Electric Machine Games The Core is Available Today with a Launch Discount!
Check Out the New Prologue Trailer for Chronoscript: The Endless End!
Prologue Trailer Revealed at Future Games Show!
About “Chronoscript: The Endless End”
Prologue
Key Features from "Chronoscript: The Endless End"
- Hard-hitting Action
- Rooted in the satisfying challenge of classic 2D action platformers, the game evolves as you play, unlocking dynamic ink-traversing moves, as well as unique abilities to be used in exploration and combat.
- Confront "The Ruined"
- Souls who met gruesome deaths in life have been resurrected and now stand in your way as twisted, corrupted versions of their past selves. Defeat them to unravel the tragic threads of their fate.
- Traverse the Many Eras Depicted within the Manuscript
- Within the manuscript pages lies a vast world of stories, tales written by the Vampire Mistress across a thousand years and countless lands.
- Intricate Artwork
- The story's protagonist, enemies, and backdrops are all hand-drawn with pen and ink. The frame-by-frame animation style gives them an eerie sense of life.
Characters
Vampire: Viola S Chambers
Editor: Frederick G Muller
- Chronoscript: The Endless End — SHUEISHA GAMES Website: https://shueisha-games.com/games/chronoscript-the-endless-end/
- Chronoscript: The Endless End — Official X: https://x.com/Chronoscript_PR
- Chronoscript: The Endless End — PlayStation® Store Page: https://store.playstation.com/concept/10016840
- Chronoscript: The Endless End — Steam® Page: https://store.steampowered.com/app/4018380/Chronoscript_The_Endless_End/
- DeskWorks Official Website: https://deskworks.jp/
About DeskWorks Inc.
Article by: Susan N.
Welcome to the Best VR Terraforming Service in the Milky Way!
About Janet’s Planets
Features:
- Six hour narrative adventure
- Make each planet feel… just right. For your customer’s needs, and for our shareholders.
- Experience a planet’s surface with Janet’s SweetView
- Sandbox Mode with no limits inside the Planetarium
- Daily challenges with global leaderboards
- Hand tracking controls on Meta Quest 3/3S
About Really Interactive
Article by: Susan N.
Command History in Galactic Starfish Inc's Upcoming Grand Strategy Game!
Key Features of Strategeist
- Massive Historical Sandbox - Select from hundreds of playable nations and forge your legacy across centuries of simulated world history.
- Deep Strategic Systems - Influence diplomacy, build economies, advance technology, and balance internal institutions to secure your nation’s prestige.
- 3D Spherical World Map - Navigate a richly detailed globe with thousands of territories, each with unique strategic considerations.
- Moddable by Design - Extensive support for JSON and Lua scripting gives players the freedom to create and customize their own experiences.
About Strategeist
Experience 3D Strategy RPG Arknights: Endfield With Exclusive One Republic Song Right Now!
About GRYPHLINE
About OneRepublic
Syberia - Remastered - PC Review
Gameplay
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| One of the puzzles |
Puzzles
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| A Still from the Original Syberia Game in the Maze that is removed from the Remaster |
Localization
Graphics and UI
Syberia - Remastered did something right - sort of. The graphics are improved to a degree where you could stare at the immense detail of the buildings, foliage, and lighting effects in awe. It is a visually stunning game in places. But not all of the graphic details are updated. Notably, the cutscenes are taken from the original game and upscaled. This particular choice doesn't necessarily bother me because it's been done in other games. However, in the game I'm thinking of, it was because the studio wanted to keep the original voice actors because a few of them had passed away. It was a tribute to their contribution to the game, and the studio told their players ahead of time that the old cutscenes would be in the game for that reason. In the case of Syberia, most of the cutscenes aren't kept in the game because of that. And I'm not even sure why the devs would choose to update the graphics and the puzzles but not CGI the cutscenes as well? Did they blow the budget on the other graphics? I have no idea. It just seems like a weird choice and clearly it hasn't been received well by the fans.![]() |
| This is a screenshot of an upscaled cutscene in the remaster |
Thankfully where the graphics are a bit of a mixed bag depending on what grabs your attention, the UI is pleasantly simple. Most of the time you only need to look in the top right of your screen to know how to access your inventory, phone, or game settings. Although, you will be using the inventory button for the current objectives or to see the items you have collected. The phone, while mostly used for realism, is hardly a focal point. This is true in the original game and the remaster. Sadly, the phone mechanic is seldom used and it's potentially a missed opportunity, but I digress.
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| A Beautiful Screenshot |
Stability and Bugs
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| This may have been when my graphics card crashed then the game did... |
Final Impressions
Score: 6 out of 10
Experience a New Kind of MOBA in Skygard Arena
What’s New in 1.0:
- New playable Champion (Seraphine) with 2 Personas: Angel and Avenger.
- New Arena for multiplayer mode: Seraphine’s Throne Room.
- 8 new Relics (items with unique passive effects that reshape the gameplay of a Champion).
- Steam achievements.
Main features:
- Full single-player campaign with 13 handcrafted missions and 26 secondary quests. With large-scale battles, skirmishes to capture objectives, infiltration missions, base-defense challenges and boss fights, you will be challenged as you progress through the story.
- Multiplayer Arena mode with 1v1 PvP matches lasting 20 minutes on average. Play Ranked mode to climb the global leaderboard or enjoy Casual matches with friends.
- A roster of 10 unique Champions, each coming with 2 different Personas (a specific gameplay style with its own set of spells and its own skin).
- 80 Relics that grant game-changing passive effects and reinforce synergies between Champions.
- Over 500,000 different team compositions.
- A modular AI inspired by chess engines like Stockfish. When playing Arena matches against the AI, players can choose between 4 difficulty levels. These difficulty levels do not change the number of enemies nor their stats: similar to chess engines, they only change the quality of the moves played by the AI! Prepare to face mind-blowing combos.
- Epic 90-minute soundtrack composed by Raphael Joffres (Audio Lead on Clair Obscur: Expedition 33).
The World of Skygard
Socials:
- Visit the website: https://www.gemelligames.com
- X (former Twitter): https://x.com/SkygardArena
- Facebook: https://www.facebook.com/profile.php?id=100094301591161
- Youtube: https://www.youtube.com/@Skygard_Arena
- Discord: https://discord.com/invite/2VtCTVgbzh
About Gemelli Games
Jump Into Bang-On Balls: Chronicles in the Pirate-Themed Expansion on September 12th!
18
August 2022, Warsaw, Poland | Hoist your anchors and
let your (bouncy) balls loose onto the open ocean! Exit Plan Games and Untold
Tales are proud to announce the next big expansion to Bang-On Balls:
Chronicles. An absolutely massive, treasure-loaded pirate-themed expansion is
coming to PC on September 12, 2022.
Steam page: https://store.steampowered.com/app/1227650/BangOn_Balls_Chronicles/
Bang-On Balls: Chronicles is an open-world, 3D, destructible sandbox platformer built around the loop of exploration, uncovering secrets, collecting items, and tight bouncy battle combat.
EVERY DESTINATION IS AN ADVENTURE
It’s the 17th century and the high seas are littered with the balls of pirates, privateers, merchants, and the naval armadas of the European powers. But these contested waters are more than just a few lush islands with great real estate. Deep sea creatures, voodoo curses, skeleton armies, Spanish fortresses, buccaneer hideouts, and… a pirate shopping center?… are just the tip of the tropical iceberg. The Pirate Expansion adds the biggest map in the game to date and it’s simply jam-packed with things to do and uncover!
SET YOUR OWN COURSE
In Bang-On Balls: Chronicles, you are your own compass so pick a spot on the horizon and set sail. Start the hunt for a collect-a-thon of pirate-themed items that let you customize your look, your boat, and your fighting style. Battle your way through islands packed with enemies and multiple boss fights guarding treasures, secrets, and unlockables. Hunt down and sink marauding ships roaming the waves. Plunder and demolish strongholds, hideouts, and treacherous caves. Seek out and save mermaids (merballs?). Or tattoo your balls to strike fear or admiration into the hearts of those who cross paths with you.
GATHER A CREW
The new map as with the whole game supports both single-player and online co-op for up to four players. Some secrets and boss fights are designed to be triggered and played in co-op so try to grab a crew and let the looting begin! The game has already amassed a strong community and currently has a 98% Overwhelmingly Positive rating on Steam.
ABOUT EXIT PLAN GAMES
Exit Plan is a game development studio based in Warsaw, Poland, founded by Jose Teixeira and Damien Monnier in 2019. The founders have a combined quarter century of experience creating AAA titles such as The Witcher 3, Gears of War, and Cyberpunk 2077. Exit Plan is a small team of passionate developers who create new video games with fresh concepts that are easy to just pick up and play.
Article by: Susan N.
XEL Review
Estimated reading time: 9 minutes
What would happen if you take Breath of the Wild and make it a little closer to the older Zelda titles? Well, you'd get something close to XEL. A more futuristic take on a Zelda with its own twists thrown in. XEL would be a rather nice title in the Zelda-like series if it weren't overshadowed by some rather heavy technical issues.
XEL tells the tale of a young girl who crashes her spaceship on a planet, giving herself amnesia. Pretty soon she discovers that angry robots have overrun the space vessel, not a planet, and she decides to help try and fix things, because why not? Along the way she discovers a lot of things that get little to no resolution or relevance, and promptly forgets about major plot points she just learned five minutes prior, so you don't need to worry too much about the storyline. Actually, I'm going to throw out an issue I had right away which involves the storyline, or lack thereof, I suppose.
Basically, I had very little knowledge of what was actually going on. I mean, I'm sure I was supposed to learn about it at some point, maybe? But like, there were a lot of times where I would return to town between main mission objectives and the characters would be like "remember this thing we told you about?" and I would be like "yeah, no, you didn't". Heck, the transition to the final cutscene before the point of no return for the final boss talked about some stuff I had no idea about, but apparently the characters did. Not to mention the main character, who gets named Reid by the way, completely forgets about an important piece of information she just found earlier which would help her out against the bad guy.
But nah, we don't need to worry about that.
Gameplay for XEL has a pretty good basis. You have a 3D isometric world to explore where you can hack at enemies, use a shield to block, acquire new weapons and tools, such as a shock trap and "not-a-hookshot". There are plenty of chests to find and loot, and varied areas to explore with puzzles to solve to get at chests or items in the main areas for story progression. As per Breath of the Wild rules, you have a stamina wheel that depletes when you roll or when you get hit while blocking, and will regenerate slowly. You can also "craft" food at campfires, making stat boosting or life healing items you can use from the menu whenever needed.
Combat is, for the most part, surprisingly smooth. You attack and guard when you need to, making sure to keep an eye on your stamina. You can roll away from enemies, as well as do side and back steps if you're targeting an enemy. You can equip two tools as well, which can be either utility or potential damage dealing weapons. Combat with normal enemies, and even some of the larger miniboss type enemies, is generally pretty good. If you have a bunch of both melee and ranged units, it can be a little frustrating, but that's more due to number of enemies, rather than any inherent gameplay issues. Some of the bosses on the other hand, hoo boy. While I understand the devs are still putting patches out to resolve some of the issues, some are just sketchy gameplay design if I'm being honest. Let's just say it's really hard to get a swing off when icicles are raining down on you and you have no control over where they appear.
Let's move on to the audio and visual department. Visually, characters are pretty alright, and environments are pretty nice looking, provided you ignore the grass. Where XEL excels at however is in the audio department. First off, I'd like to note that there is a ton of voice acting that went into XEL, and all of it is at least decent, so props to the devs there. Secondly, the BGM is really nice, and while you may quickly stop noticing due to a number of reasons, the sound quality is actually quite good, for both music and sound effects. Dialogue would occasionally skip forward sometimes though, and there were a few jarring transitions between scenes, so that could probably be smoothed out somewhat.
So, if what I just mentioned was all there was, I would say XEL is decent, but could do with some improvement here and there. Unfortunately, the game is, largely, incredibly bug ridden. I'll list off only what I've personally seen, and while patches are being released to address some of these issues, at least from what I've seen in patch notes, I still experienced these issues just before writing this review, so take that into consideration.
First up, NPCs roaming around tend to slide instead of walk. I know it's a minor issue in the grand scheme of things, but it is very clearly noticeable. Best part is that sliding isn't restricted just to NPCs. Occasionally I would find Reid also sliding around, much to my chagrin, especially if I opened the menu after or while running. Next thing I know I'm halfway across the map falling into a pit. Which also presents a similar problem, because I would walk at a ledge to jump off it, miss and fall, only to be respawned mid-walk right on the edge, causing me to immediately jump. This was most apparent in the final boss fight where you have to jump across some platforms at one point. It took me about 12 attempts to get off the final platform, because I would either slide off the platform without jumping, another chronic and serious issue, or I would respawn almost mid jump, which was exceedingly frustrating.
Don't go anywhere, because there's a lot more. During the game you will discover segments where you can travel into the past in localized areas, usually in order to get across dilapidated bridges, or to solve puzzles by changing something in the past to help in the future. Well, there is one of these puzzles fairly early on after you discover the ability, where you need to push a block onto a grate. Well, I accidentally pushed the block out of the "time zone", which meant I could no longer solve the puzzle.
Yay.
This is also where I first started really noticing that the game has some issues loading in assets. Occasionally textures and objects would take a long time to load in, sometimes not at all. I fell through the floor here because a segment of the floor just never loaded in. Something similar happened toward the end of the game for me as well, where I loaded my game, went to enter a door and ended up falling through the world and getting a game over for it. XEL may be pretty fun, but it is also one of the games I've played that I've managed to softlock the most. Jumping out of bounds, getting stuck in plants, losing blocks you need to push, glitching into areas you aren't supposed to be in yet, suddenly just being unable to move are all of the ways I managed to cause issues where I needed to reboot the game.
On a lighter note, map recognition is really wonky. What I mean is that you will occasionally get notices that you are entering different areas, despite not actually entering them. Additionally, there are a few areas where the minimap doesn't update properly, either showing a different area or not at all. Another comment on the map is that some chests are displayed, not all though, and sometimes they show an opened chest icon. Sometimes. This also appears to reset to a closed icon if you get too far away or restart the game.
Let's talk a bit about the subweapons/tools. Each is unique and has its own uses, but the amount of info you get about them are very little. As an example, the sonic weapon needs to be used at least a short, if not medium, distance away otherwise it doesn't really work. That one took me a while to figure out. Also, the targeting for the webshot is a little awkward and needs some finagling, but is mostly alright. What makes this a little more annoying is the camera orientation. It's sometimes a little too far away, and you can move around to have the camera show behind walls where nothing is there. The camera angle also means that more often than not you will target the nearest webshot location, often the one you just got to, and not the one you want to get to.
The last issue I have has to do with interacting with things, particularly chests. A lot of the times you'll walk up to a chest, try and interact with it, only to have to walk back and forth a few times before you can actually interact with the thing. Other than the glitches, I would have liked to see a run/sprint and for the fast travel function to be unlocked sooner.
All in all, I actually had a fair amount of fun. The crafting system isn't too complicated but is still a nice way to upgrade gear and make items for stat buffs and regaining health. The stages and puzzles are pretty interesting and they all have different themes to them. The voice acting and music is solid, and combat is surprisingly fluid for the most part.
Ultimately, XEL currently has way too many issues for me to seriously consider suggesting it, which is a shame considering the promise it shows. While updates are being made, at the moment it can be an absolute struggle to get through, and even when it isn't, the little things start wearing on you pretty fast. I highly suggest to wait at least a month for some fixes to the issues before you consider picking up XEL.
I really hope the issues get resolved and the developers continue making games, because I'd really like to see more refined titles from them.
Score: 4.5 / 10Gunfire Reborn - PC Review
Gunfire Reborn by developer and publisher Duoyi Games—PC (Steam) review written by Richard with a purchased copy.
Estimated reading time: 9 minutes
Gunfire Reborn is a title that has long been in early access, and has recently received a full release. Maybe you've seen mention of it before, or heard someone talk about, after all it's been in early access for almost two years now, I believe. Now that it has the full release though, it's time to take a look at the final product. Was the wait worth it? Is the game ready for release? How good is it? Well, you're about to find out.
Gunfire Reborn is a first person, 3D FPS roguelike. I think we are up to six available characters to play at the moment, but I remember back when your choices weren't quite so robust. You know, I've had Gunfire Reborn basically since it entered Early Access, and I'm still not sure if it really has a plot line? I think there's something about evil demons, and you needing to find the cause and stop it? You and up to 3 other people get to traverse through four different biomes, fighting your way to your goal.
So, gameplay. Typical shooter fare for the basic controls, with you having access to up to three weapons at a time that you can cycle through, a dash, a primary skill, a secondary skill, and a secondary fire mode if your weapon has it. Each level is split into smaller stages, with sub-zones in those stages, and each level culminates in one of two bosses, except for the final stage. I remember a time when there was only one boss available per level. Each level has a different theme with different enemies and challenges involved. The sub-zones that comprise each stage are more like checkpoints, where you pass through rooms, killing all the enemies within, in order to progress. Enemies can drop weapons that you can pick up, and clearing a room may open up a chest in the room you're in. These chests will contain one of two items: a goblet or scrolls. The goblets unlock a character specific skill, some of which you can upgrade, and the scrolls are available globally to characters, and provide general skills.
Character skills are individual, by which I mean each character you can play as has their own skill sets and build suggestions, which the goblets use to unlock/enhance. As an example, the first character you will probably deal with is the cat, who is best geared for elemental type damage buffing. The bird, on the other hand, has a lot of melee based or focused abilities. The scrolls are more general, and can provide anything from increased movement speed, to decreased damage taken.
Now, while these upgrades and weapons will disappear once you complete, or fail, a run of the game, you will find that you've been earning soul points in addition to money throughout your playthrough. While the money can be spent at a peddler to restore health or purchase weapons, or a blacksmith can upgrade your weapons and increase their damage, soul points are used for something a little more permanent. After a run, you will be brought to an upgrade tree where you can spend soul points. These upgrades are permanent, and except for a few character specific, are applied across all your characters. These upgrades include: increasing peddler wares, increasing ammo capacity, hastening revive speed, amongst others. This is also where you can give a boost to the quality of the inscriptions you find on your weapons.
So, what are inscriptions you might ask? Well, weapons can have bonus effects attached to them, such as increasing damage to enemies under an elemental effect, or increasing critical damage. At this point, I'd like to talk a little bit about the combat system. Since each character has their own unique playstyles, I'm going to stick more closely to the general combat. So, if you've ever played Borderlands, you'll probably have a good idea how this is going to go. You shoot at enemies, hitting weak points does extra damage, and you have a chance to make a critical. Here though, they're called Lucky Shot and Critical, which I still have trouble differentiating between. One is for hitting an enemy in the weak point, the other is chance based. There are some melee weapons, and they work similarly, although it can be a lot harder to hit weak points with them. In addition to the bonus damage shots, there are elemental effects: corrosion, fire, and lightning. Each is good against a specific type of enemy. Corrosion is good on yellow bar armour, Lightning is good against blue bar shields, and Fire is good against Red bar health. Certain weapons have elements attached to them. The Prism for example is a kunai that you throw and ricochets off walls. It also deals corrosions damage.
So now you're at least ready to get into a fight, but what can you expect to find in a dungeon run through Gunfire Reborn? Well, in addition to jumping puzzles, cursed chests that will generally trade health or money for weapons/scrolls/inscriptions, there are also minibosses you may fight, as well as vaults and crystals. Minibosses are simply tougher, and larger, versions of the enemies you find normally. Vaults are these glowing cracks you see on the walls, which will bring you to a new area where you have to complete a task. This could be killing waves of enemies, a miniboss battle, or a jumping puzzle or trap maze. Completing a vault will unlock a chest to help bolster your abilities for the run. The crystals I mentioned are actually something new to me, that I've only seen recently, and seem to drop a random scroll for you, and maybe a weapon and health restoring item.
After traipsing through a level, you will eventually come to a boss fight. While these used to be single options, you now have a chance to get one of two bosses! These bosses will test your skill, your weapons, and your patience. No, seriously, some of them are infuriatingly annoying. Yoruhime Maru, for instance, deserves special mention for being a pain. This boss fight in particular has been revamped over the early access period, and I don't know how I feel about it. Half the fight got better, and the other half got so much worse. Either way, if you win, you get a horde of weapons, as well as a scroll and upgrade goblet! Congratulations! Have you finished a run successfully? By the way, upon beating a certain chapter boss, you can choose to either continue to the final stage, or return to the inn. After a successful completion? Congratulations! You've unlocked a harder difficulty! You'll earn more money and soul points, better items seem to drop, and enemies with special abilities will spawn!
As you complete more runs, or fail trying, you'll be unlocking new weapons and scrolls. Normally these get unlocked by "beating X enemy Y times", and will instantly drop the first time you meet the unlock conditions. They will now be available on subsequent runs, for both you and your friends! Speaking of friends, you can snag up to three others to come with you on your journey, and there's no need to worry about choosing the same characters either! Now, the difficulty scaling on the other hand… hoo boy. Two player is tougher, but alright. Three people is a major jump from two, but survivable. At four people? You better hope your buddies know what they're doing, good lord. The scaling really doesn't feel great. I understand it's more geared towards more skilled/veteran players, but it can be frustrating when enemies take a ton of damage, and slap you for three times your max health in a single blow. Couple this with the fact that your time limit to revive gets shorter the more you go down, and I found the more people I played with, the faster we failed our runs. It's still tons of fun though.
Now, I'm going to put a note in here about the final stage. No spoilers, I just want to say it's freaking tough, and definitely geared for players who have purchased the majority of their permanent upgrades. The enemies are brutal, they hurt unreasonably, and the boss? Yeah, that's a thing. Give it a try if you get to that point, you'll see what I mean.
As a whole, I've had a lot of fun with Gunfire Reborn ever since it first became available in Early Access. Yeah, there are some issues here and there, the balancing could be a little better, and some of the bosses feel downright wretched at times, but the rest of the experience more than makes up for that. With a boatload of different weapons available, a number of player characters to choose from, and a myriad of scrolls, it's certainly a fun game. Also, have I mentioned it's a roguelike? Yeah, it is, so no two runs will go the same way, even if you're trying to/hoping they will. While the major issues have been there for awhile now, the devs are constantly updating, so hopefully there are a few more balance patches in the future, but that doesn't really take away from the game too much, all things told. The environments also will get a little stale after a few runs, so be prepared for that.
Summary
Overall, Gunfire Reborn is an absolute gem of a game I'm glad to have seen go through the stages up until full release. There's tons of variety and build creation and lots of customization between scrolls, weapons, and characters. The gameplay is fast-paced and challenging, and great to play with friends. While there are some rough patches here and there, most of it is easy to either work around or ignore. I can honestly say that I've enjoyed almost every second of Gunfire Reborn since I first picked it up and don't regret my choice in the slightest.
Score: 9 / 10













































