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Showing posts with label 505 Games. Show all posts
Showing posts with label 505 Games. Show all posts

Eiyuden Chronicles: Hundred Heroes - PS5 Review

Eiyuden Chronicles: Hundred Heroes by developer Rabbit & Bear Studios and publisher 505 GamesSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher. 

Estimated Reading Time: 10 minutes. 


With our appreciation to all JRPG fans

- Eiyuden Chronicles: Hundred Heroes 

I don't think there were better words to lead into this adventure. I have waited a long, long time for what is essentially the spiritual successor to the Suikoden series by no other than those that made those original incredible journeys possible. 

I also want to thank Rabbit & Bear Studios for their work, especially the late Yoshitaka Murayama who passed away in early February. Their work will forever mean the world to me. It was hard to not tear up starting off this adventure and knowing they wouldn't get to hear just how much I, and I'm certain hundreds (ok thousands, but it's Hundred Heroes) of others, loved their latest work and are extremely grateful for it's experience. Thank you for all of these incredible adventures. 

Now that I’ve managed to wipe away a few more tears, between writing this and going through the epilogue and the credits, what do you need to know before getting started? Not much actually. While I strongly recommend playing the prequel Eiyuden Chronicles: Rising, because it’s fun, it's not necessary to fully understand everything going on in Hundred Heroes. What is worth mentioning is that if you do, you'll get a better understanding of certain characters and get a few small bonuses for importing your save data.

Otherwise? This is a complete love letter to JRPGs of old and new. It was hard to not keep smiling throughout and it has a feeling of coming home. Other than a few good adventures in the last few years like Chained Echoes and Rise of the Third Power? “They don’t make them like they used to”. Likable and detestable characters? Check. Mini games? Check. Fishing? Check. Larger dungeon maps with save points right before things are about to get real? Check. Castle Town to rebuild from the ground up? Better Believe it! 

Hundred Heroes has everything a classic Suikoden would have had and then some. Where Hundred Heroes really shines though is in how it takes that classic JRPG feeling from the PS1 era and makes it feel at home all the way over in 2024. It's smooth. It has quality of life features that are unlocked as time goes by. Not everything is just given to you, you'll have to explore and go out of your way for some of these. 

Starting off with the story, while conceptually nothing new, it is well told through the variety of characters that join up with our main protagonists. The “Evil” empire comes to lay claim to the land and a band of meddling heroes rise up to fight them. It gives you focus, it gives you directions, and with a hundred heroes to uncover? Plenty of different perspectives and motivations!

If you've played through Rising, then some of the names will ring a bell. For returning potential recruits, it's nice to see how far they've come or what they’ve been up to in between. For returning bad guys, it just makes you want to show them just what the forces of good are made of. And by that I mean a good old fashioned butt kicking. Our main protagonists however, are solely from Hundred Heroes. Nowa, Seign and Marisa. CJ, Isha and Garoo from Rising are present among so many others, but only one has a bit of a front row seat. The others are yours to discover. 

Of our three protagonists, you'll mainly be in control of Nowa and his journey. From the first day on the job as a member of a local watch to leader of an entire resistance turned alliance against the forces of the empire, it's a wild ride with ups, downs, laughs and tears. It's not to say that Seign and Marisa do not get their own limelight and specific scenarios that are theirs and theirs alone, but unlike Suikoden 3 where there's an even split of the three protagonists and their chapters, plus the castle building interludes with its own side protagonist, this is Nowa’s show. 

For the show itself, there's a set curtain rise and fall. Everything in-between depends on how much effort you put in. At a few strategic points, you'll be told to go explore and recruit more allies. Whether you recruit one or six, it doesn't matter. It's really up to you. Obviously you'll want to recruit them all, or you should want to recruit them all, but if you want to play on hard mode and limit your options, that's a choice as well.

What's neat about those you can recruit is how they are going to be useful to you. Can they participate in battle? Are they more of a support role? Or are they simply there for base operations? Each character has their strong points and what I truly appreciated was that just because you recruited someone in the opening hours doesn't mean they become useless in the final ones. I had a party member from start to finish just because of how seriously hard they can kick the enemies. And I literally mean kick! 

To get from curtain to curtain, you'll need to cross roads, forests, towns, cities, mountains, caves and enemy encampments. Each of these have their secrets so it's always worth looking absolutely everywhere as you're never quite sure what you can find. New equipment is nice, but speed shoes or an ally that boosts your movement speed by double? That will really help you get moving. Best part? And what a lot of other developers can learn from, faster movement speed does not mean more battles. It just means more ground covered between battles. THANK YOU! 

As for battles, there are a few varieties. Normal battles, the ones you'll spend most of your time with, play out in an initiative turned based affair. Split between a front and a back row of three participants, enemies included, those with the fastest speed will go first unless an action dictates otherwise. From there, characters fall into three classes, short, medium or long range attacks. Short range should be the front, long in the back, medium wherever they are best deemed for action.


In terms of actions, characters can simply attack, defend, shield up or dodge, use skills or magic. Skills and magic come from the combination of permanent and optional runes that can be equipped for all sorts of various functions. Armor piercing attacks, wide spread fire or darkness attacks, healing winds and water, stacking up your own armor or HP valudes. Runes can basically do it all, the only limit is how many a character can equip and the level of the rune that can be equipped. 

If this wasn’t already enough, and there is a long list of possibilities as the adventure moves forward, there are also gimmicks that can appear. What’s a gimmick? Gimmicks can be anything from a treasure chest with an item that can be opened to a game of whack a mole against a boss. It could be hitting a level to let the water out of a room and use a harpoon that was just hidden under the waves. Or? It can be a set of icicles that form above your heads giving you the opportunity to defend yourself before they drop for a decent amount of damage. 

Once you win? Experience points! Oh, so glorious experience points. Again making me smile, Hundred Heroes uses the classic 1k exp limit from Suikoden. Every level requires 1k exp to be accumulated. The higher the level? The less you get. The lower the level, the faster that they can be caught up as long as they survive the fight. I always enjoyed this system and was happy to see it back as it makes it very easy to keep track of numbers, especially when there are so many characters to choose from.

If this wasn’t enough, you’ll also have to go through war scenarios. United under important characters in the story, each squad or legion will again have its own strengths and weaknesses. Each legion also has its own abilities that can be used in order to turn the tides in your favor. Increasing strength, boosting defense, provoking enemy legions to turn towards a specific one instead of their initial target. While very limited in use, these are worth saving for when you think the moment is right. Sometimes? That moment is right out of the gate! 

Finally, there are duels which I was also very happy to see return. Duels are… dicey. Each character has a health bar and three actions. Attack, Counter, Break. Attack is basically throwing caution to the wind and going for it. Counter is to try to take as little damage as possible when you know an attack is coming. Breaks, unlike the other 2, are only available once a gauge has been built up and ready for use. It’s also possible to screw this one up so just make sure that it’s the right time to use it. 

Outside of all of these exploration and story plot elements, there are all, and I mean alllllllllll the distractions that you could want. And then some as I finished Hundred Heroes and still haven’t unlocked them all. Card games, its own spin on Beyblade known as Beigoma, fishing and more. Seriously, not only is there a ton of mainline and side quest content, there are all of these options on top making you wonder, just what else can you find once you explore further into the world?

Some of these are completely off the beaten path. Others are literally where you’ve already walked before, you just need to walk there again. And some are quite literally at your front door. You never know where things will come from which is what makes this really neat. Walking, running, moving twice as fast or teleporting, exploring the world isn’t just a one time thing and plenty opens up as you move forward in the adventure. 

So it’s a bit here that I have one of my biggest issues. I CAN’T FIND THE DAMNED WHEEL-EYE BREAM TO GET THE FISHERMAN TO JOIN. I don’t know if this fish is luck based, or if I’ve just seriously not found its fishing location yet, BUT WHERE IS IT!? Because of that, I have at the time of this writing, three or five people to recruit that need that one fish to be given to this one person so that I can set up this one node in my castle town. I have everything else after that, but without this one key random fish? I can’t move that forward. 

Short of these small blocks in progress, which can also affect the exploration of certain areas, everything else is damned near solid. Do I wish the speed of battle was a bit faster? Yes. Do I wish that the auto-dialog could be toggled on and off as needed instead of through a menu? Yes. And, do I wish that item transfers would be batch instead of one by one, again, yes, but, these are all very small things that you can just accept and move on.

So on a final note, I hope you’re ready for just how much love and care has been put into Eiyuden Chronicles: Hundred Heroes. The music as the kids nowadays call it slaps. Battle musics, epic scores, exploration softness, it has it all. To top all of that off, every, single, character has a voice. I did not expect this going in, but everyone, regardless of how big of a role they play, has a voice and it just makes the adventure that much more awesome to experience and have the emotions carry over. 

Eiyuden Chronicles: Hundred Heroes is truly a love letter to JRPG fans. Whether you’re just getting to experience this style of adventure now, or you’ve been around long enough like some of us who could happily call this Suikoden VI, this is for you. Awesome story telling, great dialog, amazing music and plenty of gameplay options, there is no reason not to dive into Rabbit & Bear Studios' excellently penned love letter. 

Score: 8.5 / 10

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Miasma Chronicles Review

Miasma Chronicles by developer The Bearded Ladies and publisher 505 GamesPC (Steam) review written by Robert with a copy provided by the publisher.

Estimated reading time: 4 minutes


Hi folks! T1ckles from Chalgyr's Game Room here to chat about a solid little "tactical RPG" that we were lucky enough to get our hands one, but before we do, please remember to like, comment, and subscribe for more!

I'd like to start this off with a resounding "thank you" to both The Bearded Ladies and 505 Games for providing a key for Miasma Chronicles. While I won't be getting into details about the mid- and late-game, there will be spoilers for the introductory level so please consider this your spoiler warning.

Taking on the role of Elvis, you're a young man who ,with the help of his trusty robot companion, Diggs, are trying to find a way to open a Miasma rift in an effort to save, "Moma." Though gorgeous and, to some degree, possessing of some quality voice-acting, one of the biggest issues I have with Miasma Chronicles is the use of the term, "Moma."  Whenever any character, Elvis included, says "Moma," it sounds a bit like it's a darker picture into fetishes that I myself am not comfortable with- it's pleading-sounding and just weird and REALLY off-putting.


While I didn't run into any crashes or game-breaking bugs, I did have an inconsistent framerate throughout the entire game. It's most notable right as you load into a new environment, or if you're transitioning between in-game cutscenes and gameplay itself.

The rig I'm using is powered by a Ryzen 9 5900x, Radeon 7900 XTS, 64GB RAM, Samsung NVMe M2 drive, and am only running at 1440p- I shouldn't really be seeing slippage/hitching, but it's certainly there and can be seen throughout this video. Noticeable stutter is there.

Audio quality (rather than the actual spoken dialog) is excellent; Diggs sounds slightly synthesized and hollow (as he's a robot, that makes sense). It was thankful to Elvis' smooth delivery, that I was able to make it through the cringiest dialog (I know it's personal preference, I just struggle as someone in their 40's to call my mom, "momama"- it's just gross. Fortunately the quality of the acting is exceptional and certainly helped me get past the weirdly cringe-worthy dialog.


The background music wasn't bad, but about 3-3.5 hours into the game I actually turned the music down. Not because it was bad, but rather because I felt most-immersed into the post-apocalyptic playground that Miasma Chronicles can be, when just listening to the juvenile banter between characters. In retro, looking back I'm a bit startled at not recognizing it sooner, but I half-wonder if The Bearded Ladies used Bioware's Dragon Age franchise as inspiration- Take, for example, the Miasma gates and the Rifts in Dragon Age: Inquisition. The heavy, if a bit immature at times, party-based banter and relationships feel like they'd be right at home in an early Bioware title.

That's not a bad thing- Bioware is who they are today because of those formulas and there's no shame in adapting what works into your own creations. While I consider them inspirations at best, it's pure conjecture on my part. I personally see some parallels between Miasma Chronicles and the greats that came before it. This leads into the general feel of Miasma Chronicles. Outside of the cringe-y dialog and frame-dropping optimization issues, Miasma Chronicles isn't a bad title- very, very far from it. It's simply more of the same; change out a couple character models and you might not be able to tell the difference between playing it and Corruption 2029. While I'm a fan of the gameplay mechanics and worldbuilding that Bearded Ladies have done with each of the different releases, I can definitely see how others may feel a bit tired/burnt out with the lack of major feature diversity between Mutant Year Zero: Road to Eden or Corruption 2029.

However, I do think it important to note that while each release hasn't been ground breaking or earth-shattering, what it does bring to the table, it does very, very well. Miasma Chronicles, like its two predecessors, were excellently balanced and the environment art is absolutely top-notch. What I wouldn't give to be able to get a full-control camera utility to take some virtual photography shots...


In all, if you, like me, are sitting around waiting for the next XCOM or Xenonauts 2 to drop, Miasma Chronicles is an absolute treat to play and will leave you with plenty to do in the meantime! I happily give Miasma Chronicles on PC an 8 out of 10!

Thank you again to both The Bearded Ladies and 505 Games for providing us with the software key and an opportunity to review Miasma Chronicles!


Score: 8 / 10

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Eiyuden Chronicle: Rising Review


Eiyuden Chronicle: Rising
by developer Rabbit & Bear Studios and publisher 505 GamesSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 6 minutes 


After a VERY successful start to their Kickstarter campaign within the first 24 hours alone, Rabbit & Bear Studios' Eiyuden Chronicle: Hundred Heroes had me basically squeeing. I may not have been getting my Suikoden VI, I was getting the next best thing. While still waiting for that title however, Rabbit & Bear Studios are also giving us the “other” next best thing with a metroidvania-lite prequel to their upcoming JRPG.

Check out our Interview with the creative minds behind Eiyuden Chronicle: Hundred Heroes

Eiyuden Chronicle: Rising starts off with our protagonist CJ on her coming of age story which sees her traveling to the town of New Navaeh. She's searching for the largest lens she can find in order to surpass her father's own find on his own coming of age journey years ago. Events will keep her here for a little while as she both hunts for this lens and helps absolutely everyone in need for stamps!

Essentially becoming a bit of a recurring gag, stamps are the form of currency that adventurers, scavengers and others are given for helping out the local townsfolk with anything that could be needed. Finding cats, hunting monsters, collecting ore, wood or other building materials, if they want it, you can get a stamp for it. The reason that CJ “needs” stamps? At first it’s to pay for her adventuring license in order to head down into the burrows where she hopes to find a lens. After that though, it becomes almost an obsession as the acting mayor says that CJ can get something amazing if she fills out this stamp card.

This is what will really help break players into Eiyuden Chronicle: Rising as a lot of time will be spent in and around this town as you talk to the local people and help them better their town. This makes me think a lot of Suikoden III’s fourth, and secondary, storyline to rebuild the castle town. All of these side quests in one way or another will be helping to not only build up shops and give the out of towners a place to stay, but it’ll also improve them over time. This allows you to buy better items and upgrade your adventuring gear. In addition, every time that you fill up a stamp card the town itself will get an upgrade allowing you to get even more out of it including a visual facelift and new background music.

Playing devil’s advocate for a moment, the way that this adventure is formed could turn some people away as it will require a lot of backtracking especially at certain parts of the story where you won’t be able to proceed until you can get a few quests completed. To me this wasn’t necessarily a bad thing as it brings the focus on helping the town and it’s people grow. All CJ really wants to do is head out and collect that giant lens.

Where I did think things could be a bit of a slog was when certain quests required you to specifically go back up “again” in order to find one item that couldn’t be acquired without this quest having been taken, or in some cases, tracked. For the most part, you’ll be able to breeze through the material collections and hand them in just as fast. The one-time specifics, especially when five are given at the same time? You just want to move on for a moment especially if you had just done a few others.

Mentioned a few times above, and one of the main driving points of the story, not only does CJ need to find a giant lens that surpasses her father’s own find, but without it? She’s not allowed to go home as that’s part of their customs. The younger generation must one-up the previous generation’s find. So to help CJ find this lens, you’ll be guiding her, and eventually two others, through the town’s outskirts. Built in a lighter Metroidvania style, these outskirts will comprise of a few areas that you will be able unlock shortcuts as you collect new gear and throw some switches to open previously locked passageways.

The gameplay itself is never really complicated with standard enough attack patterns, the ability to jump, dodge and eventually double jump and air dodge to reach new locations. Where things get a bit fun is exploration and combat. While there are two control modes, the default is set up similarly to Valkyrie Profile or Exist Archive: The Other Side of the Sky where each character is set to a specific button and combinations can be made.

The only difference here is that everything is in real time as you’re jumping, dodging, blocking or teleporting to safety while in hazardous situations. Adding a bit to the depth, is that not only can each character simply be used as is to perform their own combination attacks that develop over time, but they can also be linked together for some pretty awesome damage which is almost necessary during boss fights.

On a wholly different note, the influence of the Suikoden Series is present in small ways that longtime fans will appreciate. Elemental Runes are present in the form of Lenses allowing characters to use world elements such as fire, ice, electricity and earth. Also present from the very beginning is a character named Hogan that brought me right back to Suikoden III Lizard Tribe which had some of my favorite secondary characters. How much these elements will blend into Hundred Heroes though will be something to see when the time comes.

Summary

Otherwise, on an overall, Eiyuden Chronicle: Rising keeps things fairly simple for the shorter adventure and while it may not be for everyone, I enjoyed my first glimpse of this new world. With more side quest stories than a main line story, the story of this town was an enjoyable one and I look forward to the main event of Eiyuden Chronicle: Hundred Heroes once it releases.

Score: 7.75 / 10




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Grow: Song of the Evertree - Switch Review


Grow: Song of the Evertree
by developer Prideful Sloth and publisher 505 GamesNintendo Switch review written by Lauren with a copy provided by the publisher.


I’ll start off by saying how excited I was to hear that Prideful Sloth was coming out with a new game. I played through their first game, Yonder: The Cloud Catcher Chronicles, on multiple platforms and so I went into this review with pretty high hopes for a glow-up. While I can’t say that all my expectations were met (and more on that below), this game certainly surpasses its predecessor with the variety of gameplay elements and new features. It might look and sound like Yonder on the surface, but I quickly realized it brings in flavors of other games like Animal Crossing, Stardew Valley, My Time at Portia and The Last Campfire. There’s a lot to cover here, so I’ll jump right in.

Plot

The game throws a lot of backstory at you right from the start. Like Yonder, the lore is really the driving force behind everything you do. It is explained that the Song of Myora (henceforth known in my brain as “tree force”) exists in all living things, even if we can’t hear it. Explorers originally followed this Song, and it led them to the Evertree. They built their city, and learned to shape Myora with alchemy. Eventually, I assume due to mismanagement of resources, darkness coiled around the heart of the Evertree and shattered the Song. This event was called The Withering, and it’s existence caused the humanoid inhabitants of the Evertree to leave - all of them, except you.

Your character is the only remaining Everheart alchemist, and you are the Evertree’s only hope of the Song being restored. Thankfully, after many years, you have managed to do what all other alchemists deemed impossible - you have created a World Seed. 

You aren’t truly alone though. The two main narrators/verbal companions are aptly named Book and Copperpot; quite literally a sentient book and an alembic (which I Googled to find out was the proper term for an alchemical distilling apparatus). Although you never hear them speak - as there is no voice acting beyond basic mood sounds - I always imagined them to be a little bit like Mrs. Hughes and Mr. Carson from Downton Abbey. They provide the majority of the exposition throughout the game, and set you up for your daily activities.

If you want to get the most out of this game, I highly recommend asking questions whenever you can to learn as much of the history as possible. Although I haven’t finished everything the game has to offer yet, I imagine there are bits of information I am still missing, and I am looking forward to continuing to explore the rest of the story, despite some of my frustrations.

Gameplay      

Before getting into actual gameplay, I think it’s worthwhile to take a moment and recognize the developer’s attention to inclusiveness in character creation. You can choose your preferred pronouns, and none of the customization choices are limited by traditional gender expectations. I’m sure this isn’t the first game to do this, but it makes me happy and grateful to see it becoming more common.

From the first day, you are set up with all the tools you will ever need to survive and flourish. In my review for Yonder, I had mentioned how great it would be to be able to reorder the tools, and in Grow you can! These tools also never break down or need to be replaced. As someone who loathes having to replace a net or a fishing rod in Animal Crossing, this was a huge relief, especially considering how much of this game revolves around gardening and harvesting resources. Harvested resources can be traded or distilled to obtain various essences, which in turn allow you to build more world seeds (and other items). You can definitely make some unique and interesting ecosystems by mixing some of the weirder essences together.

The first few days might seem tedious and a bit repetitive, but it doesn’t take long for new features to open up, and gameplay to change. You might start as a glorified gardener, but you quickly become a town designer, a diplomat, an explorer, a puzzle solver, and a personal assistant to every new resident in town who wants a new pair of pants or a very specific type of pet rock. As soon as you do all the work to regrow that first World Seed, people start coming back to the Evertree and want to take advantage of all your hard work while contributing little to the enrichment of the world (so far).

The rewards you receive from performing tasks are generally underwhelming and inferior to the amount of work required to achieve them. While in-game currency and tool boosters are at least useful, there are only so many times a person can remain sane after receiving another pair of hideous sunglasses (about 17 now, including duplicates). Yes, I understand I can distill them for one meager essence, but would it be so hard to get a shirt once in a while? 

I think this is where the game started to lose me, or at least, where I may have missed the point of the game. My goal is to restore the Evertree, but to do that, I need to split my attention between planting and harvesting, as well as collecting the right kind of essence to build and customize the establishments most desired by my town residents, and keep them happy by having mundane (and sometimes even rude) conversations or fetching whatever random item they want. Normally, this wouldn’t be an issue, but unlike Yonder, this game works on a very short day/night cycle that forces you to sleep at night. It actually teleports you back to your house if it gets too dark, even if you are in the middle of something. If I could just play through the night, I might be able to accomplish everything… oh wait. I see what they did there.

Grow wants you to play at your own pace, and forces you to maintain a healthy work-life balance. I don’t have to plant everything that day - nothing will wither if I don’t. I don’t have to find that super rare fish for Lino today - they are happy to wait. There is no time limit, no deadlines, no real life daily login requirements. Sure, there are events or items that refresh at the start of a new day in-game that are worth checking out, but there is no penalty for taking your time. Once I realized that, I started to enjoy the game a lot more. I think that says more about me (and my overachieving tendencies) than it does about the game, considering the supportive messages and reminders to do things your own way that I blatantly ignored at first. This game is truly the definition of wholesome; you could spend the whole day petting random animals, and that’s ok. In fact, petting the animals is highly encouraged!

Despite this, my major sources of lasting frustration come from the stability of the game, and the lack of a map. Yonder did not originally release on Switch, and I wonder now if waiting to port might have been a better idea. The game feels like it is still in Early Access, most notably due to the stuttering visuals, crashing while sleeping, chests floating in midair, and the unjustifiable load time I experienced. The existence of the issues at all is the main reason why I haven’t been as motivated to put as many hours into the game as I would have liked for the purpose of this review. I will acknowledge that other platforms may not have these same issues, and they have since released at least one full patch for PC and consoles at the time of this article being published, so there’s still hope for improvement.

Although I was reminded recently (by PY) that not all games come with a map (Dark Souls, Bloodborne, Demon’s Souls, etc), I can’t imagine another open world game that didn’t provide you with some form of navigation - either with a map or a compass or an annoying faerie (Editor's note (PY): I was reminded of one this past weekend, Outward, that while it has a "map" you have to figure out where you actually are at all times with barebone references to this scribbled piece of paper in your hands.) I frequently get lost trying to find my way back to the valley where my house is, or the starting point of one of my created ecosystems. With all the secrets and chests around the world, it would be great to be able to mark waypoints on a map. When I said that the map could do with some changes in Yonder, I didn’t mean get rid of it altogether! 

Summary

If you enjoyed Yonder: The Cloudcatcher Chronicles, but wanted a little more to do and a less linear progression, then Grow: The Song of the Evertree is probably for you. It’s not quite as elaborate or sophisticated as other games in this genre, but I don’t know if it’s trying to be. It more than makes up for it’s simplicity with a gorgeous aesthetic, witty humor, and a truly calming experience, if you let it. Hopefully, if they can work out some of their stability issues, this game could gain some serious attention and popularity.

The call for more wholesome games is increasing in recent years, and Prideful Sloth has proven again they can meet that demand - as long as we get a proper map next time!!

Score: 7.5 / 10


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Hero-Based Shooter and Roguelite 'Gunfire Reborn' Headed to Consoles in 2022!

CALABASAS, Calif. — Nov. 18, 2021505 Games and Duoyi Network today announce a partnership to publish Gunfire Reborn on consoles worldwide in 2022. Gunfire Reborn, the hyper-stylized, roguelite-inspired co-op first-person shooter developed by Duoyi Network, exits Steam Early Access today, launching on PCs, after hitting 2 million worldwide sales.

After launching in May of 2020 on Steam, Gunfire Reborn has earned high praise from players (94% positive reviews on Steam) and was called “irresistible” in a glowing review from Famitsu.

Both companies will introduce console audiences to Gunfire Reborn’s booming blend of ability-based hero shooter and roguelite, all rendered in a striking cel-shaded aesthetic. Play solo or cooperatively with up to three other players in a highly replayable romp through gorgeous environments. Mix and match 40+ weapons, 100+ scrolls, powerful inscriptions, and Ascensions to craft builds from devastating Sharpshooters to magic-based Alchemists.

Gunfire Reborn’s upcoming worldwide console release will implement broad language support, enabling players across the globe to enjoy the game together through four-player co-op. In announcing this distribution partnership, 505 Games and Duoyi Network are continuing a business relationship that began in 2017 with a similar distribution agreement for Portal Knights.

“We are thrilled that 505 Games is embarking once again on an exciting project with Duoyi Network. Gunfire Reborn is a game we have followed since its incubation in Guangzhou and we are delighted to see it cross the 2 million units sales mark on PC.,” said Raffaele Galante, co-CEO of 505 Games with his brother Rami. “This new collaboration further deepens 505 Games’ presence in China, and confirms the emergence of China as a major development hub for innovative pay-to-play video game experiences and 505 Games as a bridge for outstanding Chinese developers going global.”

Gunfire Reborn will launch worldwide on consoles in 2022, with additional updates for PC and console to launch in the future.

For more information and regular updates on Gunfire Reborn, please visit the game’s official site, follow @GunfireReborn on Twitter, or join the official Discord server. To learn about publisher 505 Games and its products, visit www.505games.com.

About 505 Games

505 Games, a Digital Bros’ subsidiary, is a global publisher focused on offering a broad selection of video games for players of all ages and skill levels. The company publishes and distributes premium and free-to-play games on console and PC platforms as well as mobile devices.

Publishing highlights include DEATH STRANDING (PC), Control, Assetto Corsa Competizione, Ghostrunner, Gems of War, Journey to the Savage Planet, Bloodstained: Ritual of the Night, and Brothers: A Tale of Two Sons.

505 Games has offices in the United States, United Kingdom, France, Germany, Italy, Spain, Australia, China, and Japan. For more information on 505 Games and its products please visit 505games.com.

About Duoyi Network

Duoyi Network is a leading online gaming enterprise in China. For over ten years, Duoyi has served its mission statement of making bold and entertaining new experiences, by persistently highlighting independent research, development, and operation. Its game IPs, like "Shenwu" and the "Dream World" series, have gathered over 10 million players. Duoyi also develops E-mail and IM products. For more information on Duoyi Network and its products please visit duoyi.com.

Article by: Susan N.



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Ironward and 505 Games Unleashes New Story Campaign and DLC for Red Solstice 2: Survivors!

CALABASAS, Calif. – November 4, 2021 – Red Solstice 2: Survivors, the sequel to the 2015 best-selling squad-based real-time tactical strategy RPG developed by Ironward and published by 505 Games, unleashes a new story campaign, pilotable destructive Exoskeletons, and gameplay mechanics in the Howell-Barrex Inc. paid DLC and Season Pass launching today.

The fall of Elysium Corporation created a power vacuum Howell-Barrex Inc. was happy to wield to its advantage. As the Strike Commander, follow the story of Edward Howell, General Barrex, and the IRON HAWKS in their campaign to fend off the STROL mutants invading Mars. Reign victorious solo or with up to seven friends wielding devastating new armaments across 11 new story missions, 28 side missions, and eight new maps.

Become a walking tank with the Universal Bipedal Armoured System (UBAS) Exoskeleton. Combine the UBAS with the new Engineer suit capable of bunkering up and creating new tactical options to transform into a harbinger of death. Upgrade both with a new tech tree, rain death with a new superweapon, and unlock a new degree of customization with the Headquarters system.

Coming on the heels of patch 1.8 (more information on patches is available on the Official Steam product page), Howell-Barrex Inc. marks the first of Red Solstice 2’s upcoming premium updates, with three more launching throughout 2022. Purchase the DLC standalone or as part of a Season Pass featuring three additional story campaigns launching next year. The next campaign, Condatis Corporation, introduces the formidable Psychic Suit and AI soldier groups called Platoons, Insurgents adds Weapon Modding, and M.E.R.C.S. adds drivable, upgradable vehicles.

Howell-Barrex Inc. launches today on Steam for $10.99 standalone or $34.99 for the Season Pass, with both being 20% off during launch week. Red Solstice 2: Survivors is currently available on Steam at a 40% discount ending Friday, November 12th.

For more information about Red Solstice 2: Survivors, please visit www.theredsolstice.com, or follow the game on Twitter, Facebook, and Discord server.

For more information about 505 Games and its products, please visit http://www.505games.com.

About 505 Games

505 Games, a Digital Bros’ subsidiary, is a global publisher focused on offering a broad selection of video games for players of all ages and skill levels. The company publishes and distributes premium and free-to-play games on console and PC platforms as well as mobile devices.

Publishing highlights include DEATH STRANDING (PC), Control, Assetto Corsa Competizione, Ghostrunner, Gems of War, Journey to the Savage Planet, Bloodstained: Ritual of the Night, and Brothers: A Tale of Two Sons.505 Games has offices in the United States, United Kingdom, France, Germany, Italy, Spain, Australia, China, and Japan. For more information on 505 Games and its products please visit 505games.com

About Ironward

Ironward is a Croatian game development studio launched in 2014 who has released two games set in The Red Solstice universe, and is currently working on developing the third title, Red Solstice 2: Survivors.

This small but dedicated team focuses on providing a unique gaming experience for their players by implementing new and creative gameplay mechanics.

 

Article by: Susan N.


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Rogue Spirit - PC Preview


Rogue Spirit
by developer Kids with Sticks and published by 505 GamesPC preview written by Richard with a copy provided by publisher.

Estimated reading time: 11 minutes


Rogue Spirit is an interesting combination of stealth and hack 'n slash, all packaged in an interesting roguelike state now available as Early Access. As a spirit, you must posses the bodies of your foes, moving from body to body in order to defeat the evil spirits that are causing trouble across the land. Can you help the spirit in his endeavor, or will the lands be forever infested with demons and evil spirits?

In Rogue Spirit you take on the role of the Prince of the Midra Kingdom, resurrected by a group of monks in order to combat the evil that has taken over the kingdom. But how can the Prince do this as a ghost? Well, turns out that, as a ghost, the Prince can posses corpses. It is now the Prince's job to use the body offered by the priests to beat up other baddies, and then take over their bodies if they have better statistics. That's right, the roguelike element is actually the enemies, which then can become YOUR body.

Each enemy you possess has different stats assigned to your primary attack, secondary attack, and health. The Prince also has a Spirit value, which allows you to heal when you swap bodies, if you have any left. As you swap bodies, your spirit will heal you, but you'll lose your spirit, and will need to recover spirit if you want to heal more. Each enemy has their own style of attacking, such as the ranged knife throwers, or the more melee slashers. In addition to the normal enemies, there will also be elite enemies that you can possess that have significantly better stats compared to the common mobs. There are also demons that you cannot posses, as well as bosses that you will need to fight every so often that you won't be able to possess either.

As you defeat enemies, you are awarded with money and spirit gems. Money can be used when you run across a monk selling perks for you, whereas the spirit gems can be exchanged on death to purchase permanent upgrades, such as faster movement, or a better starting body. One rather effective method of finding money and spirit gems, at least early game, is to be on the lookout for treasure chests hidden in each map. These are generally hidden in bushes making them hard to see. As a spirit though, the chests will glow a little, making them easier to spot.

This brings us to one of the aspects I enjoyed the most in Rogue Spirit: the ability to swap between spirit and physical body. As I've mentioned, the main objective of the Prince is to possess powerful bodies to help stem the tide of evil. Well, once you've possessed a body, you can swap between the two freely, provided there aren't enemies up in your face. As a spirit, the entire feel of the game changes.

So what's so different between spirit gameplay and physical body gameplay? Well, in a physical body, it's basically a hack and slash standard formula. As a spirit though, you become harder to detect, and get to see a range of detection for enemies. This allows you to sneak up behind enemies to land some critical hits (which seem rather finicky in the early access build) or to bypass them completely. Additionally, if you float into the outer range of the enemies vision, the will go towards you to investigate, but not alert their friends. You can use this to your advantage by drawing out enemies one at a time so you don't get swarmed. If you do get surrounded, there is a dodge and parry mechanic, although you still take damage if hit while dodging, so maybe get used to the parry, or turning every fight into a one-on-one.

As you are roaming around maps, beating up baddies and searching for the exit, you may come across either stone monuments, pillars, or item caches. The stone monuments will provide a boost, generally elemental, to help you out for a limited time. An example would be the power of ice, which slows enemies affected. Very helpful. Pillars are destructible, and upon destroying one you can examine its remains to receive a perk. Some perks are quite good, such as increasing primary or secondary attack by a decent amount. Others I found absolutely useless, such as destroying items for a chance of summoning a projectile that does 3 damage.

The item caches are full of money, spirit stones, as well as blueprints, but require you completing a challenge to unlock, such as defeating a bunch of enemies while only doing damage if parrying. If you win, you can get access to abilities through the blueprints. Both abilities, and pets, can be unlocked through blueprints, with abilities being acquired through challenges and pets if you discover one and touch it while in spirit form. You can then purchase them from your starting hub, and bring two abilities and one pet along with you every time you go out adventuring. There are even sub quests for upgrading them you can complete! These tools will help you save your land!

That being said, there are certainly still some key issues I had while playing. First of, you have a map you can bring up to keep track of merchants, monuments, and areas of key interest that you can fast travel to. Seems nice, but the problem is that there are almost always areas of the map that don't fill in properly, making it look like there's an unexplored path, when really it's just blocked by a rock, or a wall that just didn't update on the map properly. Second issue is from the boss fights, or perhaps after them.

If you go to enter a boss fight, a barrier appears preventing you from leaving, or enemies from coming in. All is fine until you beat the boss, where I discovered that the game thinks the boss is still alive, and I can't pick up the spoils, because the enemies that followed me make me "in combat". I had to rely on my pet to shoot a miniscule amount of damage in order to kill the enemies, allowing me to both pick up my loot and leave. Occasionally I also found the player character clipping through objects or corners. While this doesn't really impact gameplay, it certainly isn't pleasant to see.

That's all for my purely technical issues, but there were a few notes on the gameplay side that I found a little lacking. Possessing bodies is a great idea, but the body type balance is pretty awful. To give a brief overview, enemy types can be broadly divided into: heavy, light, and ranged. The ranged characters have that extra reach, but their attacks tend to be fairly unwieldly or awkward, and take a lot of getting used, not to mention the associated bodies are generally weaker than their contemporaries.

Heavy enemies are slower, and you would imagine they'd be bulkier and hit harder, right? Well, not really. I found their stats to be similar to the light enemies, just with the added detriment of slower attack speed and movement speed. The brings up another issue with possessing bodies: you want to covet what you get. What I mean is that, if you find a really good body, suddenly you don't want to fight anything anymore in order to preserve health, something that I found myself feeling the longer I played for.

Summary

All in all, Rogue Spirit is a refreshing twist on the standard roguelike fare. Combining stealth and hack and slash elements certainly isn't something I'd immediately think of, but I'm glad to say it came out quite nicely. There are are a lot of elements that need refining, such as possession target and perk balancing, but I quite enjoyed my time with Rogue Spirit nonetheless. While the title is still in Early Access at the time I'm writing this, I am really hoping the developers use this time to flesh out what could be a great title. I'm looking forward to what they do with it in the future.

Score: N/A









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Bloodstained: Ritual of the Night - Switch Review


Igavania: Ritual of Sorrow is literally everything that we wanted from Bloodstained and then some.  The game looks, feels, and plays like a Castlevania game that came from Koji Igarachi, because honestly, that’s what this is.  They traded ‘Dracula’ out for ‘Demons’, changed ‘souls’ into ‘shards’, and gave it all a stained-glass theme.  This is the game that took Kickstarter by storm and surpassed their kickstarter goal by over 1,000%.  That’s over 10x, for you kids at home that have a strained relationship with maths.

Story

Some alchemists were experimenting with magic and eventually found a way to summon demons into this world.  They manage this by binding a shard to someone with the talent or capacity to control it (Called a shardbinder), and use the shardbinders to grow the crystal necessary to summon … something.  Maybe.  You play as Miriam, who is chasing after a former friend turned evil mastermind, Gebel.  Gebel is Bloodstained’s Dracula.  Or at least, he’s the analogue to it in this gothic window reskin of our favourite games.  Gebel’s right hand demon (which has a lot of little cutting scythelike blades, not entirely unlike Death) follows him and whisks him to safety while he permits Miriam to embrace her power and get more attuned to the hellish font of greatness. Presumably to join his side, after she realises what’s what, of course.

Gameplay

This game really may as well be a Castlevania game.  It feels so much like one that it just IS one in my mind, even though I know that to be untrue.  You have slides, a double-jump, an air slam, a dive jump. Instead of turning into mist, you get an ability that allows you to teleport along a beam that can get through narrow sections.  Every time you kill an enemy, you gain XP (which goes towards levelling up, and improving all of your stats), and a chance at an item drop, or a shard drop.  Almost every enemy (including most bosses) have a shard that you can collect.  Getting multiple copies of the shard will increase its grade, up to 9.

Grade typically makes the shard more effective.  Attack shards do more damage, passive shards raise stats by a larger amount, so on.  Shards can also be enhanced back in town, if you collect various ingredients, to improve its rank.  Rank will change how a shard acts in other ways, such as an arrow-firing shard will fire additional arrows, up to 5 at rank 9.  Rank and Grade improve independently of each other, and it leads towards a fun but quite long grind that you’ll either hate or cherish.  I cherished it.


Other interesting elements

Healing items are scarce in this game.  Super scarce.  Instead of them, you’ll lean on meals that you cook in town to act as your curatives.  Go farm the ingredients out and prep the meals ahead of time.  The first time you eat each recipe, you get a permanent stat bonus, so the game rewards you for the completionist effort.  The biggest gameplay change came about because of meals.  When you unlock the drink recipes, the apple juice, the smoothie, the godly nectar, and so on, each of them gives you a passive mana regen boost.  Prior to the meals, mana regens at a rate such that, for a boss fight, you have x uses of your ability and then you’re done.

Following them, mana regenerates fast enough that skills are usable as your primary attack.  Without passive shards (such as the mana cost reduction shard) to bolster this, you’ll still run out, but you can at least benefit from all of that time you spent grinding and levelling your shards.  The audio track is spot on, with a dark gothic theme that fits right in with the Castlevania series.  There’s even a couple of parts where I feel like the music is ON THE CUSP of transitioning into Bloody Tears, but never quite does so.  The sound effects are par for the course, well timed and fitting for their purpose.

Issues / complaints

The switch version has some issues.  It crashes, firstly.  Random times, too.  Sometimes when leaving one room to another, often while talking to villagers.  There are some rooms with bad load times, too.  If you are jumping up out of a vertical exit, hit a load screen, and don’t hold jump for the 5 seconds that it’s just all black for, you’ll lose your velocity on the other side, fall back down, and go through the same load again to leave the room.  Of course you still need to jump again and load it all YET AGAIN.  So, the switch version could use some work.  But at the end of the day, I’ve dropped more than 40 hours into this game, and it’s crashed maybe 6 times on me?  Only twice that I cared about (as I learned to save as the first thing I did when I got to town), but even 6 times in 40 hours is still infrequent enough that I can thoroughly love this masterpiece.



Conclusion

Maybe I’m a sucker for Metroidvanias (hint: I am), perhaps it’s just the nostalgia talking here (it definitely is), but this game is amazing.  Absolutely amazing.  Being able to take it with me to work, to the park, a friend’s place, because the switch is portable?  That’s just icing on the cake.  The developer has stated that they’re working on the Switch version’s issues, and I’m going to give them the benefit of the doubt on being able to fix this up to the point that it’s as good as the other versions of the game.  There’s been reports of a ‘chest bug’ online, but I didn’t notice it.

There’s some complaints that the game is too dark, but that’s what the in game brightness slider is for.  You adjust the slider such that one symbol is visible while the other is not… and pretty much every dark game has this, because you’re not supposed to see everything.  It’s atmospheric, and it’s mood-setting, and it allows a werewolf to crawl along the ceiling, only to drop down in front of you and get absolutely shredded to bits by Teps Oceus, which is Bloodstained speak for enemy-seeking chain-lightning.  That’s right, smart lightning.  Go get this game.

Game Information


Platform:
Nintendo Switch
Developer(s):
ArtPlay
Publisher(s):
505 Games
Genre(s):
Platformer
Metroidvania
Mode(s):
INSERT
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One
PC

Source:
Purchased




Article by Marc H.
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