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Showing posts with label Adventure Game. Show all posts
Showing posts with label Adventure Game. Show all posts

Starship Troopers: Ultimate Bug War - XBXS Review


Starship Troopers: Ultimate Bug War published by Dotemu and developed by Auroch DigitalXbox Series X|S review written by David with a copy provided by the publisher. 

Estimated reading time: 7 minutes 


Are you ready to do your part for the United Federation and join in the most realistic depiction of war ever created? Today we join General Johnny Rico and Major Samantha Dietz as they present the first ever game created under supervision by FedDev for the enjoyment of those on the path to citizenship. Ultimate Bug War follows the path of Dietz during the First Bug War 25 years ago. Even though Dietz's highly classified mission to Planet P is under wraps, Rico and Dietz are put through the wringer from the Federation approved accuracy of this training simulation.



The gameplay is very familiar, and comfortable, for anyone who enjoyed Warhammer 40k: Boltgun in specific and retro shooters in general. For your bug blasting pleasure, there are 14 weapons (including several variants on the iconic Morita rifle), 11 tactical supports, which function as single-use smoke grenades to call whichever support you need, ranging from gas bombs to guided missiles to an M7 Razorback being dropped in for support. My favorite of these is the door gunner support, because you can throw it while absolutely swarmed and then temporarily despawn as you take control of the gunner as it circles above the area you indicated, allowing you to safely delete all the bugs preventing your survival.




Map variety is nice, with each planet getting a pair of missions before moving onto the next, with each being quite visibly distinct, especially Zegema Beach, which was beautiful despite the corpses littering the resort. For every pair of mainline Federation missions you complete, you unlock a corresponding Bug mission, framed as a simulation to train citizens in Bug Tactics. You play these levels as an Assassin Bug, which can take two main forms, and temporarily a third form as a Tanker bug. 



No key chasing in this game, the way forward is just to kill more bugs (or destroy more Federation buildings). Required bug kills will be marked with skulls over them, and often an event that is framed as timed won’t progress without those kills, making some of the “boss” events a serious resource juggle, including your “squad” mates as they die and re-recruit.




All in all, I think I absolutely love this game. From the visuals to the classic satire of the movie, from the set pieces to the commentary of the fighting and dying infantry soldiers. The loadout list could do with some greater variation, but it all very much fits the setting. The game is a challenge on higher difficulties, as fans of the genre should expect, but come on you apes, you wanna live forever?

Score: 9 / 10 



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Immerse Yourself in an Adventure Game Inspired by Persian Mythology During Steam Next Fest!

Paris, September 26, 2024 - ARTE, RTBF, Ram Ram Games and Business Goose are proud to announce that 30 BIRDS, an adventure game inspired by Persian mythology, will be released at the end of 2024 on Nintendo Switch and PC/Mac via Steam


30 BIRDS is a poetic and light-hearted game that combines an oriental fairy tale with a thrilling investigation.

Zig, a young woman and mysterious detective, wanders through a mystical world of spinning lanterns to find the thirty birds that will enable her to save Simurgh, the missing patron goddess. Along the way, Zig encounters curious characters and colourful challenges. 

In this mesmerising journey, the player takes on the role of Zig as she navigates through breathtaking landscapes and solves fun and complex puzzles in an attempt to unravel the mystery of Simurgh's disappearance.

The stunning artistic direction of 30 BIRDS was inspired by a trip to Istanbul during which the two creators, Coline Sauvand and Laurent Toulouse, discovered Persian miniatures, a 15th-century Persian pictorial tradition. 

After producing a book in 2014, ‘Le Carnet d'Istanbul’, featuring a story, sketches and revisited Persian miniatures, they wanted to transcribe their experience and use their illustrations to create a video game.

The hand-painted sets in 30 BIRDS create a captivating, enchanted world where 2D and 3D complement each other in a unique way to the rhythm of the electro soundtrack.


30 BIRDS will be participating in the Steam Next Fest from 14 to 21 October, 2024. A brand new demo of the game will be available for the event.

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 Ram Ram Games


Coline Sauvand, author and illustrator, and Laurent Toulouse, self-taught programmer and music producer, founded together Ram Ram Games to develop their first videogame: 30 Birds

About Business Goose


Business Goose is the result of passionate gamers and creatives meeting and bringing their love for video games to a higher level.

The two Belgian studios began working together in 2022, drawing on their diverse expertise and talents to jointly develop this unique universe that is 30 Birds.

About RTBF iXPé 


RTBF iXPé is the public service media in French-speaking Belgium dedicated to video games, esports and geek culture. Its aim is to inform, educate and entertain audiences about the topics and issues related to these themes. 

RTBF is also committed to supporting Belgian video game development studios through the co-production of ambitious and inspiring projects. As part of this ongoing commitment, RTBF iXPé also aims to catalyse the development of video game-related themes in the Wallonia-Brussels Federation.

Article by: Susan N.
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Sonic, Tails, Knuckles, and Amy Race onto Super Monkey Ball Banana Rumble as Part of SEGA Pass DLC

IRVINE, Calif. – June 5, 2024 – SEGA® is proud to announce that, as part of the SEGA Pass DLC, Super Monkey Ball Banana Rumble will welcome four playable characters from the Sonic the Hedgehog™ franchise to the roster! Super Monkey Ball Banana Rumble launches exclusively for the Nintendo Switch family of systems on 25 June 2024.

 

Get ready to race, roll, and spin dash with Sonic, Tails, Knuckles, and Amy as they join AiAi and the gang in their epic adventure! All four characters will be playable across both Adventure Mode and Battle Mode, each with unique stats to help them on the courses. Plus, for these characters only, all in-game pick-ups will switch from bananas to Gold Rings in further homage to the classic franchise.

 

Fans who purchase the Super Monkey Ball Banana Rumble Digital Deluxe Edition on the Nintendo eShop for £59.99 will receive both the standard edition of the game and the SEGA Pass, which includes a total of SIX playable characters – Sonic, Tails, Knuckles Amy, and two additional playable characters – from iconic SEGA franchises, along with a set of 15 bonus SEGA-themed character customization items.


The SEGA Pass will also be available as a separate purchase for £22.29, so those who choose the Digital Deluxe Edition will save on the bundle! All content is scheduled to be released over the coming months.

 

For more information on the game, please visit the official website at www.BananaRumble.com and the official social accounts on X, Facebook, Instagram, and TikTok, and stay tuned as SEGA reveals the two remaining characters coming to the SEGA Pass ahead of the official game launch on 25 June.


Article by: Susan N.


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Chaotic Roguelite Lucky Tower Ultimate Launches into Early Access This August

Stuttgart, Germany (June 04, 2024) - Studio Seufz, the indie studio behind the critically acclaimed game The Longing, and publisher AMC Games announced today that their slapstick roguelite adventure LuckyTower Ultimate will be launching into Early Access on Steam in August 2024.



The new Early Access trailer describes the inner workings of the tower from the perspective of its proud master, the aptly named villain Evelius. Behind each door is a randomly generated room featuring an array of traps, fancy hats, monsters, swarms of bees, potential companions, and more. As we zoom out to view a nightmarish field of towers, and the clumsy knight’s haircut shifts with every death, viewers may begin to glean the deeper scope of Evelius’s machinations.


"Thanks to its randomly generated nature, Lucky Tower Ultimate is a game that even surprises me, its developer, with the different absurd situations it throws my way each time I play," said Anselm Pyta, co-designer and lead artist of the Lucky Tower series. “This also makes it a perfect fit for Early Access, where input from the community helps us to add in even more content so it will continue to surprise forever.” Lucky Tower Ultimate is expected to remain in Early Access for a year or less.


Lucky Tower Ultimate is the first premium game in the Lucky Tower series, and it’s a true culmination of all the goofy jokes, quirky characters, and deadly perils enjoyed tens of millions of times over in the days of Flash gaming. Continuing its trademark design of presenting three mysterious doors on each floor, the tower beckons new and returning fans to experience the joys of getting all geared up... just to slip on a banana peel and die.


We keep saying the word ‘premium’ so everyone understands that you must buy this one in order to play it,” explained Stefan Michel, producer on Lucky Tower Ultimate. “The old games were free, because they were made by children in Flash. We just want fans to stop doing Let’s Plays of the Flash games, because this one is better. Wait, are you recording?


To stay up to date on Lucky Tower Ultimate ahead of the Early Access release in August, players can play the demo on Steam or join the conversation on the Studio Seufz Discord


About Studio Seufz

Studio Seufz was founded in early 2017 by Stefan Michel, Anselm Pyta and Benedikt Hummel, and is based in Stuttgart, Germany. Benedikt and Anselm have known each other since school, which led to the creation of various web games like Lucky Tower or Murder. The studio is committed to creating animated films and indie games for young adults, focused on emotional and existential content with an accessible design.

The studio’s first commercial game release is Anselm Pyta’s The Longing, which was awarded the Long Feature Award at A MAZE. Berlin, a German Video Game Award for best debut and was a finalist for the Nuovo Award at the IGF in 2020. The game was released March 5th 2020 to critical acclaim and an enthusiastic community of players.

About AMC Games

AMC Games is the video game publishing arm of AMC Networks, providing developers with a home for their passion projects that guarantee players a unique gaming experience. Launched in 2020 with the IGF-nominated flight passenger simulator Airplane Mode, which meticulously recreates the experience of real-time commercial flight, AMC Games has produced titles including the meditative metal-detecting game The Magnificent Trufflepigs and the pulp-horror strategy game Fabulous Fear Machine.



Article by: Susan N.


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GrimGrimoire OnceMore - Switch Review



GrimGrimoire OnceMore by developer Vanillaware and publisher NIS AmericaNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes


Those of you who remember the era of the PS2 may recall a somewhat niche title called GrimGrimoire. A title that I felt didn't receive as much attention as it should have, GrimGrimoire is now getting a remaster: GrimGrimoire OnceMore.

The story of GrimGrimoire follows a young girl, Lillet Blan, who has received an invitation to the acclaimed school for magic run by the famous wizard Gammel Dore. Housed in the tower formerly owned by the deceased Archmage, Calvaros, there are still many secrets hidden in the walls. Lillet excitedly takes to her studies, opening her first grimoires and delving into her magic studies. Unfortunately for her, only five days after starting, a horrible tragedy occurs and Lillet awakes five days ago on the eve of her induction into the school. So it begins, as Lillet strives to figure out what's happening in the tower, and to solve the mystery of her looping through time, hopefully while saving the others in the tower.


GrimGrimoire Oncemore is an interesting game, as it's sort of split between Visual Novel-esque storytelling, with battles between. Battles are what I can only describe as a sort of "side-view anime Starcraft", if I had to make a comparison. Essentially, battles are a sort of tower defense/reverse tower defense sort of deal. You'll generally start out each battle with at least one rune and a few gatherer units. You can send the gatherer units to crystals around the map in order to harvest mana. Mana can then be expended in order to summon more runes, upgrade runes, or summon units. Each fight usually has you either surviving a set amount of time, or destroying all of your opponents' runes.

Runes come in four types: Glamor, Necromancy, Sorcery, and Alchemy. Each rune type is effective against one type and weak to another. You can summon new runes for a mana cost, as well as upgrade them to allow you to summon more unit types or to improve the capabilities of your summonable units. Here we come to one of the improved aspects in the Remaster: the skill tree. In order to unlock new units and bonuses, you need to purchase upgrades to the associated runes, and then upgrade them in-fight in order to receive the benefits.
 
Something you will notice pretty quickly about GrimGrimoire is that there is a bit of repetitive nature to the fights. While you will get a bit of variety in the beginning as you are unlocking more runes, once most of them are unlocked, battles feel pretty similar to one another. The upgrade tree helps add some freshness that is sorely needed. As you complete stages you will earn coins to spend on upgrades. More coins can be earned by completing bonus objectives issued at the start of the fight, or by completing the trial stages.

Trial stages will generally restrict you in some way, or give you specific win/loss conditions. More trials become available as you progress through the story, and can both be a nice break from the story missions, as well as a good source of coins for the upgrades. Another cool addition is that whenever you clear a stage, trial or otherwise, you get a piece of artwork. For story stages, these are some really pretty full size images that were really nice to see after completing a battle. The trials have some interesting themes and layouts, so I highly suggest checking them out if you do pick up the game, although they aren't strictly necessary in order to complete the game.

GrimGrimoire isn't a particularly long game, with my playthrough coming in at just about 17 hours total play time, including the trials. That being said, the game offers three starting difficulties of easy, normal, and hard, with a hell mode unlockable for story missions upon clearing the game. What it does have is a great cast of voice acting, including one of my top 5 favourite evil laughs in gaming, cute animations for the monsters you can summon, as well as a nice background music soundtrack as well as fitting and well-drawn visuals. While Vanillaware isn't able to showcase the full extent of it's art in GrimGrimoire, you certainly do get the distinct taste of it.

Now, for those returning veterans who are familiar with the original, there are a few things new you should make note of. First up, the skill tree system I mentioned. The difficulty rating also seems to be largely revamped, including access to Grand Magic, which can be cast at default once per battle, and can serve one of four functions, such as reversing time, healing units, a large scale attack, or giving you a mana boost. Additionally, and a function that made me squeal in joy, is the ability to fast forward in-battle. Yeah, that's right, instead of waiting literally 2 minutes for mana gathering/unit movement, you can speed up time to zoom through those annoying waiting periods. The visuals have also gotten an upgrade so it no longer looks like a PS2 game.

Now, I would like to point out that despite the fact I mentioned the stages get a little repetitive, that doesn't mean they're all the same. Depending on your play style, each battle can be very different, as you may prefer one unit type to another, or make units based on enemy weaknesses. The stages are also constructed in different ways, as some units may be able to pass through floors and walls, but others cannot, meaning you have to set up bases and organize how you're utilizing your units. While it doesn't help much that the backgrounds are mostly the same, a lot of the time you'll most likely be too focused on the fights rather than what's behind the stairs.

Overall, I have to say that GrimGrimoire Oncemore is a great remaster to a wonderful title from the PS2 era. With a number of greatly appreciated improvements, such as the ability to speed up time in battle or the introduction of Grand Magic, it adds that extra oomph for those who have played the original, as well as reducing some of the more aggravating mechanical aspects for newcomers. With a great story complemented by equally great voice acting, GrimGrimoire Oncemore is a great RTS title for you to enjoy.

Score: 8.5 / 10
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The Lightbringer - Switch Review


The Lightbringer
by developer Rock Square Thunder and publisher Zordix PublishingNintendo Switch review written by Pierre-Yves with a copy provided by the publisher.


If there’s one thing that I’ve come to appreciate over the years it’s the variety of high impact adventures alongside the more low-key and relaxing ones. The Lightbringer by Rock Square Thunder falls squarely into this latter category creating a fun and easy to get into bite sized adventure perfect for winding down at the end of the day or over the weekend.

People, because of course we did, made a mess of things and with the guidance of your sister, it’s up to you to remove the corruption that’s accumulated on the monoliths that used to bring light to the world. It’s a premise that has been used many times before but it’s an easy one to put into place in order to get the adventure going. Set up in a series of bite-sized stages, there are several “worlds” to explore as you find the light shards required in order to purge the corruption from each stage's monolith.

Each bite sized stage will take up to no more than about ten to twenty minutes all depending on how far out of your way you go in order to collect both the light shards and the other collectibles. Built as a puzzle platformer, I appreciated that you could move the camera around as while running and jumping in certain angles were much easier than others. It's a personal preference but having this option is huge at times.

The other reason that I appreciated being able to move the camera around is some puzzles require you to really look around to figure out where to go and sometimes all this would take is to remember to actually look around. Not everything will always be in view and maybe just by moving your camera view to the left or the right you’ll see that there’s another ledge, or, you’ll notice there’s no floor and jumping over that ledge would lead to jumping off the stage. I may or may not have done that several times before it “looked” like the floor continued and it did, just not in the one spot where I jumped which I could then see after rotating my camera slightly.

Other than running and jumping around though, the rest of the puzzle elements are kept simple enough and are never overly complicated as titles nowadays tend to get. Moving boxes or pushing levers is done by simply moving into them, there’s no need to press and hold a button or mash at a controller button to move it forward. It’s one less thing to think about when running around collecting light shards or perhaps the gear to make the levers move.

Even combat for the most part is simple enough. Equipped with a boomerang instead of a sword as your protagonist chose what they wanted out of the weapon’s shop, you'll battle slimes big and small in order to restore the light to the monoliths. Maybe one thing that could have been made a bit simpler just because of the level designs especially when walls were involved would have been the armored slimes. These things were just unfair at times to go up against and a waste of time if you had to actually dispatch them. Unlike a lot of others, these armored slimes required you to hit at an exact spot behind their helmet and often the boomerang would ting off the side. Sure eventually you can run and jump or dodge over, but when there’s no space and you HAVE to defeat them? It just felt like it took a little away from how well designed the rest was.

Finally, boss fights I felt were fun, but maybe a bit too repetitive. All you needed to do was to get the boss’ health bar down to zero but often the rinse and repeat patterns to knock you off of where you need to stand or make you dodge or get the angles just right, felt forced. Unlike the lighthearted fun puzzles that the stages provided, these just felt out of place and I found that they could have benefited from maybe a more puzzle-like design to take them out than simply making it a pure hit until they are dead styled affair.

Summary

Overall though, The Lightbringer by Rock Square Thunder is a light hearted and maybe even entry level adventure for those thinking of getting into the style or for veterans needing something low key for an afternoon. Soft and bright colour palettes with an easy to pick up gameplay, it's a relaxing game if you've been needing a break from forty hour adventure or daily grinds.

Score: 7.75 / 10

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Echo Generation - XBSX Review


Echo Generation
by developer and publisher CococucumberMicrosoft Xbox Series X review written by Pierre-Yves with a copy provided by the publisher.


It's the middle of summer, you're getting ready to make a movie with some of your friends based off of a script you wrote. You wake up, your mom tells you to hang out with your sister or forfeit the rest of your summer allowance. So stealing a traffic cone for your sister to get out from in front of the TV, the two of you and the house cat set out on an unbelievable adventure making you wonder what the hell is really going on in this town.

Seriously though, what the hell is up with this town? Echo Generation by Canadian developer Cococucumber is an RPG set in a small town plagued with… everything. Aliens, ghosts, killer puppets and racoons which will easily show you not to mess with their territory, this town has it all and you'll get to experience all of it over the course of a few days of your summer vacation.

With Halloween just around the corner, Echo Generation is perfect for it as it easily hits light and fun vibes before going totally creepy in a Stranger Things kind of manner and it all just fits together. Featuring a pair of siblings as your protagonists, this adventure quite literally will bring you from one event to the next without really missing a beat as it's all for some reason natural to those experiencing it. I mean they are aided by the talking house cat as a party member...


There are a few immediate notes that stood out for me in the demo earlier this year as well as in the full release. Graphically, Echo Generation uses a voxel base which is generally seen in more open worlds when developers want something more fleshed out than a pixel look as they happen to be a bit more versatile when going for that more “blocky look”. Unlike these more open world explorations with monsters or environmental terrains exploding and then showing the ground with the remaining pieces, this adventure uses it for visual appearance alone in a set isometric view. The graphical approach works really well though. Whether from your more human looking human NPCs to killer monster puppets, aliens or giant destructive mechanical beasts, everything looked like it fit and the voxel approach gave it just that little bit more realistic oomph in a world that is very far removed from reality.

Aiding the visuals for presentation is the second big item and hats off to the musical talent behind this adventure as there's music for every type of fight in the various environments. From big mechanical monsters to secret government agents really looking like a famous duo (Reno and Rude even if it was probably meant for Will Smith and Tommy Lee Jones), there's a track for it. This makes each boss or story based fight feel unique from one another as while I love a good boss track, never knowing what you’re in for was something of a treat. The other part of this treat is that the music also seemed to fit the mood of the environment as well as the type of foe you were facing off against. Again, hats off for that.

Now getting into a bit of what worked both really well and at times not, is the exploration. While the events pushing the story work really well as they are all intertwined fetch quests in order to get what you need set up for your movie production, getting to those points is not always the smoothest process. Split between the suburbs, downtown, the forest, the farmland and the side of the highway with a few branching areas here and there, the overall space that this adventure takes place in is not very big. That part is not an issue as there will be lots of running back and forth trying to figure everything out. What doesn’t work so well on this though is that there’s no real way to keep track of anything and you often don’t really get hints as to what you should be on the lookout for.

There are perhaps two things that I would have liked to have. The first, would have been a journal to keep track of what’s been done and what items could potentially be used for what. The second, would have been a map of the area to know how it’s actually all interconnected as while you do unlock shortcuts after a while, there is no fast travelling and if you don’t know what you need to do, you’ll be combing through each and every area to figure out what you missed. Oftentimes? It may already be in your hands but you didn’t know it or know how to use it.

It wasn’t the end of the world as I did finish my adventure with almost everything to be obtained in under twelve hours, but a lot of that time was spent running around trying to figure out where to go, what to do, and then potentially grinding for experience as combat can be rather unforgiving and this town? After a few beatdowns several bad guys stop coming out to play a la Dark Souls 2. So grinding for experience isn’t exactly easy making you really have to know the ins and outs of your party and their skills as items cost money, and with no bad guys, there’s no money, so if you want to really keep moving you’ll have to backtrack a lot to the three beds around town in order to fully heal up.

Combat itself though? Stupid amounts of fun. Not a single attack in anyone's repertoire from the protagonists to their companions (the house’s cat, robot, dog, raccoon, alien jackalope) is straightforward and it’s entirely a hands-on experience. From the standard attack over to throwing ninja stars, shooting hockey pucks, throwing wood axes or rubbing a balloon for a static attack, everything has its own input sequence. Pressing a button at the right time, making a star fall into the right basket, pressing the right sequence of buttons on the controller, moving a reticle into the right space, and so on. If you want to do real damage, you need to pull off these sequences otherwise you’ll never win. Think of it as a 2021 version of Sony’s The Legend of Dragoon.


To keep things interesting, as all attack patterns require input, so do the defensive ones. Whether single attack or party wide, you’ll have to perform an action in order to reduce the amount of incoming damage. For the most part, it’ll be hitting the button at the right time as it’s kept simple enough. Other times though, for gatling gun styled attacks, you’ll have to press a sequence of buttons and hope to not get it wrong. For super large foes, there can even come a time where you have to literally move the party out of the way or risk getting crushed. It really is stupid amounts of fun once you get into it as it always manages to keep you in the action instead of have you sit in a passive role and hit “A” repeatedly to attack until the enemy is dead.

Summary

So overall, fans of RPGs, fans of the occult, fans of aliens, ghosts and crazy science experiments, I would seriously recommend checking out Cococucumber’s Echo Generation especially over Halloween which is the perfect time for this kind of story. Well written dialog and an interactive and engaging combat system supported by an amazing soundtrack, this is going onto my Game of the Year list.

Score: 8 / 10

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Song in the Smoke - PSVR Review


Song in the Smoke
by developer and publisher 17-BitSony PlayStation VR review written by Nick with a copy provided by the publisher.


Song in the Smoke is an interesting tightrope act that blends different gaming elements together quite effectively. Exploration is a major component, and the survival aspects are well-balanced, creating an immersive if occasionally unpolished experience.

Right off of the bat, the prehistorical setting is one that resonated with me. It’s not quite fantasy in the typical sense (there are some odd creatures), but it has a primitive nature that lends itself to the lush vegetative visuals. Like many virtual reality titles, it’s best to take the visuals with a bit of a grain of salt. Look too closely and you start to see muddied textures and faux walls that limit truly open exploration, but if you’re willing to operate from a couple of steps back and take in the visual style, Song in the Smoke is engaging.

At its core, Song in the Smoke is a survival game. The crafting system is what drives most of the titles in this genre, and Song in the Smoke is no different. It’s not the most complicated system I’ve come into contact with, but that’s not necessarily a bad thing. Those who really love intricate crafting systems with a ton of depth might come away feeling slightly disappointed, but at least for my enjoyment it was just about perfect. You have a loop of finding things, making things, eating and sleeping while exploring stages for three Song Stones that are used to summon the boss beasts that are your gateway to the next level.

Because the crafting system is more about the number of items that can be made and not necessarily a series of “make item A, then use that and another made item to create item C, which then is used as a component to item W”… the pacing is assisted by not really having to worry about these deep, laddered crafting systems. That said, one of the cooler aspects of the crafting system is how it makes use of virtual reality to make things a bit more hands-on, from sharpening sticks or crushing herbs. However, this is a survival game at its heart and one of the biggest challenges you face has less to do with the actual tasks as your limited inventory. Keeping a camp fire going at night is not all that hard in and of itself – there’s plenty of viable wood about, but your limited inventory means you’re not carrying three dead trees on your back as you make camp.

The hunting, gathering and sleeping mechanic is a careful act to balance, because in these types of games I can often feel myself feeling frustrated with how artificially cheap the limited resources can feel at times. That was seldom the case for me in Song in the Smoke. While admittedly the survival genre is not my favorite, the fact that I enjoyed Song in the Smoke as much as I did attests to how I found the systems challenging, but fair the majority of the time. It helps that there’s no hard timer pushing you through the stage each day. This can lend a bit of a grindy element to the overall loop by the time you hit some of the game’s later stages, but I appreciated that I seldom felt rushed. I tend to be thorough in my games (I’m a grinder in JRPGs, personally), and I appreciated that Song in the Smoke allowed me time to really improve my camps. There’s a lot of repetition here, but because I was enjoying my time, I was alright with that.

While the sound effects were pretty solid all round, the music was largely forgettable. Visually the presentation is interesting, as I mentioned earlier. Character models can look a bit rough at times, with animals like panthers and wild boars moving a bit stiffly, but setting up camp on a high cliff and looking around the environment was pretty exciting most of the time. The rough edges aren’t just found in the presentation though, as the lack of checkpoints will have you manual saving often (or suffering the consequences). Hunting animals is another exercise that while fun, really puts a drain on your time and resources and while it’s obviously important, feels just slightly out of balance with the rest of the game’s tug-of-war as well. It doesn’t help that the combat feels a bit rough around the edges as well, with animals moving in strange, sometimes jittery fashion. The actual number of stages is rather modest, but given that I had a tendency to fully explore them all, that was not a real concern for me.

Summary

Song in the Smoke is an excellent survival game that creates a genuine sense of dread as you manage your resources and explore often unforgiving environments. The setting is interesting, and while the visual textures can suffer a bit at times and the actual combat was a bit off for me, the sense of discovery while exploring new places was an immersive thrill.

Score: 7 / 10

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Beacon Pines Coming to LudoNarraCon by Hiding Spot Games!


We're excited to share that Beacon Pines will be a featured game at LudoNarraCon this year! The Hiding Spot Games team is honored to be included in this event, and we'd love for Beacon Pines to be a part of your LudoNarraCon experience.

In Beacon Pines, you play as both the reader of an extraordinary storybook, and its main character, a young boy probing mysterious events in his hometown. Along the way you'll discover new words that let you rewrite past events, leading to entire new timelines to explore. Check out Beacon Pines today - it's like “Winnie-the-Pooh” meets “Stranger Things”.

Description

Beacon Pines is a cute and creepy adventure game within a magical storybook. You play as both the reader of the book and its main character, Luka. Explore the town to find word charms. Use your charms to change the course of fate!

History

Believe it or not, Beacon Pines started its life as a rhythm-based RPG. Seriously. But as we slowly designed the game over several years, we pivoted when it felt like the game was telling us what it wanted to be. For us, the most compelling aspects of the game wound up being not the combat, but the story and characters. So we followed that instinct.

Features

     Explore an illustrated mountain town to collect word charms

     Use those words to alter the story

     Use those words to make friends

     Use those words to weave the fabric of fate itself

     Open the magical book at any time to go back and change your decisions

     No combat - exploration, deep character-driven dialogue, and light puzzle-solving

     Explore an illustrated town full of charming characters - and unnerving secrets

     Change past events by turning back the storybook, uncovering new branches

     Discover new words and use them to write (and rewrite) the game’s story

     Over 200% funded on Kickstarter

     Coming to PC and Nintendo Switch (more platforms possible)

About LudoNarraCon:

This digital convention is presented by Fellow Traveller, and showcases the latest innovative games with a narrative focus. LudoNarraCon 2021 will be taking place on Steam from April 23rd to 26th and features free playable demos, live-streamed panel discussions, and lots of other great content from over 40 game exhibitors. Find out more at https://www.ludonarracon.com/


 

Article by: Susan N.



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Crumbling World - PC Preview


Crumbling World by developer Dani Marti and publisher Dume ArtsPC (Steam) preview written by Pierre-Yves with a copy provided by the publisher / download.

Estimated reading time: 5 minutes 


Right before the end of last year, I got to spend some time with the Alpha version of Dani Marti and Dume Arts’ Crumbling World which I covered in a Sunday Bite’s article. With the recent news that this Action RPG will be launching on May 21 of next month, we had the chance to take the latest Beta version out for a spin and it’s looking even better than it did before the holidays.

To recap, Crumbling World is an Action Adventure RPG that quite believes in killing you off at what is basically the end of the world. Equipped with a sword, shield and physical prowess, you’ll have your work cut out for you as you fight your way through groups of enemies and try not to fall off the map. This for the most part remains the same but there’s a lot more now under the hood and even more incoming later once they add in the other characters.

Taking things from the top, once you’ve gone through the cutscenes you’ll be treated to a quick tutorial on how to play. You can run around, jump, block and attack your enemies. Thankfully compared to the Alpha even if you get swarmed by enemies it’s possible to block and attack back as an enemy hitting your shield will momentarily halt them allowing you to counter. You’ll probably still take a few hits as each enemy is not attacking at the same time, but, it’s easier to manage than it once was.

Running around though, you’ll see that pathways are narrow and connect up to larger areas in almost a block like fashion. Before the holidays, I thought the layouts were cool as while you can fall off and hold onto the ledge to pull yourself back up, you can also kick your enemies off and simply be done with them. NOW THOUGH? Oh you can still kick your enemies off, however, you can now fall into the underworld which leads to some new and interesting adventures as the ground you walk on is now very much relatable to the title. It crumbles once you’ve walked over it so now not only do you need to fight for your life, you have to be quick about it!

With the world above crumbling below your feet and shown on your minimap what state of decay it’s in, you’ll also be visibly seeing this drop as the square will drop either once or twice below the rest before falling away completely. Once it’s gone, it’s gone and if you went the wrong way, you’ll literally have to jump down into the underworld and have to fight your way through a series of Anubis looking soldiers while looking for a portal back to the mortal world. And while things don’t exactly crumble below your feet down here, you can only stay so long through a meter that can be filled that allows you to survive in the underworld. Once it runs out, you’re just as dead as you would be if your health ran out keeping in line with the above ground’s “there’s no time to waste” theme.

With all of the improvement, it’s not to say that things are yet perfect as there were a few issues on my list that had me grumbling at times. Difficulty wise, Normal is a bit too hard and Easy is too easy. There was no real middle ground between the two so even on normal, there was a lot of dying. Thankfully, as of yet, there were no penalties for dying short of having to restart the current stage that you were on however you did get to keep your experience points, your level ups and your stat boosts. So eventually, with enough attack and defense bonuses you could survive, but in the meantime? It felt brutal.

The other major issue is how the collisions are currently handled. It makes sense that you can’t run through enemies or the NPCs following you but sometimes if you run into them, you get stuck. The same can be said with rocks and trees often making you have to wiggle out and almost mash the jump button to get enough distance between the two of you. Lastly, there isn’t enough opacity when running under the forest’s canopy so you have no idea if there’s someone there and you only really find out once your health bar loses a chunk.

Overall though, comparing the Alpha version from December and the Beta version from April, there’s already been a significant amount of work done making me easily believe that it could be ready for launch in May. I’m looking forward to seeing what comes next and I’m excited to finally be able to try out different characters!

Score: N/A



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Rain of Reflections - PC Review



Introduction

Welcome to a dystopian cyberpunk-esque world where players take on the role of Wilona who lives in a world where humans have become completely infertile. She is a scientist that has been helping to work on the problem in order to keep humanity alive - herself included. To achieve this, Wilona enters a dialogue with her mother to move out of OneCity into a place where the ministers' role will not be diminished. Instead, players are tasked with helping the only natural born child left escape from the experiments, ignoring your mother, and beginning your adventure.

Gameplay

Rain of Reflections is a point and click story based game that has some elements which are not used in many games of its type. There are plenty of titles that rely on the choices that players make in order to show off the premise. In RoR, players not only get to choose dialogue options - that will alter the course of the game - they can stealth through encounters, and hack into various systems! In fact, even though there are all three of these elements in the game, I rather enjoyed my experience... Until I reached the end of the episode... I NEED TO KNOW MORE. YOU CAN'T JUST LEAVE US LIKE THAT! *Ahem* Excuse me... Let's talk about the Encounters, the hacking, and the story.

Encounters/Combat

The encounters in RoR are turn-based, so players get a certain amount of movement squares, motivation, and abilities to deal with. Wilona is able to perform two actions per turn - in fact, so can her friend Luca when they meet up later in the game - where players can choose to attack, speak, or move. She is able to speak or move twice per turn but is only able to attack once per turn.

Wilona has a special ability that is introduced to at the beginning of the game, which is a cloaking ability. It only lasts for one turn and dissipates at the start of her next turn. It's best not to stand in line of sight of enemy bolts (re: security) or pay the consequences! Anyways, the cloaking ability does not consume an action, meaning that players can cloak, move, and then shoot - which is really handy if you ask me! If, for some reason, your character is sighted after uncloaking or moving, then encounter does not automatically fail - a feature I appreciate. Players are able to continue to play the game as long as they don't die. (I mean, this should be an obvious statement, but you never know...)

When players are with Luca, and the two of them are in combat together, they can use a speak command as one of their turns. This is another important feature of the game because speaking can do one of three things: boost their own morale, boost the morale of the party members, or decrease the motivation of the enemy bolts. Each of these are integral to the survival of Wilona and Luca as the game progresses forward, especially because of the way 'health' is handled in RoR.

Unlike most games, the health bar is actually a motivation bar and it is the driving force of the encounters in RoR. It is an all in one package way of running encounters without creating a complex combat system. With it, players can deal damage or heal themselves without the use of multiple extra abilities, whereas traditional games where attacking and healing are separate abilities an require cast times or line of sight. Because motivation can either increase or decrease during an encounter, the use of multiple abilities beyond cloak, move, attack, or speak is completely unnecessary. It also means that developers had an easier time creating an easily balanced combat system. As one would expect, motivation can increase from pep talks and hiding behind cover. Motivation will decrease if players are shot, robbed of their cover, or taunted by the enemy bolts.

While the encounters are not particularly complicated in RoR, they are unique to this game, making it a combat system I enjoy.

Hacking

In RoR, the hacking is both interesting and highly irritating at the same time. But before I explain why, let me explain how the hacking is achieved in RoR.

There are three types of hacks:

  • Sound puzzles, 
  • Racing puzzles, and
  • Rubik cube-like puzzles (honestly, this is the best description I have of it.)

And each type of puzzle is presented in the story as a way that can make saving the child easier or harder, depending on if players succeed or fail to hack into a machine. So to explain, the reason players use the hacking system are to help out other people in the area (because, you are a nice person , after all), listening in to the bolt communication lines, or disabling barriers. Even in this slightly futuristic game, hacking is not the most legal method of acquiring information and such, but most often the NPCs will turn a blind eye. 

The sound puzzles were more infuriating to me than any of the others, because players press a button to see the sound waves, and they must move towards it. The key to solving these is to land on the grid square that the sound emits from. It is only a pain when players realize that later in the game, they have less moves to find the sound. And if there were any hacking puzzles that I failed more than the rest, it ended up being these since it is all too easy to move to the square right next to the one that is correct. 

Racing puzzles are also done on a grid but what players are doing is outrunning the security system from reaching them. To do this, players click on a space in a 3x3 square. If they choose the three closest to them, then the next 3x3 square will appear on the next line, not progressing further at a faster rate. Should they click on the second line, then the next 3x3 grid will appear a couple of squares away from the player (who is shown as a ball, by the way.) And the third row would start the next 3x3 grid three spaces away from the ball. These puzzles are solved when the player has dropped the ball in the hole and in later levels, it can only be reached by bouncing the ball off walls. Strangely enough, these were my favorite hacking puzzles.

The final type of hacking puzzle is the rubik cube puzzles. These puzzles require players to manipulate a digital version of a rubik cube that isn't square. The objective is to fit the shape into the outline shown on the screen by manipulating the piece to turn 20 degrees either way, or by manipulating the piece up/down. As the game progresses, these types of puzzles have multiple layers to be solved before the hack is complete. Most of these puzzles have a certain amount of manipulations before players have 'failed' the hack - causing security to be alerted, as an example.

Overall, I enjoyed the visual representation of hacking done in a video game. Most hacking styled games that I've seen are ones that actually teach lines of code or would require QTE's to succeed, where RoR tried their hand at showing how hacking could be incorporated into a story based game. While I found the sound puzzles annoying, the concept behind their inclusion was a nice touch to my impression of the game.



The Story

In RoR, the story is the driving force of the whole game. Players begin in Wilona's apartment in OneCity where she is leaving to rendezvous with Luca. Their objective is to let the last human born child free of the scientists who've been trying to make sense of her existence. Wilona is one of the scientists which is why she knows of the child's life - she interacts with her regularly. On the way out the door, Wilona receives a phone call from her mother, that players find out is the Minister. Players learn that she is calling because there are 'terrorists' in the city, which are threatening enough that the Minister has arranged for an escort out of the city. After calming her down, Wilona continues her initial plan of freeing the little girl before her escort arrives.

The tension between the two doesn't go unnoticed, and further solidifies itself as a major issue when Wilona runs into some Bolts (security and escort) on her floor, leaving her with little time to escape unnoticed. In playing through the story, players are introduced to the hacking system and encounter system in the game. They are also presented with a variety of dialogue options that can be used to adjust the games course. And the whole while, players are simply trying to save this poor little girl stuff away in a lab somewhere...


Along the way, are various characters that are well thought out and fairly three dimensional - at least for the time you interact with them. Throughout the story, players are able to interact with some of these characters, if they wish. Doing so will sometimes make sections of the game easier or harder depending on what players choose in dialogue. And I found that interacting with many of these characters shows that the world is well thought out. At first I had focused more on the hacking or the encounters but really, the story is what pulled me through all the way. In fact, by the end of the episode "Set Free", I screamed at my computer because that should not be the way it ends! I need to know more! You can't just leave us hanging like that! DAMN YOU (in a good way)!!!!!

Anyways, since I had that kind of reaction, it shows me that Lionbite Games has put together an excellent story that is engaging and different from others of its kind. I need the rest of these episodes to find out more about this world. NEED IT!

Final Thoughts

Overall, I am really glad to have played Rain of Reflection. It may be an episodic game but I absolutely enjoyed it. The graphics were extremely well done, the music was absolutely breathtaking, and the gameplay was unique. It's story is one that I need to see the end of, and I can't wait to see what happens to this universe. Because of my experience with the game, I'm going to give RoR an 8 out of 10.

If you want to know more about Rain of Reflections, which only has three episodes planned, please check out the website or purchase it on Steam. Please note that Rain of Reflections recently updated to be only 9.99 Euros for each episode, $10.99 CDN, and $9.99 USD.

Lionbite Games can be found on Facebook, Twitter, and YouTube, so be sure to follow them!

Game Information


Platform:
PC
Developer(s):
LionBite
Publisher(s):
LionBite
Genre(s):
Adventure,
Turn-based
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher



Article by Susan N.
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