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Showing posts with label DotEmu. Show all posts
Showing posts with label DotEmu. Show all posts

Battlestar Galactica: Scattered Hopes - PC Review

Battlestar Galactica: Scattered Hopes by developer Alt Shift and published by Dotemu—PC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 9 minutes


Battlestar Galactica in all its incarnations has been part of the bedrock of Western science fiction for nearly half a century. Alt Shift’s newest entry Battlestar Galactica: Scattered Hopes aims to capture the franchise’s feeling of courage in the face of relentless pursuit and overwhelming odds, and it does it well. While placing the player in command of a Gunstar (think mini-Battlestar) that has more limited resources and capabilities than the titular ship of the show, it balances that against foes appropriate for the scaling to good effect. As you try to hold off waves of attackers long enough for your handful of ships to escape, the game has you counting down the seconds until you can jump to safety, while trying to make sure that you don’t leave anyone behind.

Graphically, Battlestar Galactica: Scattered Hopes draws on the aesthetics of the 2004 reimagining of the franchise, with the vaguely horseshoe-shaped Cylon Raiders leading the charge to try to end your little chunk of humanity. Battles have ships and weapons fully animated, while between-battle scenes use a vignette style of art as you navigate around. From thruster flares to nebula clouds and slowly rotating planets, down to onboard fires and dozens of unique character portraits, Alt Shift have picked out the essential pieces of the franchise to make Battlestar Galactica: Scattered Hopes feel alive.

Gameplay in Battlestar Galactica: Scattered Hopes separates in two main areas: real time (pausable) combat, and fleet management. The player’s overall goal is to survive long enough that their handful of ships can regain the Battlestar Galactica and its main fleet - to do that, however, requires balancing combat performance actively destroying incoming ships with non-combat decisions that determine what resources are available at a given time. When combat starts, you’ll find yourself watching the timer count down until you can jump away from the numerically superior enemy. When you’re in between combats, you’ll be trying to figure out the best way to use your limited time and resources to repair and improve before the next combat round find you again. Oh, and you’ll be trying to balance relations with political factions within the fleet, responding to emerging crisis points, and trying to balance whether paying the costs to resolve an issue today is worth the opportunity costs of forgoing an upgrade or taking a penalty for a few jumps.


Within the combat sequences of Battlestar Galactica: Scattered Hopes, the player’s Gunstar is always anchored in the bottom left of the screen, and the Cylon capital ship anchoring the attack is always in the top right. Accompanying your Gunstar will be two of your half dozen civilian support ships, and between your Gunstar’s onboard weapons and up to three units of combat craft you need to keep everyone alive. A central trope of the franchise is that the attacking Cylons will overwhelm the defenders given enough time, so all combats have a timer counting down. When it completes after a few minutes, your fleet can jump away for another short stint of safety. But wait, there’s more! Your combat craft (fighters, etc.) can’t jump, so you need to get them back on board before you leave, and while you do that they aren’t shooting down enemy craft or intercepting missiles. You do have some weapons on the Gunstar to help, but these aren’t generally constantly active or able to cover everywhere at once, so you have to choose when and where to deploy them for best effect.

Overall, the combat sequences in Battlestar Galactica: Scattered Hopes feel very well tuned to creating a sense of urgency that creeps up on you. In any given one-on-one matchup, your combat craft will generally be able to deal with an opposing Cylon unit with minimal difficulty. Of course, those Cylon units are rarely alone, and the area in which they can approach your fleet to attack your Gunstar or the civilian ships is large enough that you will rarely feel that you have every angle covered. And then they start coming in bigger groups with support vessels that hang back to shoot while you deal with the closest ones first. And then the capital ship starts firing missiles that need to be intercepted. Now your jump timer is about to go off and its POP QUIZ, HOTSHOT - you’ve got two squadrons of your best pilots still fighting in space that will be destroyed if you leave them behind and half a dozen enemy units and a missile coming that will hit your ships if you stick around long enough to dock your fighters. WHAT DO YOU DO?

The moment you jump away, the entire pace of Battlestar Galactica: Scattered Hopes changes. There is no timer, not real-time action that needs to be dealt with. Your panic and adrenaline can subside, and instead you are confronted with the other half of the game - fleet management. Every system you jump into will have a number of points of interest that can be explored or exploited for resources, crisis and decisions that affect your ships, and a limited number of turns available to do them in. You can take your time deciding, however, as there isn’t anything forcing your hand during this phase at least. Also available during this phase is the ability to upgrade your ships, configure and improve your combat craft, buy and sell from traveling traders or isolated stations you encounter, and have conversations with your command staff and trusted people in the fleet. This is also when your civilian ships become more than just dead weight to be protected, as they generate the supplies and material needed to repair and upgrade.


All is rarely well in your little fleet, however from breakdowns on ships never meant to be away from maintenance this long to conflicts among the various factions of people in your fleet, there’s almost always something to grab your attention. Should an empty cargo bay be turned over to your pilots and marines for R&R after risking their lives fighting the Cylons, or should the space be turned into a makeshift hospital to help keep everyone healthy? Should you divert resources to rebuilding an area damaged by a fire immediately, or accept degraded performance while maintenance restores it bit by bit? Different groups will gain or lose influence depending on your decisions, and the overall health and maintenance of the fleet might be impacted as well. The long term implications start to add up - sending in the marines when you heard about a black market ring now means that the remaining black marketeers are starting to work against you, while the military now has more influence and control over fleet operations day to day. I’m sure that’s fine though, right? I mean, what could go wrong with having the military in control of key points throughout your fleet when you need to decide on their next special request? Navigating through decisions and balancing faction opinion and influence becomes some of your main concerns during these non-combat phases,

At the heart of resolving crisis, leading your forces, and investigating points of interest in Battlestar Galactica: Scattered Hopes are your command staff. Notable people, civilian and military alike, they bring their skills and experience to give you options. Some will excel when used in dangerous negotiations, shifting the odds in your favour or eliminating the worse outcome options altogether. Others will excel in leading your combat craft or acting as crew for systems on your Gunstar, making things move faster, hit harder, and generally trying to tilt the balance of power in your favour. Unfortunately, Cylons can look like humans, and so you’ll also have to balance the paranoia in your fleet with the possibility that one or more of your staff are enemies in disguise. If you do find a Cylon agent, however, would you toss them out the airlock? Keep them for questioning? Trust that they still have control of their own actions and let them roam free? Resolving these dilemmas have impacts on morale and crew performance, beyond the direct impact of potentially losing a person you’ve come to count on, and invite you to look beyond the lens of video game into the core questions of ‘what is humanity / what makes someone human’ that the Battlestar Galactica franchise as a whole wrestled with.

As a rogue-like, Battlestar Galactica: Scattered Hopes is built around the idea that what you do during each playthrough can help you on your next playthrough. Each battle you win accumulates Fate points that can be used to unlock upgrades, resources and generally improved starting conditions for future runs through the game. As a result, it's easy to feel overwhelmed on your first run, as you are at the weakest you will ever be. Don’t despair - survive as long as you can, and come back stronger.


Overall, Battlestar Galactica: Scattered Hopes is a game that captures the feeling of the Battlestar Galactica universe, and keeps itself grounded by limiting the player to a small piece of it. This isn’t a game about endless resource gathering and giant fleets, it's a game about the more personal struggle to survive against all odds. Be prepared for combat sequences that will get your stress levels up, and non-combat interludes that make you really think about where every resource is best spent. The space battles are graphically appealing, and the static character art outside of combat works to convey what it needs to, while not distracting from the choices it is asking the player to make. It might not hold my attention for hundreds of hours, but there is quite a bit of replayability here, and it is well worth your time.


Score: 9 / 10


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Starship Troopers: Ultimate Bug War - XBXS Review


Starship Troopers: Ultimate Bug War published by Dotemu and developed by Auroch Digital—Xbox 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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Marvel Cosmic Invasion - PS5 Review

Marvel Cosmic Invasion by developer Tribute Games and publisher DotEmu—Sony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated Reading Time: 5 minutes

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Celebrate the Golden Era of Classic Marvel Storylines on December 1st

PARIS - Nov. 20, 2025 | MARVEL Cosmic Invasion, the arcade-style tag-team beat ‘em up celebrating the golden eras of classic MARVEL storylines and entertainment, will receive a physical release offering Standard and Deluxe Editions of the game for Nintendo Switch and Nintendo Switch 2, PlayStation 5 and Xbox. Publisher Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge) and Tribute Games (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Scott Pilgrim EX) announced the game’s physical editions will launch on March 13, 2026, following MARVEL Cosmic Invasion’s debut on Dec. 1, 2025 through digital storefronts on PC and consoles. (https://store.steampowered.com/app/2753970/MARVEL_Cosmic_Invasion/)


Team up with your preferred retailer to pre-order MARVEL Cosmic Invasion now (available for distribution worldwide outside of Asia).

MARVEL Cosmic Invasion’s Deluxe Edition includes:

  • A physical copy of MARVEL Cosmic Invasion and special Deluxe Edition box
  • A premium SteelBook case featuring a striking, hand-drawn illustration of the game’s playable roster and the menacing villain central to MARVEL Cosmic Invasion, Annihilus
  • A 21.38 x 13.31" poster celebrating MARVEL Cosmic Invasion’s main cast
  • 15 5.32 x 6.69" exclusive art cards, each spotlighting a starring fighter from MARVEL Cosmic Invasion and a snapshot of their incredible powers with holographic effects
  • Sticker sheets spanning the game’s 15-fighter playable roster, allowing MARVEL Cosmic Invasion’s heroes to keep watch for Annihilus from any lookout points they’re adhered to

MARVEL Cosmic Invasion Physical Edition Pricing


Standard Edition
  • $39.99 on PlayStation 5, Xbox and Nintendo Switch 
  • $49.99 for Nintendo Switch 2 (Full Cartridge format)

Deluxe Edition
  • $59.99 on PlayStation 5, Xbox and Nintendo Switch
  • $69.99 for Nintendo Switch 2 (Full Cartridge format)



About MARVEL Cosmic Invasion

In MARVEL Cosmic Invasion, the immortal Super Villain Annihilus has launched an unprecedented attack across the galaxy, threatening all life as we know it. Fighters, both Earth-born and cosmic, must now join forces in a star-spanning adventure against the deadly Annihilation Wave. Choosing from a unique roster of characters, brawl through the streets of New York City all the way to the depths of the Negative Zone to foil Annihilus’ vow to spread death across the cosmos with the help of Thanos, M.O.D.O.K, Taskmaster and more devious allies.

Defend the cosmos with a 15-hero playable roster, fighting as Captain America, She-Hulk, Rocket Racoon, Wolverine, Spider-Man, Storm, Phyla-Vell, Venom, Nova, Black Panther, Beta Ray Bill, Cosmic Ghost Rider, Silver Surfer, Phoenix or Invincible Iron Man. MARVEL Cosmic Invasion gives players an incredible variety of skills and styles to mix and match as they traverse across the cosmos in a star-spanning adventure.

Choose and control your own team of two characters while tagging between them mid-fight with the innovative Cosmic Swap system, capitalizing on distinct superpowers and special attacks to create unique team-ups and dish out devastating damage. 


Unlock stellar powerups and rewards while experimenting with different duos and bash through a fantastic collection of locales and nemeses from the MARVEL universe. MARVEL Cosmic Invasion’s action includes a range of accessibility features, empowering the whole family to be Super Heroes (or Villains) and supports four player drop-in/drop-out local and online co-op with crossplay.

After setting the bar for arcade-inspired beat ‘em ups with the acclaimed, multimillion-selling smash hit Teenage Mutant Ninja Turtles: Shredder’s Revenge, Dotemu and Tribute Games modernize the timeless fun of brawlers with exciting tag-team fighting and a multi-era celebration of the most iconic comic book universe. MARVEL Cosmic Invasion embodies the spirit of classic MARVEL character designs and delivers thrilling action that’d look right at home in an arcade cabinet.

For the latest on MARVEL Cosmic Invasion, visit https://marvelcosmicinvasiongame.com/, wishlist the game on Steam https://store.steampowered.com/app/2753970/Marvel_Cosmic_Invasion/ and follow @Dotemu and @TributeGames on X. 


About Dotemu

Dotemu is a French publisher and developer specializing in revitalizing legendary pop culture franchises across video games, TV and cinema by releasing original PC and console games that feel like a dream come true to play. Dotemu crafts entertainment with heart in collaboration with passionate creative partners for fans around the world, both through games that revitalize a beloved IP and titles set in original universes that modernize the classic fun of all-time favorites.

Dotemu has published and developed a number of global top-sellers including the award-winning games Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4, and NINJA GAIDEN: Ragebound, as well as the new, innovative breakout hit IP Absolum. Dotemu's development and publishing work also supported the release of the acclaimed Metal Slug Tactics, Windjammers 1 and 2, Pharaoh: A New Era, Wonder Boy: The Dragon’s Trap and more.

Dotemu is currently working on MARVEL Cosmic Invasion, Battlestar Galactica: Scattered Hopes and unannounced projects planned for 2026 and beyond. dotemu.com


About Tribute Games

Tribute Games is a studio developing and publishing video games with a focus on pixel art and classic game design. The Montreal-based studio has been steadily creating entertaining, challenging and retro-inspired games since 2011 using modern game development processes and technology. Their catalogue includes: Wizorb, Mercenary Kings, Curses 'N Chaos, Ninja Senki DX, Flinthook, and Panzer Paladin. They are also the developers of Teenage Mutant Ninja Turtles: Shredder's Revenge, published by Dotemu, in partnership with Nickelodeon.

About Marvel

MARVEL is one of the world’s most prominent entertainment brands, built on an unparalleled library of iconic characters and stories that have shaped pop culture for 85 years. The MARVEL brand spans entertainment, including film, television, publishing, licensing, games, live events, digital media, and more.

For more information visit http://marvel.com/. © 2025 MARVEL
Article by: Susan N.
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Metal Slug Tactics - PC Review

Metal Slug Tactics by developer Leikir Studio and publishers Dotemu and Gamera Games—PC Review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


The Metal Slug series has been around for a long time, and despite its age, the titles tend to stand the test of time. They have a fun, colorful visual style that ages gracefully, and the core run and gun mechanics were so well done that most of the time? Signs of age are easy to overlook. Now the series takes its signature visuals and style to a turn-based tactics game, and in many ways Metal Slug Tactics feels like something from the past the past and not a game just released this month. However, Metal Slug Tactics does so many core things well enough that it’s still a good deal of fun today and will appeal to fans of the series and strategy games alike.

Metal Slug Tactics is ambitious. Taking the core of a long-running franchise and changing it to a completely new genre is often unsuccessful. Right off of the bat, the presentation drips Metal Slug style. Great use of color, the familiar but unique character design and rocking soundtrack all come together beautifully. The graphics won’t win any awards for pushing technical boundaries, but they’re an enjoyable pixel style that feels true to the series. For a series built around pulse-pounding sound and action, it’s surprising how well that feeling carries over to a turn-based tactics game here. 

That feeling of ‘action’ in a turn-based game is assisted by more than just the graphics and audio, but also the gameplay. How? There’s some interesting concepts baked in here that don’t reinvent the tactics wheel, so to speak, but give Metal Slug Tactics a bit of a unique feel. For one, it’s got a rogue-lite structure to repeated runs and lots of randomized elements. This feels like a genre that’s been showing up in a lot of spaces, especially card battlers and action games, so while at first blush I found it a little off-putting, the elements felt rather at home here. You earn experience and level up your characters, but it’s not a proper RPG. These are temporary improvements; incredibly important to your success but bound to the particular run you are on. Metal Slug Tactics also scratches that “Just one more run!” itch, due to this rogue-lite structure that almost guarantees failure… and the urge to do it better the next time around.

There is also this idea of more movement means higher chance of avoiding attacks. In a lot of turn-based tactics game, I tend to be conservative with my movement. Not here. The more movement the better, actually. Another cool mechanic that makes the game feel like bullets are flying everywhere (again, similar to the core series which has a heavy emphasis on shots being fired from all directions) is the Sync Attack system. It’s a mechanic that sees a target that puts a heavy focus on lining up a single target in front of multiple characters. That means if you get a shot in from a character to the left, and then you get a follow-up shot from the right, the first character will get a second attack. This means you can pile up loads of damage fast – but at the cost of taking out your opponents in a more balanced approach that has its own risks. There is also a timer aspect to the stages that create a sense of pressure, especially during boss fights where I often felt like I had to press the action instead of stalling to look for openings.

That being said, there is clearly thought required here. Leveraging the environment to cut down damage and using movement to improve your dodging ability gives Metal Slug Tactics an almost puzzle-like feel sometimes. There’s also a strong element of resource management as you have to weigh ammo consumption into your attacks.

There is quite the learning curve here, it should be noted. While most of the ideas here are ones I’ve seen in one form or another in prior games, the way they’re rolled together here and given their own unique flavors does make Metal Slug Tactics a bit slow to pick up. Add the aforementioned rogue-lite approach that will almost certainly see you get beaten up once you plug through the tutorial, and the potential for frustration is real. Also at higher levels of difficulty? Metal Slug Tactics can be pretty unforgiving.

However, the more I played and the more I experienced the trial and error (lots of error, but that’s probably a ‘me thing’), the more the disparate systems started to come together and really reveal Metal Slug Tactics for what it is. The variety of characters, weapons, stages and systems gel to create a game that at times looks and sounds like the original Metal Slug games, but the ‘Tactics’ part of the name really shines through when it all comes together. 

Metal Slug Tactics is a great twist on the venerable, bombastic action series. It looks and sounds the part, even as it tickles the brain with clever mechanics and an almost puzzle-like atmosphere. I’ll admit I had my doubts about the rogue-lite approach at first, but it was undeniably easy to pick it up for just ‘one more match’ – always a good sign. Even if you’re not familiar with the run and gun Metal Slug series, as long as you like tactics games, you should enjoy this entry. However, the Metal Slug DNA here just makes the overall package that much more entertaining for longtime fans such as myself.

Score: 8 out of 10

 

 

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Tactical RPG Metal Slug Tactics Releasing in Fall of 2024

PARIS (Sept. 30, 2024) - Publisher Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4) and developer Leikir Studio (Rogue Lords, Synergy) today released a new, in-depth video look at Metal Slug Tactics, the grid-based tactical RPG adaptation of the iconic run-and-gun franchise. Metal Slug Tactics will be released in Fall 2024 for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.


In the video, Leikir Studio reflects on childhood memories of playing the series in arcades. The team bonds over a shared fondness for the METAL SLUG universe, which Dotemu and Leikir Studio hope to instill in new players and evoke from series veterans when they storm the battlefield in Metal Slug Tactics.

The combat of Metal Slug Tactics takes place in an isometric view, a fresh, reimagined approach to the side-scrolling action for which the series is famous. A change in perspective that affects gameplay and visuals alike, Leikir Studio worked in collaboration with the franchise’s legendary original pixel artists to ensure Metal Slug Tactics authentically captures the spirit of the series’ stunning visuals. The video also explores Metal Slug Tactics’ introduction of new elements to series conventions, including the shift to tactical play, randomization to boost mission replayability, unlockable skills, and roguelite-style progression. It all adds up to a unique and imaginative way to enjoy the world of METAL SLUG.

The classic characters of METAL SLUG return in Metal Slug Tactics, armed with unique abilities that capture their signature personalities and influence each fighter’s approach to combat. With new mechanics such as SYNC team attacks that can be capitalized on through clever field positioning, and a home base-style armory where players select a squad to send into battle, Leikir Studio and Dotemu have transposed the feel of run-and-gun action into a tactical RPG while retaining the series’ DNA of fast-paced gameplay.

Both a respectful homage to an all-time classic and an imaginative new way to celebrate the renowned series, Metal Slug Tactics channels the timeless METAL SLUG aesthetic through gorgeous pixel art and fluid animation. The game’s highly replayable battlefields combine shuffled layouts from handcrafted terrain sectors with subtle roguelite elements, pushing players to adapt and overcome unpredictable clashes as they master dynamic, strategic combat.

Wield classic METAL SLUG weapons, leveraging skill trees, perks, and a super-charged adrenaline system to outwit and demolish the flanks of the series’ signature villains. The action is accompanied by an original soundtrack featuring music from Tee Lopes (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Sonic Mania, Streets of Rage 4’s Mr. X Nightmare DLC). Metal Slug Tactics is wholly developed by Leikir Studio with support from Dotemu and access supplied by IP owner SNK.

For the latest on Metal Slug Tactics, visit https://www.metalslugtactics.com/, follow @Dotemu and @LeikirStudio on X, and wishlist the game on Steam via https://store.steampowered.com/app/1590760/Metal_Slug_Tactics/.


About Dotemu

Dotemu is a French video game company specializing in bringing back the best video games and legendary pop culture licenses on PC and modern consoles, to create neo-retro experiences carefully crafted for fans around the world.

The Dotemu team has published and developed a number of global top-sellers across both PC and console, including the award-winning games Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4, Wonder Boy: The Dragon’s Trap, other great development and publishing work from Dotemu includes Windjammers 1 & 2, Pharaoh: A New Era and more. Dotemu is currently working with Leikir Studio on Metal Slug Tactics, with more announcements planned for later 2024 and beyond.

Learn more at http://www.dotemu.com.

About Leikir Studio

Leikir Studio is an independent studio based in Ivry sur Seine, France. Specialized in system games, we are passionate about carrying projects that we are passionate about.

We are the creators of the ruthless Isbarah, the warm Wondershot, the robotic I AM LEGION, the diabolical Rogue Lords and the sublime Synergy. Today, we’re putting all our energy and talent into Metal Slug Tactics to honor the hours of joy we had on this mythical license.

About SNK

Headquartered in Osaka, Japan, SNK develops, publishes, and distributes interactive entertainment software on a global scale. Known for such franchises as METAL SLUG, THE KING OF FIGHTERS, and SAMURAI SHODOWN, SNK continues to focus on its rich console game and arcade history.

©SNK CORPORATION ALL RIGHTS RESERVED.
    Article by: Susan N.


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    Teenage Mutant Ninja Turtles: Shredder's Revenge - Dimension Shellshock DLC - PS5 Review

    Teenage Mutant Ninja Turtles: Shredder's Revenge's Dimension Shellshock by developer Tribute Games and publisher DotEmu—Sony PlayStation 4/5 review written by Pierre-Yves with a copy provided by the publisher.

    Estimated Reading Time: 3.5 minutes


    The exciting part of DLCs are the potential that they can bring to the core game. While 'back in my day' we called them expansions, Teenage Mutant Ninja Turtles: Shredder's Revenge's Dimension Shellshock DLC does exactly that. It expands the gameplay. Bringing in a brand new mode alongside the existing Story and Arcade, Survival will test your skills with the pre-existing cast and some new faces to the mayhem.

    Unlike the Story and Arcade modes, Survival mode is truly meant to test you and up to five others against waves of enemies and boss combinations through various dimensions. Dimension Shellshock indeed! Only adding to the test is the mystery of what specific power ups do and if they are indeed there to help you or cut your run short on their double edge swords.

    In terms of core gameplay, nothing has changed. Any character you pick can move around the screen and perform regular attacks, heavy attacks, jump attacks, special attacks and dodging… attacks. Lots of options for our heroes in a half shell and their companions! From there it's all about survival through a series of stages each with their own quirks that can only be passed through to the next dimension once you've collected enough crystal shards to move on.

    The collection of crystal shards is what makes this tricky. Shards can be collected in one of two ways. The first? Defeating enemies though you won't be gaining them very fast in this manner. The other way is that they can be offered as a reward for every stage cleared. Ten, twenty or thirty shards are definitely nothing to sneeze at but like everything else, it comes with a catch. Do you take the crystals to be able to move on? Or do you heal up in order to potentially survive another round?


    I would love to say that it's a team decision, but that really depends on your team. While playing through the new mode with Richard, we found out that if you decide on one portal but someone else rushed into another before you? It's the other portal's reward that is selected. Whoops. From there we would discuss it as long as it wasn't clear of what we wanted to obtain.

    The new power ups to the mode are also really neat. Some of them simply let you do as you could in the Story and Arcade mode. Use your special abilities as much as you want. Spin around like you just don't care about hitting everyone in sight. But now you can also get power ups that drain your health slowly but allow you to gain health from defeated enemies. You can hit much harder but also take more damage. And some of the weirdest power ups? Playing as Bebop, Rocksteady or Shredder for as long as their health bars last! 

    That's not all either. There are two new characters added to the roster. Usagi, a samurai rabbit originally introduced when I was watching the Ninja Turtles back in the 80s though I seriously don't remember this. And Karai, a member / leader of the foot clan that I've only recently known about while reading through the IDW Publishing graphic novels which are fantastic for the record. Both these new additions are a lot of fun and work well with the other characters as well as the Story and Arcade modes.

    As a final twist to the new Survival Mode, full crystals are also used in order to level up, but more in a roguelike fashion. As you clear dimensions by obtaining enough crystal shards to move on, the completed crystals that they form are what will eventually level up your characters. The higher the level, the more crystals required. These level ups will grant similar bonuses to the Story Mode but only AFTER you fail, or, complete the new mode and head back instead of continuing forward to further test your mettle. 

    All in all, Teenage Mutant Ninja Turtles: Shredder's Revenge's Dimension Shellshock adds in hours of challenging new fun for players looking for something a little different. Challenging but rewarding, this new mode and the characters are a great reason to come back to this excellent title if you haven't in a while.

    In Richard's and my case? It was a small break from the other two modes as we try to Platinum it together!

    Score: 8.5 / 10

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    Might & Magic: Clash of Heroes - Definitive Edition Review

    Might & Magic: Clash of Heroes - Definitive Edition by developers Dotemu and Capybara Games and publishers Dotemu and Gamera Games—Sony PlayStation 4 review written by Nick with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Might & Magic: Clash of Heroes - Definitive Edition a rerelease of a surprisingly deep match-three style puzzle game that released over a decade ago. This hybrid RPG / puzzle title is every bit as engrossing now as it was then, even if this release doesn’t really do a whole lot to improve upon the original.

    I actually reviewed this title back in 2012 when I played it on PlayStation 3, and honestly my opinion of the game was quite high then, and it remains the same today. Now, I haven’t actually touched this game in over a decade. I played it all of the way through, getting all of the trophies back when it first released. I was hooked. However, having taken a decade off from it, I found there were things I still remembered, like how stacking three in a row vertically causes an attack, the basic storyline and types of heroes that make up the game. There were absolutely things I had forgotten too, like how the special units worked and the best way to build defenses (three horizontally).

    Now, I love the match / puzzle genre and adding RPG elements just makes it that much more addicting for me - I am still playing Marvel Puzzle Quest nearly a decade after I started, and enjoyed Puzzle Quest both when I first played it on PSP and later on the Switch. For those reasons, Might & Magic: Clash of Heroes - Definitive Edition is really my jam, despite the somewhat generic archetypes and storyline. The game starts simply enough, talking about an artefact of great power and some notable families coming together when an ambush strikes and splits them up, forcing the younger bucks in the families to step up and try to stop the villainy at play. None of it is particularly new, but it sets the table and is all framed up nicely enough with pleasant graphics and music – if somewhat redundant sound effects. The visuals have a nice hand-drawn style to them, though I know it’s a somewhat debated topic in the community as some people feel the original game’s art direction was better. I like both and don’t see it as dramatically different (but better than what was on DS before, which was more pixelated).

    The meat and potatoes here is in the actual gameplay. Match-three doesn’t sound like much initially, but there’s a significant amount of depth in how the game itself plays. Your forces occupy one half of the screen, your opponent is on the other. There are regular units that can be matched three in a row horizontally, which creates a wall at the front of your army. Vertical columns of three creates an attack that launches towards your opponent’s side of the screen. Attacks might hit walls and fizzle out, or strike less resilient units who haven’t formed walls / attacks yet – or they might pass all of the way through and strike the opposing general, chipping away at their hit points.

    This as the core foundation of gameplay receives a lot of wrinkles that make it even more engrossing. There are special units like dragons and spellcasters that can do massive amounts of damage, but are expensive to purchase and often require more matches and longer waits before their attacks fire. You can drop four green archers behind a green dragon and unleash a very powerful two column attack… but doing this could take five or six rounds to complete. In that time, your opponent might go with a weaker but faster couple of units who kill your dragon if it’s not properly protected. On top of that there are spells, equipment items and levels that can be acquired that raise character stats and attempt to tilt the balance in your favor.

    There is a lot of creativity (and challenge) baked into other aspects of the game. What I described is the typical fight. But there’s often stages where you win by completing a specific objective, such as hitting the two soldiers moving back and forth with a massive saw as they attempt to cut a tree down. You need to hit them to win, not the empty space behind them to weaken a general. Boss fights are challenging – sometimes even frustrating. They have massive attacks and often move around on the screen, forcing you to change your presumptions and often forcing you to pivot from your usual tactics.

    This single player campaign is pretty meaty to begin with, but there are several cool multiplayer options available for those who want to try their hand at taking on another sentient player with an even playing field. This is nice as the original game’s online modes have been disabled for some time now. Admittedly, some of these are more fun than others in my mind (I am not a fan of the 2 vs 2 mode). Another nicety (as the ‘Definitive Edition’ denotes), all of the earlier DLC is included here as well.

    The RPG elements in Might & Magic: Clash of Heroes - Definitive Edition are not incredibly deep, but there are enough progression elements to keep things interesting, even if the story itself doesn’t do a whole lot of the heavy lifting on that front. The deep, strategic puzzle gameplay is the real star of the show, and despite some rough moments where the difficulty spiked suddenly, I greatly enjoyed experiencing this title all over again.

    Score: 8 / 10

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    Definitive Edition of Might & Magic: Clash of Heroes Releasing On Consoles and PC This Summer!


    April 27, 2023 (PARIS) – Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge) and Ubisoft announced today that Might & Magic: Clash of Heroes is getting a Definitive Edition set to launch this summer. Following the original celebrated release, Might & Magic: Clash of Heroes - Definitive Edition will bring the must-have role playing puzzle adventure to PC via Steam and Ubisoft stores and PlayStation 4, as well as Nintendo Switch for the first time. 

     

    Might & Magic: Clash of Heroes was originally developed by the talented team at Capybara Games and launched in 2009 to rave reviews and high scores from global critics. As huge fans of the original game, the developers at Dotemu have not altered the established scope and vision of the game, which masterfully blends puzzle mechanics and turn-based strategy elements together for head-to-head matches against AI or opponents in online and offline multiplayer. But the original beloved Anime-inspired art style has been given a refresh with updated character arts and portraits, and many quality-of-life improvements have been skillfully and strategically added to the fan-favorite title, including a complete rebalancing of the multiplayer mode. Might & Magic: Clash of Heroes - Definitive Edition is set to ship this summer and will also include the I Am the Boss DLC, which allows you to play as the four powerful bosses - (Azexez, Count Carlyle, Ludmilla and Azh-Rafir) - and a newly created exclusive Multiplayer boss (Euny the Archdruid) in Quick Battle, Online and Offline Multiplayer modes. Additionally, for the first time there will be a new localization for Asian territories. 

    “This is a dream come true for me,” said Cyrille Imbert, CEO and executive producer of Dotemu. “Might and Magic: Clash of Heroes was one of my favorite games from the era it was originally released in. It’s a game design gem. I spent so many nights on my Xbox 360 with my friends trying to set up the best, undefeatable strategy, playing for just “one more duel” until the sun rose. So to be able to work on an updated version of this modern classic and bring it to entirely new audiences is amazing; we can’t wait to introduce this game to a new generation of fans.” 

    “Might & Magic Clash of Heroes is one of the best and most unique games in the Might & Magic franchise, and as such one of the most deserving of receiving the “Definitive Edition” treatment. From the beginning, it was obvious that Dotemu were true fans of the original and the best possible team to deliver this classic on current gen platforms with care and respect. We’re very happy with the result and can’t wait to see the game hitting current gen consoles and PC," said Eric Damian-Vernet, brand director of Might & Magic, Ubisoft. 

    Taking place 40 years before the Heroes of Might & Magic V saga, Might & Magic: Clash of Heroes tells the tale of five heroes scattered across five different regions of Ashan. Each must travel their own dangerous paths to grow in strength, unravel a demonic plot, and ultimately save the world from Demonic forces. Sporting local and online multiplayer, fans can choose between one of 15 playable characters across five different factions. Master unique abilities and learn dynamic combat mechanics as you experience an epic adventure filled with vibrant detail. 

    Keep up to date with Dotemu and find out the latest on Might & Magic: Clash of Heroes at www.dotemu.com or follow them on Twitter @Dotemu. 

    About Dotemu 

    Dotemu is a French video game company specializing in bringing back the best video games and legendary pop culture licenses on PC and modern consoles, to create neo-retro experiences carefully crafted for fans around the world. 

    The Dotemu team has published and developed a number of global top-sellers across both PC and console including the award-winning games Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4, Wonder Boy: The Dragon’s Trap, other great development and publishing work from Dotemu includes Windjammers 1 & 2, Pharaoh: A New Era and more. Dotemu is currently working with Leikir Studio on Metal Slug Tactics with more announcements planned for later 2023 and beyond. 

    Learn more at http://www.dotemu.com. 

    About Ubisoft 

    Ubisoft is a creator of worlds, committed to enriching players’ lives with original and memorable entertainment experiences. Ubisoft’s global teams create and develop a deep and diverse portfolio of games, featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew®, Tom Clancy’s The Division®, and Watch Dogs®. Through Ubisoft Connect, players can enjoy an ecosystem of services to enhance their gaming experience, get rewards and connect with friends across platforms. With Ubisoft+, the subscription service, they can access a growing catalog of more than 100 Ubisoft games and DLC. For the 2021–22 fiscal year, Ubisoft generated net bookings of €2,129 million. 

    To learn more, please visit: www.ubisoftgroup.com.  

    Article by: Susan N.

     

     

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    Pharaoh: A New Era - PC (Steam) Review


     
    Pharaoh: A New Era by developer Triskell Interactive and publisher Dotemu—PC (Steam) review written by Susan N. with a copy provided by the publisher.

    Estimated reading time: 10 minutes

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    Teenage Mutant Ninja Turtles: Shredder’s Revenge Review

    Teenage Mutant Ninja Turtles: Shredder's Revenge by developer Tribute Games and publisher Dotemu—Microsoft Xbox One review written by Nick with a copy provided by the publisher.

    Estimated Reading Time: 5 minutes. 



    Teenage Mutant Ninja Turtles: Shredder's Revenge is the perfect throwback to those old arcade beam-‘em-up games that I used to throw quarters into over and over again. Everything from how it plays to how the title looks and sounds combines wonderfully with a handful of more modern tweaks that are more than welcome.

    Also check out Pierre-Yves' Sony PlayStation 4 review!

    To say that Teenage Mutant Ninja Turtles: Shredder's Revenge makes a great first impression is a bit of an understatement. The slightly remixed take on the familiar theme song (I was a big fan of the Turtles when I was younger, and watched the show and played pretty much any of the games I could get my hands on back in the day) as the characters made me nostalgic from the beginning. From there, you have typical workflow of picking your character with a bit of light narrative before pummeling dozens of baddies on your way to the ultimate showdown with Shredder.

    Admittedly, saying that a game looks and sounds like it’s from roughly thirty years ago might not be seen as much of a compliment, but the TMNT games tended to have graphics and music that were better than most of their contemporaries. Also, the actual visual design choices just fit, even in this day and age. Sure, we’re talking pixilated characters, but the vibrant colors and familiar backdrops combined with the sound effects and music in a way that I simply appreciated. As someone who used to play these arcade machines for hours when I was younger, and then later invested in the generally inferior console ports, I enjoyed the throwback atmosphere.

    That’s not to say everything is ripped from the 90’s. There is an arcade mode that certainly feels like a faster, more linear challenge, but there’s also a story mode that attempts to freshen things up a bit. Characters earn experience, giving them slightly better stats to work with while fending off hordes of Shredder’s henchmen. That gives you access to an overworld map where you unlock stages and can drive around, attempting and re-attempting them as you see fit. Each stage will have challenges baked in. Some are relatively easy (don’t use a super attack) while others can be far more challenging (don’t take damage all level). Oftentimes there’s hidden items or cameo characters baked in that you uncover by breaking something in the environment.

    The environments are some of the best (and most frustrating) aspects of the game. Lots of creative visuals, tons of things to smash (and get smashed by) help to keep the gameplay fresher than a simple left-to-right walk and punch-fest. It helps that combat is as easy to pick up as the old games, focusing on things like rapid attacks, grabs, jumps, jumping attacks and super attacks – but sprinkled in some extra, more modern mechanics like flips, different kinds of throws and special attacks. It’s worth noting that while all of the playable characters (including the one you unlock after beating the story mode) function similarly.

    Each character has different stats such as speed, damage and range – and their attacks sometimes work a bit differently too. There’s a notable difference in say, how Leonardo’s jumping spin attack hits things and Michelangelo’s jumping forward swing attack smacks the enemy. If you played Dotemu’s Streets of Rage 4, you have a pretty good idea what to expect here with Teenage Mutant Ninja Turtles: Shredder's Revenge.

    This is meant to be a game that you play with others, as you can cram a half-dozen players in for maximum chaos. It’s pretty great, as there’s things you can do to interact with one another, such as revives and joint attacks, and you’re not just simply walking around and smacking enemies solo. It’s a small thing, but it lends itself nicely to the camaraderie that was such an important aspect of the source material.

    Probably the biggest quibble that can be leveraged against Teenage Mutant Ninja Turtles: Shredder's Revenge is the amount of content. While the story mode is where I had the most fun, I dipped my toes in the arcade and survival modes. There is not a ton of replay value here. As I mentioned above, there’s a character that can be unlocked and for those who really dig the story mode, you can use and level up the various different characters and try to complete the challenges by revisiting stages you might not have gotten 100% on. However, like those old arcade games of the past, this is not a terribly long game to beat and there’s no variety in how it plays out or the rather lightweight narrative that comes with it.

    There were a couple of quests that characters in the story mode can assign you once you find them, but they’re simply fetch quests where you gather X number of Y things and turn them in. As someone who smashed up the entire environment in every stage (with one exception where I missed a sort of sneaky breakable that I didn’t realize was a breakable), I found all of these quest items and hidden characters first try. There are difficulty levels that can be tweaked to make things more challenging, but it’s sort of that artificial harder where things just seem to hit harder and you seem to hit weaker.

    Summary

    Teenage Mutant Ninja Turtles: Shredder's Revenge is a fantastic throwback brawler with a solid presentation, fun combat and handful of modern additions that provide at least a little more depth than your typical 90’s arcade cabinet. I do wish there was a little more meat on these bones, but the Heroes in a Half Shell are worth going on this nostalgic trip with.

    Score: 8.5 / 10




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    Teenage Mutant Ninja Turtles: Shredder's Revenge Review

    Teenage Mutant Ninja Turtles: Shredder's Revenge by developer Tribute Games and publisher Dotemu—Sony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

    Estimated Reading Time: 7 minutes. 



    Chances are that if you were an adult, teenager or a kid between the 80s to early 2000s, you know who our heroes in a half shell are. Having written a love letter to both fans and to the Teenage Mutant Ninja Turtles themselves, Tribute Games and Dotemu's Shredder's Revenge is a brilliant retro designed beat 'em up as our heroes run through New York city to foil the latest plans of the Shredder and his Foot Clan.

    Starting off with an attack on Channel 6 News where Bebop takes the air as a news anchor, this is everything that I've been wanting from this series for a long time. Keeping with the arcade design of the older NES titles of TMNT 2: Arcade Game, TMNT 3: The Manhattan Project and SNES TMNT: Turtles in Time, it was clear that the developers knew what they were doing, and had a lot of fun doing so. Foot Clan soldiers answering telephones, texting in the hallways, typing away at workstations or whisking bowls in the studio kitchen before you walk in and it's time to brawl, the ridiculousness is enough to make you smile.

    So it was moving into this first stage with my personal favorite nunchuk wielding orange bandana wearing Michaelangelo that I had but one hope. The hope that this fun and ridiculousness holds up throughout the adventure and that it doesn't just fall off after the first couple stages. Being a love letter? My hopes were fulfilled and even in solo play my next three hours would be amazing as I completed the adventure for the first time before diving right back in.

    Before even getting into the gameplay, TMNT: Shredder's Revenge looks and feels just like a classic TMNT side scrolling brawler should. Various palette swapped Foot Clan soldiers to know what weapons they are using? Check. Mousers constantly biting at your shins? Check. Classic boss enemies like Bebop, Rocksteady, Baxter Stockman, Krang and others from the original series of games and even movie appearances of Tokka and Rahzar? Check, check, and check. It's all of these little details, the absurdity of the Foot Clan doing mundane tasks and the comedy of it all that raises the rest of the experience.

    Starting off with the story mode, you'll be picking from one of six playable characters.

    ●     Leonardo, our fearless leader and dual katana wielder

    ●     Raphael, our grumpy dual sai wielder

    ●     Previously mentioned Michaelangelo, our goofball dual nunchaku wielder

    ●     Donatello, our bo staff wielder, and

    ●     New to the side scrolling beat 'em ups but also present, both Master Splinter and April O'Neil who can kick just as much Foot Clan butt as the rest of the Ninja Turtles

    Each of these characters, whether tried and tested or new, have something to bring to the table essentially giving everyone an option that caters more to them. Split between three stats of Power, Speed and Range, each character has a strength and a weakness unless you use Leo who’s well rounded with two points of three points in each stat.

    Once you, and up to five others, have selected a character, you’ll get to go through each stage one at a time, or even go back to complete previous stage challenges. These challenges range from not being hit, to not getting grabbed more than two or three times, not being hit by hazards such as rampaging dinosaurs or Foot Clan soldiers behind the wheel of a car as you move through a stage. The stages themselves contain a variety of elements where you’ll move through certain areas freely enough before being stopped to fight your way through a specific segment. Once you’ve gone all of the way through, you’ll fight a boss with some specific mechanic to watch out for.

    The stages are short, sweet, and never over welcomed in their stay allowing for you to easily go back through as many times as needed, or as wanted, solo or with others. What’s special about the story mode though is that there are also some RPG-lite mechanics in which a chosen character can upgrade after accumulating a certain amount of points to have more health, more special attack bars or extra 1ups for the stage to prevent game overving. It’s neat and encourages the use of that character from start to finish instead of bouncing back and forth. Unless you want to test them all of course.

    Whether you pick one character and stick with them or try them all out and wind up finding out that April O’Neil is MVP until credits, the combat system is an absolute pleasure. With everything unlocked for you from the beginning short of special attack variants that are unlocked on leveling up, it’s easy to get into the groove and the stage challenges will help you perfect the system. Forward attacks, dodging, combined dodging and lunging attacks, jumping, double jumping for a different attack, jumping and coming back down. All the beat ‘em up attacks that you would expect, and in some cases a bit more are there making it a true pleasure to play through as everything feels natural with only a few select buttons to do it which was impressive.

    More impressively though, is that grapple attacks are done without buttons. Simply walking up and into an enemy will trigger an attack and from there, you can use left, right, up or down in order to perform a throwing move such as the classic Foot Clan soldier to the screen trick. Classic.

    Finally in regards to story mode, another good reason to start here is that it allows you to take the adventure at your own pace, and once completed for the first time, you’ll unlock Casey Jones for a seventh playable character option. As a side to the Story Mode though is perhaps where some players will find themselves more challenged by taking on the Arcade Mode. Doing away with an overworld reminiscent of the original Teenage Mutant Ninja Turtles where you moved around nodes before moving into the action, Arcade Mode follows the classic “stage, complete, next” approach. Limited lives and no leveling up, it’ll be a challenge at times to make it all of the way through to the end of Stage 16 and the final boss fight.

    More than just the mechanics though, and I know I’ve said it above, it’s the love that Tribute Games have shown on this project. Retro looking but smooth graphics for gameplay, the original TMNT voice actors from the late 80’s cartoon series that I grew up watching, and all of the tiny in stage elements and nods to the overarching series over the years including that wicked looking Super Shredder statue in a particular stage. Whether from the cartoon or the live action movies with an appearance from Tokka and Rahzar, there was so much TMNT nostalgia but wrapped in something new essentially creating a damned near perfect homage especially for fans of the series.

    Summary

    So some gushing at the experience aside, Teenage Mutant Ninja Turtles: Shredder's Revenge is definitely a love letter to both fans of the series, fans of the classic NES / SNES titles, and the Ninja Turtles themselves. With multiple stages, modes, local or online coop with up to seven playable characters? There’s no reason NOT to dive into Tribute Games and Dotemu’s latest beat ‘em up.

    Score: 9 / 10


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