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Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Electric Machine Games The Core is Available Today with a Launch Discount!


We’re excited to announce that The Core Early Access is LIVE and AVAILABLE on the Steam Store with a -20% DISCOUNT!

We have added co-op to The Core just before the release so you and your friends can play together and face the newly added Cain’s Trials! We are planning to add much more content to the cooperative mod in the future, so stay tuned for upcoming updates!

Make sure to grab the game for yourself and let your friends know about this! Having you on board would be absolutely great!

Have a great day!

~The Core Team

About The Core

- Explore a vast and mysterious world as you roll through the decaying remains of a once-active facility, where rusted machinery, dark corridors, and forgotten systems hint at a long-lost past. Emerge onto the surface, you’ll find a beautiful but bleak, dystopian landscape where humanity appears to have vanished. As you explore, uncovering scattered clues, recordings, and systems left behind, you slowly piece together the story of what happened to the world—and the truth behind your own creation and purpose.

- As an autonomous Core, you must quickly learn to move, adapt, and survive in a world that offers no guidance. Master the art of momentum as you navigate treacherous terrain, overcome environmental hazards, and unlock upgrades that enhance your mobility and abilities. What begins as a simple set of tools soon becomes something far more powerful—devices meant for utility can be repurposed into formidable weapons when danger arises. With each new challenge, you grow more capable, turning curiosity and ingenuity into the keys to survival.

- As you explore deeper into the world, scattered clues and forgotten records begin to reveal the story behind your existence. Piece by piece, you’ll uncover fragments of the past that hint at the minds who built you and the reason you were brought to life. What starts as a search for answers slowly becomes a journey toward understanding your true purpose—and ultimately, you must decide whether to complete a mission that was set in motion so long ago.


- Team up with 2–4 players to take on the new co-up trials built around teamwork and puzzle-solving. Coordinate your actions, overcome unique obstacles, and solve increasingly complex challenges that require your entire team to succeed.

- Armed with your versatile zapper, almost anything is possible. Channel its energy to flick lights on in dark corridors, toss objects with pinpoint precision, and clear obstacles blocking your path. When danger appears, the same tool becomes a powerful weapon, capable of neutralizing enemies in creative ways. Every interaction feels dynamic, turning simple tasks into satisfying puzzles and thrilling moments, making exploration, problem-solving, and combat equally fun and rewarding.

- In The Core, puzzles aren’t just obstacles—they’re part of the adventure. Many are environmental, challenging you to manipulate doors, switches, fans, pressure plates, moving platforms, pipes, rails, and more to unlock new paths or reach distant areas. Some test your navigation skills, requiring you to find your way to hidden endpoints, while others demand clever collection and use of objects scattered throughout the facility. Each puzzle feels alive, blending exploration, timing, and ingenuity to keep you constantly thinking, experimenting, and discovering new ways to interact with the world around you.



Article by: Susan N.
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Check Out the New Prologue Trailer for Chronoscript: The Endless End!

Tokyo, Japan – June 6 | SHUEISHA GAMES Co., Ltd. (Headquarters: Chiyoda-ku, Tokyo; hereinafter "SHUEISHA GAMES") is pleased to announce that Chronoscript: The Endless End, an exploration-based 3D action-adventure game developed by DeskWorks Inc., is scheduled for release in Fall 2026.


In conjunction with this announcement, the Prologue Trailer was revealed at the game showcase Future Games Show, offering the first look at the character designs for the mysterious writer and the protagonist, an editor, as well as the new stage “Ancient Egypt.”

Prologue Trailer Revealed at Future Games Show!

The new stage “Ancient Egypt” is revealed, alongside the first look at the character designs for the mysterious writer and the protagonist, the editor!

This trailer finally reveals a range of new stages that have appeared throughout the vast manor, the visual design of the “writer” who holds the key to the story, and the 3D appearance of the protagonist, the editor. Please enjoy the latest footage and immerse yourself in a world where mystery and beauty intertwine.


*All images shown are from a work-in-progress build.

About “Chronoscript: The Endless End”

A thousand years of words… waiting for your final mark.
“Chronoscript: The Endless End” is an exploration-based action-adventure game where you, an editor trapped within a manuscript, must unravel a thousand-year story that writes itself beyond its end—across 2D pages and a 3D manor.

Prologue

The year is AD 2026.
After finally bringing his long-running series to an end, a certain Editor receives a mysterious summons from a new Author.
He makes his way to the Author's grand residence, sequestered deep in the mountains. There, he is bitten by a mosquito and instantly loses consciousness.
When he wakes, he finds himself trapped within The Endless End, a manuscript penned by the Vampire Mistress of the estate.


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

An author cursed with immortality, she has been writing an "endless story" for a millennium. Having lived for so many centuries, and undertaken so many stories, she has lost sight of the end.
Now, she calls upon our Editor in hopes that he will be able to uphold his ancestor's promise and finish the tale.



Editor: Frederick G Muller

A taciturn editor who has brought many a long-running publication to a concise finish. After answering a summon to a secluded manor from a new author, he becomes trapped within the thousands of pages of her manuscript.

He must now dive deep to make sense of each bewildering story, while also attending to the Author's anguish and loneliness to bring the "endless story" to its conclusion.


We will continue sharing updates on the official Chronoscript: The Endless End X account (https://x.com/Chronoscript_PR). Please follow us and stay tuned for more news!
  • 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.

DeskWorks Inc. is a small development team specializing in unique art styles and gameplay experiences. With a deep love for and understanding of exploration-based 2D action-adventure games as players, they are bringing their best ideas to the genre as developers.

The "PlayStation Family Mark" and "PlayStation" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

Article by: Susan N.
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Welcome to the Best VR Terraforming Service in the Milky Way!

Hi there,

Welcome to the best VR terraforming service in the Milky Way! Announced during the Creature Feature & Friends Showcase, Really Interactive (Toran, Virtuoso) revealed its next game, intergalactic narrative adventure Janet’s Planets, is heading to Meta Quest 3/3S and SteamVR.


Janet’s Planets is about saving worlds, over and over again. In Janet's Planets, your job is to transform dying planets and make them fit for new life. Meet an intergalactic cast of quirky aliens, reshape and rejuvenate worn-out worlds, and discover a charming sci-fi story – all while keeping the shareholders happy.  Instantly travel to a planet’s surface with Janet’s Sweetview, creatively experiment in the Sandbox mode, and take on daily challenges with global leaderboards.

About Janet’s Planets

Janet’s Planets offers the best terraforming services this side of the Milky Way! Busted ecosystem? Barren atmosphere? Too dang hot to breathe? Come on down and let us save your world! We’re fixing up these planets across the galaxy, and you're exactly who we're looking for. Using your hands (and Janet’s finest gadgets), you’ll warm climates, grow forests, and gently nudge planets into shapes their quirky residents can thrive in. 

Each species wants something different, so you’ll have to experiment, observe, and learn what each world needs. If you’d like to see your creations up close, you can head down to the surface with the help of Janet’s SweetView! Climb the leaderboards, tackle daily challenges, play to your heart’s content in sandbox mode, and discover an out-of this world story about what it takes to grow shareholder value in the wilds of outer space.


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

Founded in 2016, Really Interactive is a worker-run co-operative indie developer based in Stockholm, Sweden. Best known for creating its two original VR titles, Toran and Virtuoso, the studio is now developing Janet’s Planets for Meta Quest 3/3S and Steam.


Article by: Susan N.


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Command History in Galactic Starfish Inc's Upcoming Grand Strategy Game!

Michigan, February, 2026 | Galactic Starfish, Inc. is excited to officially announce the development of Strategeist, a deep and ambitious grand strategy game coming soon to Steam. Playtesters are needed to test the current stage of Strategeist’s development. Gamers interested in playtesting are urged to join the Official Strategeist Discord Server for instructions on how to participate.


In Strategeist, players step into the shoes of a “Strategeist,” a guiding spirit of statecraft, and take command of one of over 1,000 historical nations on a dynamically simulated 3D globe. From the dawn of the Mongol invasions in 1206 through centuries of war, diplomacy, and societal change, players will strive to forge their own path to greatness through tactical warfare, resource management, economic growth, and political maneuvering.

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.

Added features like advanced diplomacy, espionage, naval engagements, and policy management offer players a robust suite of tools to outmaneuver rivals and overcome dynamic global challenges.

Strategist is currently available for wishlisting on Steam. No release date has been announced yet, but players can add it to their wishlists now to receive updates and notifications. Strategist is currently looking for play testers, as well.


About Strategeist

Take on the mantle of a Strategeist and grab the levers of power to shepherd your country through good times - and bad. Your goal is to establish a powerful nation that stands proud and strong amongst the chaos of the world. However, you are not alone; other Strategeists also vie for dominion over the world and there are many among them who would happily see you fail.

Every nation has its own unique geographical situation, historical problems, and political context. How will YOU thread the needle?
Article by: Susan N.
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Experience 3D Strategy RPG Arknights: Endfield With Exclusive One Republic Song Right Now!

SHANGHAI — Dec. 11, 2025 | Global publisher GRYPHLINE today announced that Arknights: Endfield, the highly anticipated 3D strategy RPG set in the Arknights universe, will launch globally on Jan. 22, 2026, for PlayStationⓇ5, PC, and mobile. The reveal was made during The Game Awards, accompanied by a high-energy trailer featuring an original track, Give Me Something, composed and performed by OneRepublic exclusively for this announcement.


The trailer blends OneRepublic’s performance with cinematic sequences shaped by the tone, scale, and frontier identity of Talos-II. Through stylized visuals and the game’s signature effects, it presents a music-video-style look at the world’s atmosphere as Arknights: Endfield approaches launch. Listen to Give Me Something by OneRepublic: https://onerepublic.lnk.to/GMSPR.

The launch date announcement arrives as Arknights: Endfield surpasses 30 million pre-registrations worldwide, highlighting the game’s rapidly growing global momentum.

In preparation for the full release, GRYPHLINE recently invited players to experience Beta Test II, offering the most polished look at the game to date. The test introduced a rebuilt storyline with new cutscenes and animations, expanded real-time combat updates, and a brand-new region to explore — continuing the team’s approach of refining the experience through ongoing community feedback.

Set in the universe of Arknights, which has exceeded 100 million downloads, Arknights: Endfield introduces a new frontier storyline and a world built around exploration, strategic real-time combat, and base-building. Players command squads of up to four Operators, combining skills, elemental synergies, and coordinated tactics across fast-paced encounters.


Throughout 2025, GRYPHLINE showcased Arknights: Endfield across major global events — including Anime Expo, Japan Expo, Gamescom, and a recent Apple Event featuring the title’s first mobile gameplay footage — bringing the world of Talos-II to audiences worldwide.

Arknights: Endfield will be free-to-play with in-game purchases when it launches worldwide on Jan. 22, 2026. To learn more about the game, visit the official website and on X @AKEndfield. For more information about GRYPHLINE, please visit the company’s official site.

About GRYPHLINE

GRYPHLINE is the global publishing brand of HYPERGRYPH, headquartered in Singapore, with branches across multiple countries and regions. Our mission is to bring unique and high-quality gaming experiences to players across the world. As the trusted global publishing partner of HYPERGRYPH, we are responsible for releasing titles including Arknights: Endfield, Ex Astris, and POPUCOM. We are also expanding into more areas of global publishing, launching the official player community SKPORT, and actively engaging in investments and IP licensing to grow our global business. More information can be found here on the official company site www.gryphline.com.

About OneRepublic

GRAMMY® nominated OneRepublic, is composed of singer/songwriter and lead vocalist Ryan Tedder, guitarists Zach Filkins and Drew Brown, keys player Brian Willett, bassist and cellist Brent Kutzle, and drummer Eddie Fisher. Since the group’s debut, OneRepublic has amassed over 5 billion streams on Spotify alone. The band released their debut album, Dreaming Out Loud, in 2007, including the 20 million selling hit single “Apologize,” which shattered digital sales and airplay records worldwide and earned them a GRAMMY® nomination. The group’s 2009 sophomore album, Waking Up, featured the smash singles “All the Right Moves,” “Secrets” and “Good Life.” Shortly after in 2013, the band released their certified-platinum album, Native, which included the No. 1 hit and 41 million selling single “Counting Stars.” OneRepublic released Oh My My, their fourth album in 2016 and their fifth album, Human, in 2021. In 2022, OneRepublic released their smash hit “I Ain’t Worried,” which was featured in the blockbuster hit, Top Gun: Maverick and boasts over 3 billion streams. In April of 2024, the group released their smash hit single with David Guetta, "I Don't Wanna Wait,” which has amassed over 130 million streams globally since its release. They also shared "Nobody (from Kaiju No.8),” which serves as the end credit song for the hugely successful manga-turned-Anime series Kaiju. No 8, and later shared their second song from the series, “Invincible (from Kaiju No.8).” Following the release of these singles, OneRepublic debuted their sixth album, Artificial Paradise, featuring hits like “Hurt” and “Sink or Swim,” and later the deluxe of the album, which included their collaboration with Jelly Roll and acoustic versions of their hit songs. The group also released “Chasing Paradise”, with Kygo, “Tell Me” with Ikky and Karan Aujla, and teamed up with The Supermen Lovers to release a new version for the 25th anniversary of their beloved track “Starlight”, titled “Starlight (The Fame).” Most recently, the band released the single and video “Beautiful Colors (from Kaiju No.8)” serving as the ending theme song for the second season of the show.
Article by: Susan N.
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Syberia - Remastered - PC Review

Syberia - Remastered by developer Virtuallyz Gaming and publisher MicroidsPC(Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 12 minutes


In 2002 a point and click adventure game called Syberia released. The writer was a man named Benoit Sokal. He was a Belgian artist who started his career in the comic book field and then moved over to video games. Though Syberia wasn't the first game he put out, he gained a ton of recognition for Amerzone, which was released in 1999. A couple years later he created an interesting world called Syberia and it gained him even more critical acclaim. He began a legacy with this game and he even won a couple awards.

As far as point and click adventures go, Myst was clearly the top dog of the genre, but Syberia was also well loved for its innovations in the space. Unlike Myst which had very little interaction with people or automatons or entities (until later that is), Syberia had a different technological aesthetic as well as player interactions. So, it only made sense that Microids would remaster this classic game, but does it really hold up to the original? Let's find out together.

Gameplay

Your name is Kate Walker and you are an American Lawyer sent to get a notary for the Universal Toy Company - a factory run entirely with automatons. In fact, the entire city has adopted the automaton way, which is present in everything from being greeted at the hotel, to submitting documentation, to the piloting of the wind-up train you use. 

There are a couple of other notable aspects about the city of Valadilene that you can discern within a short time of playing. First, the whole city is in mourning because Anna Voralberg - the woman who ran the toy factory recently passed. Secondly, much of the travel in the game is done by a wind-up train created by Hans Voralberg.


Once you meet with the notary, you learn that your documents cannot be authenticated because there might be a living heir. As such, you must get the documents signed by none other than Hans Voralberg. This is what leads you on a wild adventure to strange places. To do so, you will have to go through hoops, solve puzzles, and meet interesting characters along the way. 

At several points during gameplay you will receive phone calls from your significant other, your friend, your mother, and your boss. These calls were part of the experience in the original game, however I have issues with them. I don't mind a little backstory for characters, in fact, I often appreciate character development especially since it contributes to the end of the game (which I'm not going to elaborate on. There will be no ending spoilers.). However, many games released today allow characters to walk around while dialogue continues. In Syberia (both versions), Kate Walker doesn't move at all. This is frustrating because people in real life can walk and talk without an issue, why can't that be done in the video game? 

As a fan of the whole Syberia series (which I've played and completed every game - yes, including the one people disliked...), Syberia - Remastered fell short of my expectations and it didn't fully dawn on me why, until after I completed the game. It's hard to explain that the jarring transitions between updated and polished graphics versus the original quality didn't bother me as much as it did others. What actually grated on my nerves was the fact that I vaguely recalled needing to do certain things to solve puzzles but I couldn't recall what. So let's talk about the puzzles in the game.

One of the puzzles

Puzzles

I get that gamers of today's day and age would enjoy the simplicity of many puzzles included in this game, but for some of us who played the original series, it feels dull and frustrating. While the game doesn't completely hold your hand for certain puzzles, there are many that are simplified. For example, you only need to click on the spot and then choose the item in your inventory to 'solve' them. There's no puzzle where you can place the wrong object because the game stops you. Heck, it even tells you what you can and can't click on. There is no more pixel hunting for a location or panel you didn't see. It's also evident that you don't need to rotate any dials or wheels because that is also done with a simple click. *sigh*

For most of my time in Valadilene, I spent more time running back and forth than was needed. The clues in your booklet would sometimes lead you to the conclusion that you missed something. Although, some of the objectives were items that would be solved later on. As such, I spent so much time running around the cemetery trying to find a key to the tomb only to have to look up where it was. At the time, I didn't realize that the puzzle I was looking for was completely removed from the game. See, in the original, you used to need a couple of colored key cards that you would put into an organ. All you had to do was put in the correct key card and you would receive the key to the crypt. In Syberia - Remastered the organ nor the key cards are present. Thus, all you have to do is open the drawers in the Priests' office. Because of this change, I kept running around thinking I was missing something that I couldn't quite recall. I could have saved so much time if I knew the puzzle was removed. (Also, WHY?! You just needed the right song! I get some of the other puzzle changes but not this one.)

A Still from the Original Syberia Game in the Maze that is removed from the Remaster

Another puzzle that was completely changed was the whole inclusion of the garden in Valadilene. This is another location that I had vague memories of needing to do something without knowing what it was. In the original version of the game, you needed to go through the maze to find a key. And even if the game doesn't necessarily tell you this, you needed to use the random doors in the garden. In this version of the game, the doors are just for show. Obviously the garden maze was also removed from the game, and the key you require is simply on the ground next to the gardener. Wow. Thanks game. Don't simplify the harder puzzles, remove easy ones that were fun and picturesque instead.

There are a couple of other locations that had me running around in circles because of my familiarity with the original game. But for the devs to remove key puzzles in favor of catering to modern gamers took away some of the magic that made Syberia what it was. A puzzle game is supposed to let you fiddle and try things, not serve the solutions up on a platter. What the hell? 

And don't even get me started on the whole dam puzzle and solution... Actually, I will touch on something with respect to the dam puzzle. In the original game Kate Walker is too prissy to get her hands dirty, so she asks Momo to pick up an item to open the dam. Amusingly, I think Kate first tries a relatively thin stick that breaks. Anyways, Kate gets Momo to put a boat oar into the hole to open the dam. Why? Because it's got algae and dirty water so she can't bring herself to pick it up. This in itself is not an issue. The issue is that she asks Momo to do it - taking advantage of the fact that the boy is not as swift as everyone else. *ARGH* And that is what leads me to talk about game localization.


Localization

So let's talk about localization. To simplify what localization is, according to the site I just linked, "Video game localization is the process of adapting the game's meaning for new regions outside its origin. It is translating text, adapting imagery, and adjusting cultural references to resonate with local players. The localization of video games depends on the game's genre." Essentially, it means that you adapt your creative work to be more acceptable to other countries in terms of terminology, UI, and legal requirements. Sometimes different music will be used in game versions because of licensing requirements. 

With that knowledge, I question what localization was done on Syberia - Remastered when there are a few comments about Momo being the hard 'r' word. If we take the time to remove and change puzzles and update graphics, why would we not update the verbiage to be more appropriate for 2025? I mean, the use of the word was not exactly acceptable in 2002, but I expect that an updated version would reflect today's standards. At least we only encounter it a couple of times during gameplay, but considering you encounter the word at the beginning of the game, it might turn potential new fans away from the series.

I also question the localization because of the subtitles. The spelling of several words are incorrect and/or inconsistent. For example, Syberia is spelled with a Y in context of the game, but there were multiple points where it was spelled Siberia (which is the actual spelling of the place). To this I say, pick a lane! Because if you can't seem to get the name of the game correct, then I really wonder what was done. What's more frustrating is that the original game had the same spelling mistakes! Here's another example: 


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.

One of the several issues I have with the graphics are the character models and expressions. Kate Walker seems mostly devoid of expression. This is not only present in her physical expression, but also her voice seems lifeless, particularly during phone dialogue. If a game is going to be remastered, then it should have more life and character than previously. Yet Syberia - Remastered's scenery looks much better than the characters do and it's jarring. In one game we have the whole spectrum of graphics from amazing all the way down to classic. Again this is a moment where I have to say pick a lane.

This is a screenshot of an upscaled cutscene in the remaster

Anyways, let's talk about the elephant in the room for me, and that is the pitiful movement graphics in virtually every part of the game. In point and click games of old, your character's walking animation would progress at a decent clip. In Syberia - Remastered, your character actually moves slower than the original. Honestly, it's painful at times. Thankfully, you are able to sprint to various areas whether you double click a location or you hold down the right trigger button. Even still, the movement is rough as you can get stuck inside walls and barrels. What's worse is you can get stuck in an open area on an invisible wall where you are unable to move at all. It's not pleasing and downright frustrating. 

Although, the entire experience is not completely terrible. The transitions between areas are smooth and don't require many loading screens. The points that do have loading screens transition quickly, which is refreshing in my opinion. That said, sometimes you will start in a different part of the screen from where you were before - mostly due to the somewhat fixed camera locations. So while Syberia - Remastered boasts updated graphics, it is not a true 3D experience as you can still run up to the camera's fixed locations. It's amusing as it is annoying because in certain places, the camera seems to be too far back or awkwardly placed which can make it a challenge to find your next destination or objective. Take that for what you will.

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.  

A Beautiful Screenshot

Unlike other puzzle games where you might need to manually crank a gear or pull on a lever, the UI is nice enough that you simply press a button to rotate an object or place one. Syberia - Remastered doesn't require you to modify any object to fit into slots or anything like that. Also, the dialogue options with characters is a list of topics to initiate conversation. Furthermore, I appreciate that there is a zoom button for documents in your inventory which is more legible than the written text. 

Overall, the graphics are stunning in places, terrible in others, and inconsistent throughout the game. Although, it is a drastic improvement and beautiful, that is only true for the scenery and not the cutscenes. As a result, I feel like the game has lost some of its magic in the remaster. 

Stability and Bugs

Unfortunately, Syberia - Remastered has a few issues in the way of bugs. Within the first half hour of game play, my game had completely crashed out on me. The good news is that I didn't lose a ton of progress. But when I reached the end of the game, I had to move quickly and so I bolted to get out of the place I was in. A cutscene started and played all the way through. However, once the cutscene was complete, my game froze entirely. It should be noted here that unlike the original game where you could manually save, Syberia - Remastered functions on an autosaving system. So, I was going to reload the save to continue my adventures, but the game was completely frozen. There was no way I could move or go into the menu or anything. I had to force close the game and repeat the cutscene and pray that it didn't lock the game again. 

I shouldn't have to say that this is not a good thing. And while in my case it could have been the strange driver issue I had with my GPU recently, I can't say that the issue isn't present for others. From what I saw, some people weren't able to finish the game because it would freeze after multiple reloads. I generally don't like it when a game crashes that badly, but considering this occurred at the end of the game, I'm sure it would anger a number of players. So proceed with caution if you decide to get this game. Frankly, I think it might be more worthwhile to stick with the OG version.

This may have been when my graphics card crashed then the game did...

I will say that I'm pleased there weren't more issues with respect to stability and bugs. There could have been a lot more given the myriad of other inconsistent elements and the fact that the game was ported into Unity's game engine allowed them to drastically improve a ton of aspects. So, only having a couple crashes and one full lock up is an improvement, I guess?  

Final Impressions

I finished Syberia - Remastered despite its good and bad points, but I don't know that I feel great about it. There were many aspects of the game that felt halfway done or untouched at all. And although I still love the Syberia series, I can't say that it is in a state that I would recommend. On one hand, I do love the story, the puzzles, Oscar's charm, and nostalgia. On the other hand I found the game to be watered down and dull. It's truly a shame because the Syberia series is one that puzzle aficionado's should consider picking up, but this remastered version just doesn't do it.

For those of you who are interested in playing through it, I highly recommend the original games and caution those who would grab this version in favor of good graphics and changes. It breaks my heart to have to say that because Benoit Sokal's masterpiece deserves better. Besides, we have to see if the Mammoth's and the Youkal tribe are real or not... 

Score: 6 out of 10 
 
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Experience a New Kind of MOBA in Skygard Arena

Paris, France, August 27, 2025 | Indie developer Gemelli Games has announced that Skygard Arena, the turn-based tactics game with MOBA-style champions, will launch its 1.0 version on September 18 at a full price of 14.99 USD and with a 35% discount (9.74 USD) during the first 2 weeks. This launch comes after 9 months in Early Access polishing the game along with the community. This version includes the new Champion Seraphine, a new Arena for multiplayer mode, Steam achievements and more.


In Skygard Arena, players build their dream team using 3 Champions with similar mechanics to the ones found in MOBA games, but in a turn-based gameplay where you can play solo or with your friends in multiplayer matches. Each character has unique spells so players have to learn how to best use their strengths to overcome the opponents and accomplish objectives. Positioning and movement play a key role in the game, as Champions have to capture objectives in the Arena and collect orbs to execute spectacular ultimate attacks. The game has text available in English, French, Chinese, Spanish, Brazilian Portuguese and German.

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

Since the Shattering broke the world of Skygard into multiple islands floating in the sky, five factions have been struggling for survival, Katia, bold Elves and Dwarves who united to build a flying city. The Crimson Empire and their relentless thirst for conquest. The Clouds Clan, an alliance of free nomad tribes. The peaceful Guardians, protectors of ancient magic. The zealots of the Silver Kingdom blinded by their faith in their angel queen. To prevent open war between them, the Factions Tournament was created: every 5 years each one sends their best Champions to fight in the Arena and win the right to exploit the immense crystal mine of Felden. This year, an additional reward is at stake: an ancient crown, radiating magic and whispering voices from the past….

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About Gemelli Games

The studio was founded in Paris by twin brothers Antoine & Alexandre Colin with the mission to create strategy games that are easy to play and satisfying to master. They have a community-centric development process, listening to player feedback through regular playtests and data analytics. Skygard Arena is their first game and also the consolidation of the studio's vision.
Article by: Susan N.
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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.



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XEL Review

XEL by developer Tiny Roar and publisher Assemble EntertainmentPC (Steam) review written by Richard with a copy provided by the publisher.

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 / 10


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Gunfire Reborn - PC Review


Gunfire Reborn
by developer and publisher Duoyi GamesPC (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




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