech, Hungarian, Turkish, Ukrainian, Russian, Brazilian Portuguese, Simplified Chinese, Traditional Chinese, Korean, and Japanese.

Whiskerwood will be released into early access for PC via Steam.

About Hooded Horse™

Hooded Horse is a publisher of deep strategic and tactical games with people and partners worldwide. Starting in 2019 with a single title, Hooded Horse’s portfolio has grown to 31 games and counting. Our goal is to empower and support developers in doing what they love so that they can create world-class experiences for their audiences. From the distant past of Manor Lords and the haunted woods of Against the Storm, to the depths of space in Terra Invicta and Falling Frontier.

You can find out more about us on our Steam publisher page, as well as our social channels; Twitter, Facebook, YouTube, Discord, and website.
 

About Minakata Dynamics(™)

Minakata Dynamics is a small independent video game developer from the Touhoku region of Japan that focuses on systems-heavy experiences with deep and layered gameplay. The studio has developed for Windows, Nintendo Switch, Sony PlayStation, and Xbox platforms. The team previously developed Railgrade and is currently working on the Cat-and-Mouse city builder Whiskerwood.

You can find out more via the official website, as well as Discord.

 

Article by: Susan N.



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Whirlight: No Time to Trip - PC Preview

Whirlight No Time to Trip by developer and publisher imaginarylabPC preview written by Richard with a copy provided by the publisher.
 
Estimated reading time: 2 minutes
Whirlight: No Time to Trip is a new title in the works by the same people that brought us Willy Morgan and the Curse of Bone Town. A point-and-click adventure full of gags and adventure is sure to await.

Now if you've been around since 2020, you may recognize the developer, imaginarylab, and the title Willy Morgan! From that Willy Morgan review, which you can also read here, Whirlight has some things similar to WMatCoBT and some things new to wet your appetite. Good news, it looks like we're in for more of the same formula in a fresh new story! The folks at imaginarylab did a great job on the last point-and-click title, and based on the demo I'm also expecting good things again.


In the Whirlight demo we take a trip to a fancy dream-like land with an eccentric inventor, Hector May. Afterwards we get a stint in his house/laboratory of sorts before we reach the end of the demo. Now, I hope you're all aware of how a point-and-click adventure works, or at least can infer so. In this case we have a 2.5 dimensional style sideview layout, at least for the demo, where you click on places and objects to move there and interact with them, respectively. You have an abnormally large pair of pants that can store pretty much any object you pick up, and can combine certain objects together.

There's a handy "interactable and movement" indicator you can bring up just in case you aren't finding anything, or you're hovering just a little too far away to see an indication as well, just in case you're having some trouble. Fair warning, not all solutions to puzzles are necessarily obvious, and some are disctinctly UNobvious solutions. On the plus side, nothing punishes you for getting something wrong, so experiment away! More good news is that the voice overs are well done and plentiful! No getting into a scene that's voiced one moment and not the next!


The art style is the same as in Willy Morgan, a retro sort of style reminiscient of older computer games, but without the quality issues. An adventure in a cartoonish land full of whimsy and puzzles is exactly what reminds me of old childhood games. The demo is, unfortunately, very short, clocking in at under an hour for me to finish so there isn't a lot I can really say so far, but from what I can see and what I know of Willy Morgan, I'm expecting great things!

Be sure to check out Whirlight: No Time to Trip, as well as Willy Morgan if you've any desire of a good old point-and-click time!

Score: N/A
 
 
 
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Take a Break in a New Relaxing Fishing Game on Nintendo Switch Today

It's time for Fishing Break. New arcade game on the Nintendo Switch!

Fishing Break, an arcade fishing game with gameplay focused on relaxed fun and cartoonish visuals, is coming to Nintendo Switch on July 25. In Fishing Break, players will find more than 20 fishing spots located in 8 different worlds, as well as several hundred diverse fish.

Fishing Break is a game developed by Canadian studio Roofdog Games. The title previously appeared on Android and iOS mobile devices, where it gained more than one million players. Ultimate Games S.A. is responsible for developing and releasing the game on Nintendo Switch.

Debuting on the Nintendo Switch, the game is a title that focuses mainly on relaxing gameplay and offers hours of fun. The gameplay is based on purely arcade, relatively simple but engaging mechanics. Fishing Break also stands out for its charming cartoon-style 2D graphics.

The development system also plays an important role in Fishing Break, where you can, among other things, upgrade your fishing equipment and discover new opportunities.

The developers have prepared a total of more than 20 diverse fishing spots located in 8 unique worlds. In total, as many as several hundred types of fish await players, including special fish associated with various elements of nature.


Fishing Break Main Features:

  • Arcade fishing game
  • Simple and relaxing gameplay
  • 2D Cartoon Style graphics
  • Hundreds of diverse fish
  • More than 20 unique fisheries

The release date for Fishing Break on Nintendo Switch has been set for July 25, 2024.

Article by: Susan N.
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Learn a New Language in Terra Alia: The Spell-Finitive Edition on Quest

Barcelona, Spain, July 24th, 2024 – 30 Parallel Games is thrilled to announce the arrival of Terra Alia: The Spell-Finitive Edition on the Quest Store on July 24th. With the arrival of this new update, the price of the game will be reduced to $9.99 USD/EUR during the first month after launch, representing a 50% off.


Terra Alia is a steampunk RPG language adventure VR game set in a techno-magical world, where spells are crafted using a multilingual system. Originally launched as an early access version last November, the developers have been tirelessly improving the game, adding new features and content, including an online multiplayer mode.

LIST OF IMPROVEMENTS, ADDITIONS AND FIXES MADE

  • Three New Locations: Larger than ever, with expanded storylines and additional side quests.
  • Multiplayer Mode: Compete with up to 4 players in thrilling matches.
  • New Spells: Confront new challenges, enemies, and puzzles with an array of powerful spells.
  • Enhanced Gameplay: Polished combat mechanics, leveling system, and interactive elements.
  • Visual Upgrades: Improved interface and more dynamic animations.
  • Advanced Voice Recognition: Enhanced calibration for more accurate spellcasting.
  • Bug Fixes: Numerous issues resolved for a smoother gameplay experience.

To solve the mysterious disappearance of Professor Esperanto, begin your journey at the prestigious Magic Academy. Navigate through a city where technology and magic blend seamlessly, and explore the depths of an ancient desert. Solve intricate puzzles and engage in dynamic combat using spells crafted from words in ten different languages. As you level up, expand your vocabulary and master even more powerful spells!

Terra Alia is also available on Nintendo Switch and Steam. If you would like to cover these versions, please reply to this email, and we will gladly provide you with a code.



In the world of Terra Alia, sorcery and technology coexist seamlessly, yet some seek to keep magic exclusive to a select few. Study at one of the most prestigious magical academies under the tutelage of Professor Esperanto, a champion for equal access to magic.

When Professor Esperanto mysteriously vanishes, all that remains is her trusty cyber-familiar, Falco, and a piece of an enchanted stone with an encoded message. Embark on an adventure to retrieve the five remaining pieces of the stone to rescue the Professor. 

Choose one of ten languages and cast powerful spells against enemies in dynamic combat. Upgrade your spells and harness new abilities while engaging in captivating side quests, solving perplexing puzzles, and battling foes ranging from angry students to divine deities and corrupt robots.

Become a talented linguist as you watch the adventure unfold across 10 different languages, including English, French, Italian, German, Spanish, Japanese, Korean, Brazilian Portuguese, Russian, and Simplified Chinese. Complete the story in one language within 7-9 hours, or delve into Professor Esperanto’s quest across all 10 languages for 40-50 hours of gameplay.



Follow the journey of five underprivileged teens in an upcoming 24-page comic from award-winning author Sylvain Runberg, best known for his adaptation of Stieg Larsson’s Millennium series, read by more than a million avid comic readers. Launching later this year, this comic will expand the story beyond the disappearance of Professor Esperanto, exploring new corners of the world.

ABOUT 30 PARALLEL GAMES


30 Parallel is a game development studio made up of industry veterans and passionate newcomers from around the globe, united by a shared love for creating entertaining—and on occasion educational—content. Our team has sharpened their skills at industry giants like Warner Bros, Universal Studios, and Activision Blizzard, tackling everything from licensed blockbusters to original gems. With our extensive entertainment industry expertise, we're here to bring high-quality, enjoyable experiences to audiences worldwide. Want to know more? Dive into the 30 Parallel Games website, and join the fun!
Article by: Susan N.
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Take Over the City on July 26th in City Takeover

July 22nd - Warsaw, Poland | QubicGames has announced that City Takeover by Voodoo will be released for the Nintendo Switch on July 26.


Official eShop Description: 


Connect your buildings to make them grow and produce more units. Use your army to beat your rivals and conquer the city!

Strategize and use your head. The enemy won't miss a chance to attack and capture your buildings. Expand your army and protect your kingdom before it's too late!


Features:

  • Complete over 400 levels!
  • Unlock epic characters with new abilities!
  • Use power-ups to get an advantage
  • Defeat powerful bosses and unlock their powers

Outsmart your enemies, prepare your army, and take over the city!

Article by: Susan N.
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Discover the Secrets Hidden of Saint Brendan's Island in Guayota

Montpellier, France - July 18, 2024. Spanish indie studio Team Delusion and French publisher Dear Villagers are happy to announce that Guayota (Steam, launch date trailer, gameplay trailer, press kit), the dark 3D adventure with puzzle mechanics and inspiration from Canary Islands mythology, is coming out on Steam and Nintendo Switch on August 13 at a price of 14.99 EUR/USD with a 10% off during the first week.


Inspired by legends related to the Canary Islands and the Guanches mythology, Guayota depicts the story of a group of explorers, sent by the Spanish Kingdom to find the legendary Saint Brendan’s Island. As the protagonist, you will soon understand that this island, said to be paradise on Earth, might actually hide darker secrets.

KEY FEATURES

  • The secrets behind Saint Brendan’s Island
    • Immerse yourself in a rich puzzle game that draws inspiration from the legend of Saint Brendan. As you look for your companions, you will explore ancient gods’ temples, each guarding a deep secret and offering a piece of the island's mysterious past.
  • The power of fire and lights
    • Equipped with a torch, you must utilize the powers of fire, lights, and lasers to navigate through temples and solve their enigmas. As you progress, the challenges become increasingly complex, requiring keen observation.
  • Two modes, two ways of accessing the truth
    • As you explore each temple, you'll encounter two distinct modes: The "Real World" and "The Plane of Madness". Reality can sometimes be deceiving: exploring both will be crucial in your quest for the truth.
  • Constant new exploration & puzzle mechanics to master
    • Each temple presents its own unique enigmas and dangerous traps. And as your journey on Saint Brendan continues, you will encounter more challenges involving new ways of solving puzzles.

FEATURING THE VOICE OF GRACIELA MOLINA

"Graciela Molina is an outstanding Spanish dubbing actress who has been part of our lives with her unmistakable voice in films, series and video games. Her talent has allowed iconic characters such as the magical Ariel in ‘The Little Mermaid’, the delicate Victoria in ‘The Corpse Bride’ or the enigmatic Victoria Neuman in the series ‘The Boys’ to be engraved in the memory of viewers.

In film, many of us fondly remember her role as Mary Jane Watson in Sam Raimi's ‘Spider-Man’ trilogy. In video games, her role in the recent ‘Blasphemous 2’ as Orospina is just another demonstration of her wide versatility and talent.

Graciela Molina has dubbed so many famous characters that it is easy to forget some of them. In each performance she not only lends her voice, but also conveys deep emotions, creating indelible moments in our minds. Her dedication and passion for dubbing have made her a fundamental figure in the history of cinema on a national scale, leaving us characters that are already part of our lives and memories.

Her role in Guayota elevates the myth, magic and mystery of our video game beyond what we could only achieve this with English dubbing. Guayota, which we have set up as a tribute to the history of the Canary Islands and Spain, needed a memorable voice to bring its story to children and adults, with the highest possible quality." - Team Delusion


ABOUT TEAM DELUSION

Team Delusion is a small game development team created with the mission of producing adventure games that everyone can enjoy. Among its ranks, there are people from Nacon or Tequila Works. The studio has its origins in the Complutense University of Madrid, where the idea of Guayota was born. Guayota is their first project, in which Canarian mythology is intermingled with European medieval legends, and certain influences of Lovecraftian horror.

ABOUT DEAR VILLAGERS

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.
Article by: Susan N.
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EA Sports College Football 25 - PS5 Review

EA Sports College Football 25 by developer and publisher Electronic ArtsSony PlayStation 5 review written by Nick with a copy provided by the publisher.

 Estimated Reading Time: 11 minutes

It has been a long time coming, but EA Sports College Football 25 has finally arrived. There is an incredible amount of hype around this title, which leaves this release living up to a near impossible task to live up to. Does it? Most of the time. There’s room for improvement, but EA Sports College Football 25 pays off more often than not.

So, a bit of background here, but for those familiar with this video game series, it has been on hiatus for a long time now. Its last iteration was NCAA Football 14, which means yes – the series has taken a decade off. Even back then, there was a close kinship to the NFL series Madden football, and that left many (including myself) wondering if EA Sports College Football 25 would be its own game, or more of a reskin of the existing Madden series.

There is certainly a good deal of shared DNA between EA Sports College Football 25 and Madden, but there’s a good deal different between them as well. Maybe some of this is just nostalgia fueling my opinion, as I used to play the NCAA series every year, but there was a genuine thrill firing up this game and hearing the band music playing. I was immediately sucked in by the oodles of atmosphere, from iconic mascots and logos to instantly familiar fight songs and the various college-specific images that come up in the interface after picking your favorite team.

I of course went with the school I attended, Central Michigan University. The way the menus and music all came together, along with the pre-game ceremony had me grinning from ear-to-ear. That is to say, EA Sports College Football 25 nails its audio and visual presentation. I really enjoyed hearing some new voices and comments from the color commentary (well, new compared to Madden), that were still familiar to fans of live Saturday afternoon college football. Like most sports games, you get the occasional goofy animation here and there, but there’s a lot of players running around the field colliding with one another, not to mention some pretty cool physics with the football that makes the experience far more authentic than anything the series used to present a decade ago.

One specific example from when I was playing last night: I threw a pass while my quarterback was under duress, and the ball came out wobbly and short of the intended target. The defensive back turned to make a play on the ball, getting their hands on what I thought was going to be an interception, but my tight end was in a crossing pattern right by the defensive player. The tight end absolutely rocked that smaller defensive back, and the ball popped out as my intended receiver made the catch while falling to the ground. It was a bang-bang sequence that in the past would have looked and played out far differently, and nowhere near as memorably as the football had a tendency to sort of laser in on a player’s hands and just Velcro there.

As for the core gameplay itself, EA Sports College Football 25 is fast and fluid. It’s interesting, because in the NFL, you have the fastest players in the sport. But there is greater parity between players and teams than in college football with its more than a hundred different teams. As a result, these skill gaps create a greater sense of speed in the college game, and mismatches are more common than in the pro game. That’s not to call EA Sports College Football 25 an arcade version of football, but it certainly feels faster than its NFL Madden counterpart.

The focus here is on offense. That’s where the play calling and execution is most robust. With numerous types of offenses (many of which you just don’t see in the pro game). The option game in particular is a fantastic way to take advantage of athletic players and try to exploit the aforementioned mismatches found between teams. That’s not to say defenses are completely helpless, but by their very nature they have a tendency to be reactive to what the offense is doing on the field.

That is not to say that the on-field product is perfect. There are some simple tutorial items that come up once in a while when you are encountering a new game concept, but there is a strange lack of feedback with EA Sports College Football 25 when compared to what the Madden series has been doing for years now. Maybe it’s to create more immersion and not pop up boxes at the top of the screen that indicate that the user laid out a defender using the hit stick, but EA Sports College Football 25 seems to do a little less hand-holding at times, providing fewer points of feedback throughout the game. Icons are small, energy indicators not always cleanly visible and in-menu feedback often sparse. As a veteran of the EA football titles, I still knew what I was doing, but I did at times find myself wondering if newcomers were having a rougher experience than myself.

While playing the game of football is at the core of EA Sports College Football 25, there’s various modes available to help serve up that experience. Mileage varies from person to person, I’m sure. There’s the Ultimate Team mode, which is a sort of fantasy football / sports card collection mode that has a lot to do, but a lot of grinding to it as well. It’s just never really been my favorite mode, though I am sure it is EA’s as it is a microtransaction haven, where you can spend real money on getting more packs of cards to improve your team. It’s just a hard mode for me to generally get invested in, and the grind is often a slow one, with a stingy trickle of rewards.

There are the usual suspects in quick exhibition games, and online leagues as well. These are perfectly fine if that is what you came to play, but for my money the dynasty and career (called Road to Glory) modes are what hold my interest the longest. Dynasty is by far the most robust option, and where I’ve been spending the majority of my time. Here you are the coach, which means directing the play on the field, but also managing other aspects of the team in between games as well. The most obvious parts of this are your depth charts and checking out rankings and awards, but the most rewarding system is the recruiting one.

Given the temporary nature of college football, where you only have your best players for a finite number of years, your program’s ability to stay talented and relevant relies heavily on your ability to recruit new blood to the program. Now, since I started with a modest MAC school with CMU, I had an uphill battle to gaining national recognition no matter how well I played in my first couple of years. Most of my players were not very notable, my competition was often somewhat lacking, and high rankings were elusive. But as I started to get wins and as I began to backfill my ranks with new, carefully cultivated recruits, my program began to flourish and my budding dynasty could take shape.

There’s a few different aspects to this recruiting mechanic, from choosing recruits you wish to pursue, to learning what interests them most (if anything) about your program, and leveraging your allotment of weekly hours to try and sway their commitment to your program. This part of the game felt pretty fresh, with options such as direct messaging a recruit being less time-consuming than trying to make a visit to their homes or setting up a future on-campus visit.

The runner-up for my favorite mode is probably the career one, where you choose a player from one of several positions such as quarterback, running back, linebacker and so on. You then pick your initial ranking such as two star or five star prospect. This part feels a bit underbaked to me, There is very little incentive to picking an underwhelming prospect, outside of just making it a more challenging experience for yourself. There’s little to no narrative here. It’s great to say your two start prospect is an underdog, but to what extent? You sit the bench more, you produce worse in games and it’s a slower rise to stardom. But the lack of any actual story around it means the experience doesn’t really pay off any differently in the end than going the five star route, just that it Is harder. I’d love to see some sort of story around these different beginnings, just to create a bit of differentiation at this stage of the process.

From there, your player has weekly energy that they use between games, similar to what the coach has in terms of a weekly resource to spend points on in the dynasty mode. Here your player needs to juggle staying healthy, improving their stats through training, team activities and keeping your grades up. I like this approach, even if the implementation gets a little static over time. There’s some randomized events that spring up now and again to offer you say, additional study opportunities to cram for an upcoming exam at a lesser cost, or to participate in a team activity that will help your coaches and teammates trust you more.

One interesting change here from the Madden career mode is this aspect of ‘trust’, where your player only has limited access to the playbook. That means you can’t just always run plays that benefit you, but force you to at least try to play within the coach’s system. As you earn more trust with your coach, you gain more opportunities to branch out and choose additional plays. No doubt some people will bristle at this limitation, but I actually liked it as I felt like the old Madden system was pretty abusable on the path to making your player the greatest ever. It’s been confirmed in several articles that your created player can be imported into Madden when it releases in a couple of months, so I’ll be curious to see how that goes, and again, feel like there’s an opportunity here to craft a narrative that follows your player into the pros in future iterations of the series.

Now, related to that last paragraph is probably one of my biggest issues with EA Sports College Football 25 – its relationship with the Madden series. Back when my old buddies would play these two football games with me 10+ years ago, one of our favorite activities was getting our hands on the college game first, playing through several seasons and generating draft classes based on those results. Then Madden would release and we would play through multiple seasons of Madden, importing those saved draft classes from the college games.

By all accounts, that is not an option this year. I suspect it has to do with the licensing of real players and their likenesses, and what it would cost to have them in both games (this is the reason why the college game had taken a decade off, due to some litigation around this very topic in the past). It’s an incredibly disappointing lack of connection between the two games, and something that along with improvements to the career mode, I hope that EA can iron out in next year’s game. These two titles always played best in the past when they worked hand-in-hand with one another, and this particular lack of feature is a glaring hole in what has otherwise been a very enjoyable package for me.

It is no exaggeration to say that EA Sports College Football 25 may be the most anticipated sports release of all time. Even though EA has publicly stated that they are spinning up new servers to compensate, it has had a negative impact on the server reliability and performance during the pre-release period. There’s a decade of build-up since the last one, and football’s only become more popular over that time. Maybe this can also help set the framework for an NCAA basketball game, but that feels unlikely in the near future. Still, I greatly appreciated the sights and sounds of EA Sports College Football 25, and while there are areas that can be improved upon, and a couple of missing features that are somewhat glaring, it’s hard to deny just how much fun there is to be had here. EA Sports College Football 25 has kept me up very late multiple nights in a row now, and I imagine it will for weeks to come.

 

Score: 8 / 10



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CONSCRIPT - PC Review

CONSCRIPT by developers Jordan Mochi and Catchweight Studio and publisher Team17PC (Steam) review written by Robert with a copy provided by the publisher.

Estimated Reading Time: 5 minutes 

CONSCRIPT is developed by Jordan Mochi and Catchweight Studio and published by Team17. We at Chalgyr's Game Room would like to thank them for the free software key for the purpose of this review. Set during the First World War, you play as a lone French soldier and need to traverse the twisted trenches of the Great War, scavenge for limited supplies, and solve complex puzzles. The catch? You have to do all of this while fighting for your very survival through humanity's most brutal and horrifying conflict.

CONSCRIPT was an interesting ask for me, as I don't typically stray towards anything remotely horror-esque. I'm a wee bit of a baby regarding horror games/media so when I was able to cover it for us here at CGR, it raised an eyebrow or two, but that's the allure of CONSCRIPT... Even for folks like me that aren't fans of the genre, there's something interesting, intriguing, and more appropriately, "pulling" about CONSCRIPT that really drew me in and continues to hold on to me to this day...

CONSCRIPT is beautifully forlorn.

In all of the fear, adrenaline, shock, awe, and tension, the single most powerful emotion that CONSCRIPT exudes, is sadness.

Left to survive the attack on Souville in the First World War you're thrust into deeper, darker Hells ... that are oddly beautiful. CONSCRIPT's pixel-art-ish approach is the perfect throwback so the second generation of Survival Horror games (Silent Hill and Resident Evil-era). Gas attacks are grotesque yet hauntingly enchanting; the slight shadowing that appears before a bomb drops gives just enough warning to dive out of the way of the muted and brutal-looking explosive effect. The details aren't lost due to the art style, either. In fact, I think the style enhances the models in ways that keep both friendly and enemy models looking appropriately haggard and war-torn.

There are times where you'll be slowly moving along the corridor of trenches when an explosion will rock the world in front of you. Then out come pouring Germans and they are thirsty for your blood ... Their shovels, their helmets, even the shine (or lack thereof) on their boots is disturbing. Just as disturbing as watching them rush past the crawling French soldier ... crawling because he's missing his legs. Even if it's a few pixels, the detail is immaculate on the models. Where I struggled the most, though, was in the backgrounds. While they are serviceable, there are parts of the backgrounds/levels that were extremely difficult to identify as passable/impassable terrain. 

While I'm used to dragging my character's face along a wall in search of goodies to help me survive, it was frustrating to be constantly blocked by ill-defined hunks of rubble or detritus. While it's not game-breaking, in a survival title with limited items and resources in it (a staple of the genre and one followed well here), well, every move counts, especially given how tough some of these enemies are.

Where the audio puts the "horror" in CONSCRIPT's "survival horror" genre tag, the enemies put the "survival" in it. Some of these bastards are tough and require significant kiting. In fact, just get used to kiting. I found running around central sandbags whenever I could would keep me alive a wee bit longer than had I stood my ground. Pro tip ... rarely stand your ground; you'll get clobbered into three-weeks-from-yesterday. Maybe I just suck (I do) but I found that in most cases, when I stood there, ready with my entrenching tool ("shovel") for a nice swing ... and I'd whiff it hard.

While that's not all that concerning in most games, in CONSCRIPT it's stressful as every single pixel counts. At times I felt it was as demanding as a Soulsbourne or Metroidvania. The survival elements, managing inventory, and wonderfully-simple and elegant save system to take a bit of the bite away from what I feel is the the true masterpiece of CONSCRIPT ... the audio. Thankfully, the dev didn't retain the old tape-style save method from its inspirational titles.

I'm very sensitive to audio and the tension it can build and there's a subtle terror that's built throughout CONSCRIPT that sits oddly well with me. It may just be the current mood and state of things, but the quiet ambience of the haunting music is countered by the rough, painful, and often pitiful cries for help or mercy in sharp but not in a jump-scare-like fashion. To match the stunning art (though the mismatched fonts between in-game menus is jarring and off-putting), the audio needs to be punchy and subtle. The best way I can describe it is that the background effects, those very screams and cries I mentioned before, feel like they're being filtered through a foggy nightmare. I'm not sure if that was the effect, but that unsettling "aural uncanny valley" hit hard a few times throughout my time with CONSCRIPT. Swinging between that and the pregnant pauses in background noise or chatter can give something akin to aural whiplash, which sounds bad but the way it plays out in CONSCRIPT simply *works*. 

That's where CONSCRIPT succeeds the most, in my mind ... "it simply works." As someone not accustomed to, nor typically interested-in the Horror-end of the Survival Horror genre, CONSCRIPT was an interesting choice for me. It could be that my middle-aged sensitivities are getting the better of me as I begin to embrace military history as an interest. Or it could be that with all the over-stimulation that happens in the real world, finding a title that brings understated horror and an odd, gritty realism to life in a setting not-often taught here in the West (World War One) unless you attend higher education. With nothing more than your entrenching tool, the scraps of notes left by others, and the hope of finding the brother you were separated from at the very start of the game, you will set off into the trenches of Souville during World War One ... but will you survive?

I sure didn't. 

 

Score: 9/10

 

 

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Experience Diamond Painting ASMR on the Nintendo Switch Today!

July 18th - Warsaw, Poland | QubicGames has announced that Diamond Painting ASMR by CrazyLabs will be released for the Nintendo Switch on July 19th.

Diamond Painting ASMR will be available for only $0.49/ € 0.99 for Coloring Book owners and $/€ 1.99 for everyone.


Diamond Painting ASMR by CrazyLabs:

Relax as you follow the numbers and paint at your own pace!

Dive into unique canvases full of unicorns, hearts, cakes, and other stunning images. Enjoy the satisfying 'click' as each diamond snaps into place, bringing vibrant colors to life!

Bring a dinosaur back from the past or draw a diamond castle in 3D - whatever you imagine, you can paint it... with diamonds!

Features:

  • Color by numbers, almost 400 pictures!
  • Create beautiful 3D paintings
  • Choose from different canvas sizes
  • Make awesome diamond art
  • Listen to relaxing ASMR

Watch your masterpiece sparkle with each diamond you place!



About CrazyLabs:

CrazyLabs is a top-three mobile game publisher and developer with over 6.5 billion downloads and more than 250 million monthly active players in the hyper-casual, hybrid, and casual gaming space. Check out our best games here.
Article by: Susan N.
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Galactic Glitch Available in Early Access Right Now!

July 15, 2024 - After 10 years in the making, German indie developer Crunchy Leaf Games is excited to finally announce that Galactic Glitch is in Steam Early Access at a price of 12.99 USD | EUR, with a 25% launch discount during the first week!



Galactic Glitch is a unique twin-stick roguelike shooter with physics-based combat. Mixing the top-down arena combat of Bubble Tanks, the fluid and frantic action of Dead Cells, and a healthy dose of crazy physics mechanics, the game challenges the idea of what a top-down shooter should be. Use your grav gun to exploit physics, catching and slingshotting rocks and mines off the walls of the arena. Manipulate enemy rockets and fling them back in their faces, rip parts off enemies to use them as weapons, or even grab and launch enemies into each other.

"Galactic Glitch has been a labor of love for over 10 years, starting with our passion for Flash games like Bubble Tanks. The moment we added physics in 2014, everything clicked. Then, playing Dead Cells in 2017 showed us exactly how we wanted our game to feel—an ultra-fluid, physics-driven space roguelike. So in 2020, as Covid hit, we restarted development in earnest and now, 4 years later, our dream game is finally ready for its Early Access release. We look forward to hearing what players think, and improving and expanding the game based on their feedback!" - Max Dohme, lead developer at Crunchy Leaf Games



Key Features 

  • 2D Space-Roguelite - Experience exhilarating twin-stick shooter gameplay combined with the endless replayability of a rogue-lite and the heart-pounding challenge of permadeath.
  • Physics-based Combat - Wield a powerful gravity gun to manipulate the battlefield, hurl massive asteroids, and turn your enemies' own missiles against them.
  • Multi-Part Enemies - Strategically dismantle foes piece by piece, exploiting their weak spots while avoiding their heavily armored defenses.
  • Dynamic Exploration - Venture into a mysterious, glitched world of star systems, uncovering hidden secrets and valuable items as you chart your unique path.
  • Abilities and Items - Customize your approach with diverse upgrade paths in each run. Unlock new Powers and experiment with creative combinations to craft your ultimate build.


 

About Crunchy Leaf

 
Galactic Glitch marks the fourth major release from Crunchy Leaf Games, after having released popular titles such as 3030 Deathwar Redux, Rise of Legions, and Crystal Clash. While the company is based in Berlin, Germany, the Galactic Glitch development team is half western European and half Ukrainian. The team is planning to donate a portion of the game's profits to benefit the people of Ukraine.

    Article by: Susan N.
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    Thief Simulator 2 Coming to PlayStation 5 and Other Consoles in the Works!

    On July 12th, Thief Simulator 2, the new installment of the best-selling game combining stealth, simulation, and adventure in a mafia-thief world, will be released on PlayStation 5. The simulator was previously released on PC. Thief Simulator 2 will be available on Xbox Series X|S in August/September, and a version for Nintendo Switch is also in the works.


    Thief Simulator 2 is a game developed by CookieDev and Ultimate Games S.A., known for popular series like Ultimate Fishing Simulator and Electrician Simulator.

    Games in the Thief Simulator series are among the most popular simulators in recent years, with total sales on PC and consoles reaching several million units. The second installment is rated even better by players than the first one. Currently, on the Steam platform, the percentage of positive reviews reaches up to 90% (out of over 3,500 opinions).

    Thief Simulator 2 combines stealth, simulation, and adventure in a mafia-thief world. It’s a first-person perspective (FPP) game offering two game modes (story and free mode). According to the developers, the new installment improves on mechanics and elements appreciated by players, while adding a lot of new features and focusing more on realism.

    Gameplay in Thief Simulator 2 is based on various activities including observation, planning, action, and then covering tracks and liquidating loot. The simulator offers two large locations with dozens of homes and special places like a resort and a gold-holding bank. In thieving activities, players can use a wide range of tools (including crowbars, binoculars, surveillance drones, and hacking tools).

    As emphasized by the developers, Thief Simulator 2 offers around 20 hours of fun in a mafia-thief world.


    Thief Simulator 2 – Main Features:

    • New installment of the best-selling simulator
    • Improvements and new features
    • Two game modes (story and free mode)
    • Expanded character development system
    • Diverse and extensive locations
    • Wide selection of equipment (from crowbars to new technologies)
    • Multiple paths to the goal

    The release date for Thief Simulator 2 on PlayStation 5 is set for July 12, 2024. The game will also be released in August/September on Xbox Series X|S, and a version for Nintendo Switch is planned.
    Article by: Susan N.
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    Nintendo Switch Release of Lunch Box Ready is Out Tomorrow!

    July 9th - Warsaw, Poland | QubicGames has announced that Lunch Box Ready by CrazyLabs will be released for the Nintendo Switch on July 17th.



    Lunch Box Ready by CrazyLabs:

    Arrange mouthwatering snacks, design your dream sandwich or even customize boxes of different shapes and sizes!

    Get your order, and show off your organizing skills by creating an aesthetically pleasing lunch. Let your imagination run wild as you explore breakfast and dessert options to create the ultimate box that will bring a smile to your customer's face.

    Features:

    • Prepare lunch boxes for your customers
    • Customize boxes in different colors and apply colorful stickers
    • Make awesome food art
    • Serve VIP customers to earn more money
    • Get revenge on your ex using nasty ingredients
    • Unlock new skins for your plates to look like a pro
    • Upgrade your house and give it a brand-new look

    Experience the joy of packing lunch boxes, and take your business to the next level!



    About CrazyLabs:

    CrazyLabs is a top-three mobile game publisher and developer with over 6.5 billion downloads and more than 250 million monthly active players in the hyper-casual, hybrid, and casual gaming space. Check out our best games here.
    Article by: Susan N.
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    Untold Tales and Toxic Studio Announces New Military RTS!

    11 July, 20024 - Warsaw, Poland | Publisher Untold Tales and developer Toxic Studio has announced Operation: Polygon Storm, a fast-paced, military tactics, auto battler.

    Strategically assemble your army from a selection of unique units and abilities to deploy onto the battlefield. Watch your master plan play out as your units advance, attack and take cover all on their own. As the battle progresses you can opt to take control via streamlined RTS gameplay.

    A free demo is available now on Steam with the full game planned to launch sometime in August - September 2024.


     

    GAME FEATURES
     

    • PLAN, DEPLOY, AND UPGRADE YOUR ARMY OF CHOICE
      Mix and match units from a selection of infantry and armor alongside artillery and air support to push into the enemy's base and fight off any counterattacks. Tap into multiple upgrade trees for each unit and unlock additional abilities to fine-tune your army.
       
    • MINIMAL MICROMANAGEMENT 
      No base building or resource harvesting is required. Focus on the battle as your army can advance, attack, and take cover all on their own. Take command when needed to adapt and control the situation as your units either follow your masterplan or your direct orders
    • STRATEGIZE, REACT AND ADAPT
      Balance your resources to pick an army composition suited for each mission. A deep and complex battle system means you’ll need to react quickly, choose the right mix of soldiers and Killstreak rewards, and utilize complementary unit synergies to gain any advantage.
       
    • QUICK MATCHES
      Each battle takes around 10 - 15 minutes from start to finish with the ability to replay, trying different team compositions, higher difficulties, or faster times. 
       
    • HIGHLY DESTRUCTIBLE BATTLEFIELDS 
      Highly destructible environments, covers, ragdoll physics, and a dash of gore all bring the battlefield to life.


     


    About Untold Tales


    Untold Tales is an indie publishing label with a focus on games that have an interesting story to tell. We help dev teams successfully deliver their digital masterpieces to a wider audience across multiple platforms. While we don’t focus on any specific genre, our most trusted guiding light is games that offer remarkable joy and narrative.

    Presenting the sum total of our experience as some big flashy number feels as useful as a speedrun in a story-rich game. Instead, here’s a selection of titles our team has worked on in the past to give you an idea of what we’ve achieved:

    • The Witcher series 
    • Dying Light 1 & 2
    • Dying Light: Bad Blood
    • Torment: Tides of Numenera
    • The Sinking City
    • Arise: A simple story
    • Aragami
    • Pure Farming 2018
    • God’s Trigger

      Article by: Susan N.
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