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

STARSEEKER: Astroneer Expeditions - PC Preview


STARSEEKER: Astroneer Expeditions by developer and publisher System Era Softworks and Devolver DigitalPC (Steam) preview written by Valerie, with copies provided by the publisher. 

Estimated reading time: 6 minutes  



This is a fun and colorful game that we are previewing here today. Our team consists of myself, Susan N. and Bryan. We so enjoyed playing Astroneer: Glitchwalkers that we just had to put our names in the ring for this one! So, with these words written by the dev team at System Era Softworks, we are previewing the game that is Astroneer, but not Astroneer as you will find out as you read along.

“Whatever we do next I really want it to feel massively connected. Massively co-operative. Not an MMO, just… everyone on the same team. You know?”

STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial that gives you all you need to proceed onto the station to craft your implements. You'll need to mine, defend yourself (yes, you heard that right!), scan the area, have some fun, go on expeditions, and just be an Astroneer! You also can dress up how you like from the new and fun outfits, color palettes, your body type, and more!

Every Astroneer that starts this game has to go through the tutorial individually where you'll find some things the same from Astroneer the game and other stuff used differently. One of our team, or 'squad' noticed during the tutorial that the compass gave no direction on how to find the resources in that part of the quest he was on. From the start of that tutorial to turning in the resources weren't explained enough either.  

The major factor in our experience of the tutorial is the scanner. The quest 'Find something to open the door' offered no encompassing explanation about the scanner in relation to finding that item to open the door. When you hit the 'R' key to pull up the scanner, sure it gives a description of the objects that are scannable, but when you go to interact with the object, you can't open it, collect it, or anything. You have to turn the scanner off to be able to interact with the object. That creates frustration more than smooth integration into the 'training'. It also leaves you open to injury when you are on planet and have 'scanned' a hostile and another hostile (if there are more than one in the area) hits you from another direction. I am NOT fast on the keys, so this part was very frustrating for me as well. And don't get me started on 'Why not use a controller?' as I hear snickering from my two kids in the background! *laughs*

When you get the door open, the next quest is 'Assemble components for your EXO Multi-Tool'. The instructions weren't clear here as well. A little blurb about the EXO Multi-Tool as written in the Astropedia: "Your EXO Multi-Tool can be used to dig up the terrain of the planet. Use it to collect resources, dig tunnels, or carve new paths up mountains." The tutorial doesn't say directly how many pieces you need to collect, but it is listed in the task list in the top right corner of the screen.

However, it does point you to the printer after you have collected the parts, but from there what do we do? I stared at the screen for a full minute before clicking and as I was unsure of doing it right I thought I would see some form of popup that the tool is now in your inventory and ready to use! So many details left out in all instances during this tutorial. When you're in the printer menu, nowhere does it actually say to left-click on the EXO Multi-Tool in the list to print it.

STARSEEKER gives its players a lot of hammers.

After getting your EXO Multi-Tool you are sent to get resources. Now here we had the ultimate fun of the original Astroneer. Digging for resources! Even carving a path down the ledge to get to the floor of the area to hunt down those resources. However, that compass up top? How are we to use it? In the below screenshot I took during my tutorial I see the resource I'm looking for with the scanner, but I didn't see any mention of the compass at the top of the screen pointing out the resource and how far it is to the quartz. And the map? Did you know you can't open the map when you're scanning? That was major frustrating to say the least! After you’ve collected those resources, again it isn’t pointed out where to drop them off. I, personally, would have loved a bouncing arrow above the machine that accepts those resources. Everything is so shiny that the machine seems to blend in with all the other objects on that platform.

On the topic of 'hammers' as stated above by the dev team, your last part of the tutorial before sliding to the launch area is to 'Throw a canister at the Redsuit nearby'. A little teaser here would have been nice with something like 'You'll thank me later', or 'Trust me, you're gonna need something to defend yourself out there!'

Now, on to the station! When you reach the ESS STARSEEKER station you appear in the landing bay player area. Here you find your Stash (which holds a LOT btw), the customize machine so you can fiddle with all your gear and color palettes, and the EXO store. Also note that these machines appear in other locations around the station making it easy to access after expeditions, running around doing tasks, or just for the sheer fun of having a new look for your next quest!

When you walk up to the main platform/floor area of the station you see the big billboards that announce community challenges and players who hit milestones. You're greeted with the first task of meeting up with Muriel who gives you tasks to acclimate you to the station and the things you'll need to use in other tasks given you by three officers: Captain Jupiter, Science Officer Jessandra, and JAM-BX. With these three you gain reputation for rewards, can sell and buy stuff, and complete missions/objectives.


There are two areas for printing and recycling stuff as well as a lot of open space to have that fun I was talking about. You get a lesson about your EXO Multi-Tool that gives you a nice boost, and I don't mean in points.

For your expeditions you access the Launch Terminal. If you've created a team, or squad in the social menu tab, then they will all show up so that when you hit the launch button they all get a notification to press V to ready for launch. It doesn't matter where they are on the station, that notification will show up for them each.

All in all we had great fun on our family night gaming and we are looking forward to more from System Era Softworks! You guys rock! And for all of you still sitting on the fence, go get this game. It's loads and loads of fun!             


 

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Little Nightmares III - PC Review


Little Nightmares III by developer Supermassive Games and publisher Bandai Namco EntertainmentPC(Steam) review written by Richard and Natasha with a copy provided by the publisher.
 
Estimated reading time: 6 minutes  

Hello everyone, it’s time to jump back into the land of dreams, where danger lurks around every bend, where grotesque creatures try to maim you… okay, not the land of dreams, but the land of nightmares. Or to be more exact, Little Nightmares III.

If you’ve played either of the previous two installments, good news is that it’s more of what you’ve hopefully come to love! For those newer to the franchise, no worries, no prior knowledge is needed. In Little Nightmares III, you go on an adventure with Low and Alone, looking for an escape from Nowhere. With both Low and Alone having their own unique item to help them traverse the Nowhere, you need to run, sneak, climb, and fight your way through the treacherous expanse of bad dreams. Can you help these two friends make it out?


Little Nightmares at its core is a 3D adventure puzzle title where you will be exploring a themed location, progressing through “rooms” to get to an exit. Sometimes you will need to solve a puzzle, like hitting a switch or pushing crates to make a ledge you can climb on, or figuring out what the heck you’re supposed to do with a jukebox (I got this purely by accident by the way). Other times you will need to sneak your way by the Residents of Nowhere. Sometimes they’re pretty lazy, but other times they will give chase, and you need to hurry and get away!

For the most part Low and Alone can do the same things, although they each have a unique item. You can run, jump, sneak, pick up, and throw. Yeah, that’s about it for basic moves, expecting more? Well Low has a bow and Alone has a wrench. The bow can be used to hit switches, sever frayed rope, or distract or stun enemies. The wrench can be used to break stuff, whether that’s a wall, an object, or a stunned enemy.

You can play either by yourself or with a partner online. No need for two copies either, a friend can download the guest pass and play along with you, although they won’t be earning any achievements for themselves. If you choose to play by yourself, the character you did not pick will be controlled by an AI, although there are a few changes. For instance, if you play as Alone, instead of making you shoot the bow to hit a switch as Low, they give you an item to throw. I played through the entire game with my fellow reviewer, and can honestly say that I enjoyed it a lot more as a team effort than when I went back to try it solo.

I do have to say I thoroughly enjoyed the cooperative aspect of Little Nightmares III. There was a good blend of things each of you can do on your own, things you need to do together, and being able to go explore in one direction while your friend goes somewhere else. Playing with a friend in coop feels a lot better than playing by yourself. It feels like it really clicks with the theme they’re going for with the partners controlled by you and your coop friend as Low and Alone.

Unfortunately it isn’t all sunshine and rainbows, literally or figuratively. In this dark and dreadful world, what’s equally dreadful are: CONNECTIVITY ISSUES. Seriously though, there were a few times where we were making our way through an area when BAM, suddenly disconnected. And it doesn’t try to reconnect or anything, you just get booted to the main menu. Good news is that there are frequent checkpoint autosaves. Bad news is we had it happen a lot. There is also a bit of an issue we had where we got disconnected, and the checkpoint autosave put us in a position where we crashed every time we tried to continue the game. Luckily we could rollback to an earlier save, but it was certainly frustrating. Add into this the occasional lag spike and things can be a little dicey. As the partner and not the host, I had the brunt of it, and while it normally only happened between going from one room to the next, it also happened during a chase sequence. You do not want to lag out during a chase sequence. Or mid jump. Or both.

Ultimately what I’m trying to get at here is that there are a few stability issues and glitches here and there that can get rather frustrating. For example, I got stuck behind some objects once and we had to reload a checkpoint, or I tried to throw an object through a hole (like intended), but it just hit the wall in front of me. Low’s bow is also super finicky, as sometimes it would shoot at a weird angle, or not aim where I wanted it to. For the most part, you can’t really be aiming while moving or else your accuracy shoots way too far down. There were also the occasional moments where the character models would go invisible during scenes, or the locations wouldn’t be synced up right, and it resulted in some really weird moments.

In a point in favour for Little Nightmares III, I felt they did well on the atmosphere. It was mostly dark and gritty like the last two titles, and I felt it was aesthetically similar enough to enjoy the setting. On the other hand, the story made me feel a little ripped off. During the course of playing, the two of us were trying to piece things together from a seemingly eclectic mix of stages. In the first two games there was a somewhat reasonable, if not explained directly, storyline that you could follow. Here it was a complete wild guess. Maybe if I had read the comics or listened to the podcasts I’d have a better idea what was going on, but it feels like the only real story you get is in the last five minutes and then it gets cut off. As a neat little added unfortunate bonus, I crashed during the credits so didn’t get either of the achievements for completing the game, and I don’t have any chapter unlock progress. My partner does though.

Ultimately I feel like Little Nightmares III was a bit of a letdown with a lacking story, some control and connectivity issues, and some glitches that could really frustrate. I did really enjoy the coop feature and it felt like it added something fun, especially when you’re actually talking to your partner while playing. Looking past the connection issues, there was a lot of enjoyment here to be had, it just needs a little touching up first.

 ----------------------------------------------------------------------------------------------------------------------------

Heya! Nyx, here!

Solaris and I ended up tag teaming together for Little Nightmares 3. It's always better with 2! This series has a way of really making you feeling small and feeble, even with a partner to help you escape the trauma. I got a lot of Split Fiction coop vibes when I played through and I definitely noticed an improvement with the multiplayer addition to the game. It truly requires you to trust in your partner and survive this grotesque world. However, this game also came with some issues. We had many connection errors and crashes throughout our play session and from time to time the environment would have pockets or corners where we would end up stuck. With a bit of polishing and some updates this game will become a more memorable experience for future players.

Always with gaming love, JaydaNyx!


Score: 7 / 10
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Announcing 3D Adventure Puzzle Game Looking for Fael Release in 2025!

Paris, August 21 2024 - ARTE and the Swing Swing Submarine studio are proud to announce their new 3D adventure and puzzle video game Looking for Fael, which will be available on PC and Mac via Steam in 2025.


This new creation from the Swing Swing Submarine studio, published by ARTE, promises players a nostalgic, fantastic and surrealistic experience. Inspired by puzzle games such as Myst, The Witness and Fez, and taking influences from 90s fantasy cinema, Looking for Fael offers a unique universe with its own rules.

The player will have to find Fael, a friend who has left him a disturbing phone message explaining that he has lost his way in his own flat. The player quickly ventures into a surreal maze of flats. The only way to navigate through this labyrinth is to understand its logic. That means getting lost in turn: exploring, examining, experimenting, and trying to discover the true nature of these places.

To open all the doors and corridors, and access certain rooms, players will have to work their brains out and solve numerous mysteries, using the GameLeaf, an intriguing retro portable console to help them complete the levels. Each game is a piece of the puzzle that brings players closer to the truth about Fael's disappearance.

Experimentation is at the heart of the experience, and players will need to be very attentive and interact with the setting, as every detail is important, from photo frames to seemingly uninteresting furniture, everything can be a clue to solve a puzzle. The world of the flat is full of surprises, and players will have to think outside the box to progress. As they solve Fael's mysterious disappearance, players will also have to question the very nature of reality.


About ARTE

Founded in 1992, ARTE is a European public cultural television channel and digital network focusing on creation and innovation. Over the past ten years, ARTE has co-produced a number of interactive games such as Type:Rider, Homo Machina, Vectronom, Inua, How to Say Goodbye and To Hell with the Ugly. More information on the official website and the Twitter page of Arte Interactif
 

About Swing Swing Submarine

Swing Swing Submarine is a French independent development studio based in Angoulême and founded in 2009. Behind games such as Blocks That Matter and Seasons After Fall, the studio is celebrating its fifteenth anniversary this year. SSS creates games for PC and consoles, mainly narrative, puzzle and exploration games, with an artisanal approach to design.


Article by: Susan N.

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3D Adventure Puzzle Game Guayota Available on Steam and Nintendo Switch!

Montpellier, France - August 13, 2024 | Spanish indie studio Team Delusion and French publisher Dear Villagers are happy to announce that Guayota, the dark 3D adventure with puzzle mechanics and inspiration from Canary Islands mythology, is releasing today on Steam and Nintendo Switch at a price of 14.99 USD/EUR with a 10% off during the first week.

Inspired by the guanche legends and the myths from the Canary Islands, 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.


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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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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Giraffe and Annika Now on Steam!

TOKYO – 18 Feb. 2020Giraffe and Annika, a musically charged 3D adventure from publisher PLAYISM and developer Atelier Mimina, warms hearts on PCs via Steam today with Nintendo Switch, PlayStation 4, and Xbox One versions taking a half-rest until later in 2020. 

Annika, a bright-eyed girl with cat ears, works with Giraffe, a cat-boy with an old soul, to recover her memories. Follow a manga-style comic narrative and help the duo collect three shimmering star fragments housed deep in the vivid dungeons of the curious and calm Spica Island. Each glittering gem gives Annika a new power, unlocking previously unreachable areas, opportunities to collect additional outfits, and cat-tastic meow-sterpieces of art to view at the local museum. 

From the lead designer of Osu! Tatakae! Ouendan, Giraffe and Annika features handcrafted rhythm boss battles against operatic opposition, like the colossal crustacean called the Crab King, and Lily, wily witch of the forbidden forest. Defeat these formidable foes to the beat, synchronizing attacks to each boss’ custom track. 

“Giraffe and Annika has been a passion project with rhythm sections inspired by Elite Beat Agents, which was in turn influenced by my team’s work on Osu! Tatakae! Ouendan!” Atsushi Saito, sole developer, Atelier Mimina. “Creating the adventures players will have with Annika has really been an adventure in itself. I hope players enjoy how her journey with Giraffe unfolds, punctuated by the rhythm boss fights, which were so much fun to make.” 

Giraffe & Annika will be available on Steam in English, Japanese, and Chinese (simplified and traditional) for $19.99 USD. 

For more information, please visit the Giraffe and Annika official website.

 

About Atelier Mimina

Based out of Tokyo, Japan, Atelier Mimina is a one-man game studio founded by Osu! Tatakae! Ouendan lead designer Atsushi Saito. Atelier Mimina’s first published title is Giraffe and Annika. To learn more, visit the Atelier Mimina official website, and follow @kamipallet on Twitter.

About PLAYISM

Known for bringing popular indie games from Japan including Touhou Luna Nights, La-Mulana 2 and One Way Heroics, Playism was created with the global indie community in mind. The company focuses on helping developers every step of the way, from localization to distribution of their games. To learn more, visit the PLAYISM official website, Facebook page, and follow @PlayismEN on Twitter.




Article by: Susan N.




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