Kingdom's Return: Time-Eating Fruit and the Ancient Monster is Inti Creates latest project. Blending 2D side-scrolling and town building simulation, you'll be venturing through a small interesting world as you try to restore a kingdom whose time has been stolen from it.
The tower defense genre is one that doesn't tend to innovate much with static maps, various traps, and its simple to grasp gameplay loops. At least, that is until Minos with a mighty laugh to prove you wrong.
Hello everyone and welcome to a new KEMCO title! But wait a moment, this one is different to the retro JRPGs that you’re probably expecting when you hear KEMCO from me by this point. Instead what we have is a sort of point-and-click style visual novel! Something a little new and fresh coming out here!
Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
Toxic Commando harkens back to video games years ago when they were fun and innovative while giving the player freedom to explore among the waves of enemies in a 4 player chaotic onslaught of combat and driving mechanics.
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
Valor of Man, by Legacy Forge and Numskull Games, is a turn-based roguelite RPG where you guide a party of four through ever increasing difficult situations. Achieving victory is never assured and the randomness of the roguelite nature will either be your best friend or your worst enemy.
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.
Soulmask enters the increasingly crowded world of multiplayer-capable survival crafting games with a launch that has bundled its first DLC pack as a free download for anyone buying it within the first month. Featuring some striking Egyptian-style graphics...
April 2, 2025 | Leikir Studio and Goblinz Publishing are thrilled to announce that Synergy, an ecosystem-focused city builder, is leaving early access on April 16th on Steam, GOG and Epic Games. In Synergy, you live on a planet where you must discover everything on your own. From building a thriving colony for your citizens to keeping them happy, analyzing your environment to make the most of it without causing harm, and exploring new lands to gather valuable resources and unlock knowledge—it's a complete experience set in a Moebius-inspired world, free of enemies with a soothing vibe but still filled with challenging survival elements.
Key Features:
Analyze your environment: Study the plants and other natural elements of the region to expand your Knowledge Book.
Broaden your horizons: Assign citizens to the research center and the hall of wisdom to launch research projects. Technological research unlocks advanced techniques, while cultural research innovates processes and civil structures.
Thrive as a community: Build nine unique districts around various squares by strategically placing your buildings. Leverage the powerful bonuses of each district to drive your city's development.
Explore different regions: Gather your citizens and send them on expeditions to learn more about the world and maintain harmony with it.
Keep your citizens happy: As you build a thriving city, remember that your citizens' well-being is essential for sustained prosperity.
Major Additions in the 1.0 Update:
New default campaign featuring 3 scenarios
New plants and buildings
Better resource production management
Immersive temperature and water mechanics
Visual and UI improvements
Added trading mechanics
And more!
Synergy will launch on April 16 for a base price of 24,99 EUR, with a 24% launch discount for the first two weeks after launch.
About Leikir Studio
Leikir Studio is a studio based in Ivry sur Seine, France. Specialized in system games, they are committed to carry projects that they are passionate about. They are the creators of the ruthless Isbarah, the merciless Wondershot, the robotic I AM LEGION, the diabolical Rogue Lords, and the energetic Metal Slug Tactics.
About Goblinz Publishing
Goblinz is an indie game developer and publisher based in France specializing in strategy and management games. The studio’s first title Dungeon Rushers debuted in 2016. Following the game’s successful launch, the studio followed up with Robothorium, released in 2018 and has since worked on numerous other titles such as Legend of Keepers, Hero’s Hour, Microtopia, and more.
November 5, 2024. Lisbon, Portugal - Portuguese developer Octopus Embrace is excited to announce the release today of the award-winning Back Then for PlayStation 5 at a price of €14.99. This first-person, narrative-focused game offers an immersive experience and seeks to make the player reflect and raise awareness about Alzheimer's disease. At the same time, the game's official soundtrack will also be released today on all music streaming platforms.
We all live with the fear of being devoured by the shadows of dementia. The ultimate fear of oblivion. The fear of forgetting our past and everything that brought us to this moment. Who do we become when we forget who we are?
Travel through the mind of Thomas Eilian, an elderly writer facing Alzheimer's disease. The gameplay, focused on investigative exploration and puzzles, invites players to unravel the mysteries of Thomas' life, family and memories. Navigating between past and present, players unlock new areas, collectibles and challenges, providing an emotional and thought-provoking experience.
Back Then is a game for people who are in search of unconventional and new story-rich experiences. It appeals to a more general audience, emphasizing on the game's atmosphere, soundtrack, and narrated-exploration to deliver players a poetic and emotional story.
FEATURES
In-depth narrative and storytelling experience.
Detective exploration and puzzles.
Creative gameplay and events related to Alzheimer’s and forgetfulness.
Inspired by personal events, involving the team's loved ones and family.
A LETTER FROM THE PRODUCER AND CO-FOUNDER OF THE STUDIO
My name is Calebe Motta, I'm a game developer, musician, writer, book lover, gym enthusiast, and one of the creators of "Back Then".
My story is long, so I'll summarize! I'm Brazilian - son of a father from Paraíba and a mother from Rio Grande do Sul - but I was born in Portugal in 1999. We lived in Canada (2004-2006); Then we moved to Brazil in Curitiba, PR (2007); Campina Grande, PB (2008); and Anápolis, GO (2009-2015). We returned to Portugal in 2015, where we still live.
I dreamt of making games since I was a kid. But besides that, I also wanted to be a writer and musician. Now I do all three! After high school, I took an Animation and Video Games course in Lisbon (2017-2019), where I met my colleagues and the Back Then team.
In 2019, we participated in a Global Game Jam, where the theme was "Home". This is where the initial premise of Back Then emerged: an elderly person with Alzheimer's, confined to a nursing home, restricted to a wheelchair, has to interact with objects to remember his life.
We saw the potential of the game, so after completing the course, we continued the project. Unfortunately, the pandemic hit a few months later. We faced challenges in development and in our personal lives. I lost two of my grandfathers during this period, including the one who inspired me for Thomas's character. His wife, my grandmother, had already passed away from Alzheimer's in 2016. Despite everything, we persisted — and in December 2023, we launched Back Then for PC. Now, in November 2024, we've released the game on PlayStation.
This release carries an enormous emotional weight for our small team. Each experience shaped not only the game but also who we are today. Now, with the game available on multiple platforms, we hope this story touches even more lives, bringing some comfort to those whose family members have been affected by Alzheimer's.
History & Accomplishments of Back Then
Octopus Embrace is a Lisbon-based game development studio dedicated to creating unique and emotionally impactful gaming experiences. With a focus on narrative-driven games, our team strives to push the boundaries of storytelling in the gaming industry.
Starting in 2019 with a Global Game Jam, the development journey of Back Then was born out of pure inspiration and passion. Having had first-hand experiences with family members diagnosed with Alzheimer’s Disease, these events shaped their lives and inspired them to create this game.
We won the ‘People’s Choice Award’ for IndieX 2019; and in January of 2020, we won the ‘Games 4 Good’ and ‘Best Game’ Awards for PlayStation Talents - an award ceremony aimed to support the development of video games in Portugal and Spain, promoted by PlayStation®.
The game was already released for PC on December 8th, 2023, being available on Steam, Epic Games, GOG and Humble Bundle. We are now extremely grateful and excited to have been given this opportunity of releasing the game for the PS5, thanks to the PS Talents program.
Having powered through 4 years of development, going through loss of family members, a pandemic, and hardships endured with the game’s production, we are finally glad to be able to release this project which means so much to us.
We hope you give the game a shot and hopefully it teaches something you didn’t know before. We dedicate this game to you, your loved ones...
Paris, France – October 29, 2024 – Microids and Savage Level are thrilled are excited to unveil a new exclusive sneak peek of the upcoming tactical RPG, Flint: Treasure of Oblivion. The video offers over 4 minutes of commented gameplay, giving players a detailed look at the game’s mechanics, pirate-themed world, and role-playing depth.
In Flint: Treasure of Oblivion, players will explore immersive environments by interacting with local inhabitants to progress through the story and unlock additional quests. Throughout the exploration, players will have to collect cards with items linked to the story as well as Tactics. These cards allow Flint and his crew to level up, gain new weapons, and improve their dice rolls and attributes like defence, dexterity and health. Through this gameplay system, players will be able to use accessories, skills and attributes in combat phases.
Before setting out on adventures, players will need to assemble a diverse team by choosing from the pirates they have recruited in the various classes each with their own specific skills set including Surgeon, Freebooter or Helmsman. Different sailors can complement each other and combos can be performed by pairing two members of the same class, creating situations that can change the course of a fight.
Battles in Flint: Treasure of Oblivion emphasizes strategy. Players can take advantage of the environment by using verticality to fall on an opponent from a high point, or push a barrel to topple an enemy and take the advantage.
The game incorporates a strong tabletop role-playing dimension, with success in combat based in part on the results of dice rolls. These can be mitigated by the skills of team members and strategies adopted in combat, enhancing players' chances of success. This luck factor also applies to exploration phases, such as opening chests or certain narrative sequences
About Flint: Treasure of Oblivion
Get ready to embark alongside Captain Flint, his first mate Billy Bones, and his crew of sea wolves in search of a legendary treasure promising freedom and fortune. With its original narrative using traditional comic book expression, Flint: Treasure of Oblivion invites players to immerse themselves in a historically documented pirate adventure sprinkled with fantasy elements.
The game will be available on PC, PlayStation 5 and Xbox Series X|S on November 14, 2024.
About Microids
Microids is a French video game publisher. Founded in 1985, Microids’ editorial strategy now focuses on 4 major areas: adventure games, racing games, retro gaming and games inspired by iconic titles. By collaborating with renowned studios and authors (Revolution Software, Sloclap, Oddworld Inhabitants, Pendulo Studios, Eden Studios, Go Nagai, Charles Cecil, Benoît Sokal, Paul Cuisset…), Microids has become a major player in international video games. Taking inspiration from legendary titles, Microids reaches a wide audience and creates original adventures which give gamers the chance to play as some of their most beloved characters.
Founded by two brothers Aurélien and Maxime Josse, seasoned veterans in the video game industry, Savage Level develops games that focus on immersing players in rich universes with profound but accessible gameplays while emphasizing on artistic direction deeply rooted in traditional arts.
29 July 2024 - Warsaw, Poland | Publisher Untold Tales and Ukranian developer Toxic Studio have announced the release dates for Operation: Polygon Storm, the fast-paced, military tactics, auto battler with minimal micromanagement.
The game will launch on PC (Steam, GOG, and Epic) on August 12th, 2024 while Nintendo Switch, PlayStation 4/5, and Xbox versions will land on August 26th.
The early PC release date was decided on to take part in a massive, yet-to-be-announced Steam event that will be held in mid-August.
GAME FEATURES:
PLAN, DEPLOY, AND UPGRADE YOUR ARMY OF CHOICE
Mix and match units from a selection of infantry and armor alongside artillery and air support to push into the enemy's base and fight off any counterattacks. Tap into multiple upgrade trees for each unit and unlock additional abilities to fine-tune your army.
MINIMAL MICROMANAGEMENT
No base building or resource harvesting is required. Focus on the battle as your army can advance, attack, and take cover all on their own. Take command when needed to adapt and control the situation as your units either follow your masterplan or your direct orders
STRATEGIZE, REACT AND ADAPT
Balance your resources to pick an army composition suited for each mission. A deep and complex battle system means you’ll need to react quickly, choose the right mix of soldiers and Killstreak rewards, and utilize complementary unit synergies to gain any advantage.
QUICK MATCHES
Each battle takes around 10 - 15 minutes from start to finish with the ability to replay, trying different team compositions, higher difficulties, or faster times.
HIGHLY DESTRUCTIBLE BATTLEFIELDS
Highly destructible environments, covers, ragdoll physics, and a dash of gore all bring the battlefield to life.
Dallas, TX - Oct. 10, 2023 - Sands of Aura, the unrelenting isometric action RPG from developer Chashu Entertainment and publisher Freedom Games, prepares to cast off the Early Access anchor and set sail for a grand 1.0 launch on PC via Steam, Epic Games Store and GOG on October 27th, 2023.
Set foot into the forsaken realm of Talamhel, where the soul-draining Night Plague has plunged the world into an endless sea of sand. Enlist in the valiant Order of Remnant Knights, the last protectors of humanity, to hunt down and destroy the emergent evil. Engage in gripping and unforgiving soulslike combat perfectly melded with a rich, captivating narrative that hooks one in at the first swing of a sword.
Master one of seven potential combat approaches and create a personalized playstyle through freely customizable loadouts of armor, weapons, magic, and consumables. Hoist the sails of the nimble Grainwake, and venture into a vast, unforgiving wasteland to fight through punishing boss battles, gain remarkable rewards, and make critical decisions that determine the destiny of a crumbling world.
Amidst the turmoil, find solace in the tranquility of Starspire, a sanctuary within Talamhel, and bask in the hauntingly beautiful melodies composed by Eduardo Lopez.
“With version 1.0, we offer our players a journey filled with peaks and valleys, exploration, and demanding challenges. Talamhel, a world six years in the making, is both dark and desolate yet filled with trust, kindness, and resilience, a testament to those who call it home.” said Creative Director, Michael Shistik. “We want to thank the vocal community who has remained vigilant during our Early Access journey. Without them we would not be as proud of what Sands of Aura has become today. They have described Sands of Aura as a world infused with Tim Burton-esque art, the exploration of Wind Waker, and the demanding combat of Souls-like games. We hope we have met and exceeded those expectations.”
Sands of Aura will be launching into 1.0 onSteam,Epic Games Store andGOG on October 27, 2023, for $24.99 USD.
Chashu Entertainment is a small studio based in Dallas, Texas composed of passionate and self-critical individuals that always strive to improve the craft of game design. Sands of Aura is their sophomore project following their first release titled Deputy Dangle.
Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom Games seeks to leverage its expertise to facilitate great games and even better publishing experiences.
Summer Games Fest began in 2020 as
the brainchild of Geoff Keighley. The free digital event is allowed to be
co-streamed and it includes world premieres, dev interviews, and more! This
year, viewers were able to see announcements and world premieres by a number of
The Summer Games Fest partners including Annapurna Interactive, Capcom,
Devolver Digital, Epic Games, Gearbox Publishing, Finji, Frontier, Koch Media,
Bandai Namco, Netflix, Psyonix, Raw Fury, and Square Enix. However, there are
multiple other partners that I didn’t list, but suffice it to say, the audience
was able to experience some amazing announcements.
Estimated reading time: 7 minutes
For the purposes of simplicity, I’ve
categorized the games under Indie, Triple-A, and Unclassified. Sometimes a
publisher is quite large but a developer is an indie. Other times, a studio
might be rather small in size but have a huge reputation. Basically, what I’m
saying is that readers may not agree with the overall category of these titles.
My article here is just to talk about some of the announcements I’m excited
about, so don’t fly off the deep end yeah?
Indie
Games
In the indie category are some
amazing titles that I’m super excited about for different reasons. The first
one is Two Point Campus for me. See, I wanted Two
Point Hospital without it being Two Point Hospital. I wanted the same style of
game but a different backdrop or setting. As in, something that doesn’t revolve
around the medical profession. Now, we finally have that and I want the game.
True story.
Once again Raw Fury impresses me
with their titles. The studio announced Sable, a beautifully illustrated
open-world exploration game where players float, glide, and parkour their way
around an alien planet. Players will learn the history of the inhabitants by
checking out ancient ruins and monuments. What happened here and what will we
learn? Frankly, I have no idea but I really want to know. The game will be
available on Steam in late September and I am excited about it!
Another title that I almost missed
by virtue of the fact that I wasn’t able to watch the entirety of Summer Games
Fest because of the simultaneous E3 announcements is OXENFREE II: Lost Signals.
Some of you may know that Epic Games often releases games for free each week.
One of those titles was OXENFREE and originally I was hesitant on it.
Thankfully, my amazing other half recommended I grab it and I’m so glad I did.
While it’s a bit of a spooky title because of how the supernatural elements are
presented, it is a worthwhile story that I thoroughly enjoyed. Originally,
OXENFREE II: Lost Signals was announced during the Nintendo Indie World
showcase back in April, but I saw it mentioned again. Needless to say, I’m
quite happy and intrigued to find out more secrets about that place.
Some awesome announcements that I’m
interested to see more about like the new Hide and Seek mode in Among Us that I’ve
seen as mods for the game (It still confuses me sometimes), Solar Ash which has a graphics style similar
to Risk of Rain and looks like an interesting action-adventure and platform
game, Sky Children of Light – a neat open-world
adventure game that will be released for the Nintendo Switch, and Planet of Lana which is a hand-painted
cinematic puzzle adventure game where players follow a young girl and her pet
friend. All of these titles look really interesting and spectacular so I may
get my hands on some of them.
Other games announced that I
qualified as indie are:
Some of the Triple-A games this year
have some announcements I’m excited about starting with Jurassic World
Evolution 2. Players get to continue designing a dinosaur zoo and splice the
genes of different dinosaurs with others. As in, you can create new species of
dinosaurs! Yeah. I’m all about zoo and park building games, so this is
definitely on my list of titles to get!
Epic Games and Psyonix announced
their partnership once again with the Fast & Furious franchise presumably
because F9 is now officially in Theaters. This means that Rocket League has a
DLC pack for the Dodge Charger and the Nissan Skyline that was released a
couple of years back to promote the Fast & Furious series. However, because
of the latest installment of the movie a new car has been added to the pack
which is the Pontiac Fiero. Since I already own the first two cars, I won’t be
rebuying the DLC for the Fiero, but people who missed out the first time around
will be able to play with these smexy cars!
Two more games grabbed my attention
during the Summer Games Fest and they are Tribes of Midgard – a Norse survival
adventure RPG where players have to build up to defend against giants – and Ratchet & Clank Rift Apart which is a
third-person shooter platformer and a sequel to Ratchet & Clank! Both these
titles look amazing and I definitely want to give them a go.
Of course, it’s no secret that I’m a
D&D fan as I have been playing for years and have kept up with a couple of
shows like Critical Role on Twitch, so it stands to reason that the new action
RPG D&D Dark Alliance is on my list of games
to look at. It is a spiritual successor to Baldur’s Gate: Dark Alliance and I’m
interested to take a stab at this game.
Another title that I’m curious about
is Monster Hunter Stories 2: Wings of Ruin. While my introduction to the
Monster Hunter series is World, I strangely enjoy the game. Besides, what’s not
to love about Palico cat chefs! Yes. I am aware that Stories and World are
completely different, but I am very interested to give this one a go. I may
suck horribly at it, but why not? I’ve heard lots of good things from Monster
Hunter fans.
Sharkmob announced a new game called
Bloodhunt which is a free-to-play battle royale title where players are
vampires, and I’m excited. People who are interested in this sort of game can
sign up for the closed beta on the website. Normally battle royales aren’t my
thing, but this is vampires and it looks really awesome. I shall come for your
blood!
Amazon Games finally showcased New World and Lostark that are both RPG games. I knew
about New World coming out quite a long time ago. However, Lostark was not on
my radar. It is a Korean-based MMORPG that is coming to North America. I’m a
little hesitant on that one because the last Korean MMO did not leave a good
taste in my mouth due to reasons… Anyways, maybe it’ll do well because it looks
really awesome, but I’m not holding my breath.
At Summer Games Fest 2021 a new
developer called Deviation Games announced their presence as
did new publisher Finji. Neither studio has a lot of information to
report, but I’m glad that we have the potential for new and exciting games in
the future.
Koch Media announced a new
publishing label Prime Matter that will be home to well-known
franchises like Gun Grave G.O.R.E, Kingdom Come Deliverance, and Mount and
Blade. The label will also have Dolmen, Encased, and Scars Above, just to name
a few. More details can be found on their website or you can see the showcase here.
Summer
Games Fest Thoughts
Between the two showcases of E3’s
yearly event versus Summer Games Fest, I felt more enamored by the games
presented in this list. While it’s not as extensive of a lineup, my interest is
much higher for a lot of these games. I was even more hyped up about Elden Ring
because I knew that people would be excited about the title, and I don’t care
about souls games! On top of that, we did get to see some new shows and a movie
featured at the event, and I’m all about movies. Besides, Ryan Reynolds is
awesome. (You can check out that trailer here.)
Anyways, I can’t wait to get my
hands on a bunch of these titles. How about you? What games are you hyped about
this year?
Satisfactory is a 3D version of Factorio, which is to say that both are efficiency building games. I had discovered its existence through friends and signed up for the closed beta. Since I took a look at the title so close to the closed beta time frame, I didn't think I'd get a key, yet somehow I squeaked in. I found that after playing through that version of the game, I do not regret my decision to give it a try (especially since I'm not always keen on open world games with no story to accompany it.) And despite the fact that Satisfactory has had some interesting issues in its multiplayer version, I've enjoyed hours of endless gameplay refining and perfecting my factory's efficiency.
Gameplay
At the beginning of the game, players are dropped onto an alien planet to build a factory and provide data and resources to the home office. This is achieved through FICSIT and the Space Elevator, which both ship resources off into space. The premise is simple. Make things, ship things, make bigger things, repeat process. (For now...)
Satisfactory is what you make of it, which is to automate the production of materials to gain access to other buildings, and hopefully not die in creative ways. And believe me when I say there are creative ways to die in this game. First, there are the creatures that will attack you like the Fluffy Tails (although, I wonder about that name since these creatures are not particularly fluffy...) Second, there are poisonous clouds that players can encounter. Third, players can easily fall off various cliffs and buildings plummeting to their doom. However, the most creative death I've ever seen can be observed in this lovely Twitch clip. (Yes, I was in the game and was watching from the ground. The streamer and I were doing our regular co-op stream, so I clipped it. Enjoy!)
There are all kinds of things that players get access to in Satisfactory. Recently, the game received an update allowing players to use trains! Since I have not reached this tier, please check out the most recent update video that showcases the new content like the aforementioned trains, nuclear power plants, and updated map areas. Also, patch notes for this update can be found here.
Players are able to customize their train systems with the use of switches and factory design. That said, trains are available at Tier 6 and are expensive, but will be worthwhile when the tier is reached. At tier 7, the nuclear power plant and waste facility become available, along with a few new resource types.
At this time, Satisfactory does not yet have a complete narrative, very similar to the early access progression of Subnautica. However, on Coffee Stain Studio's public road map they have listed plans to include a full story for the game. There will also be modding capabilities, more crafting tiers, and much more features to be added down the line. For a game that is priced at $29.95 USD, Satisfactory provides hours of content to enjoy.
Graphics and Sound
Since Satisfactory is only available on the Epic Games store (spare
me your complaints), it has standard keyboard controls and no controller capabilities. So, the keys used are the standard WASD
for movement, C is used for the scanner, Q accesses the building menu,
F demolishes structures, V is used for the flashlight, X accesses the mailbox and tutorial information, and Tab is used to access player inventory. Buttons 1 - 9 can be changed to suit a players needs and when constructing buildings, there are a variety floor sizes and wall
types to choose from. At later tiers, there is access
to walkways and transportation methods which sometimes cause interesting
graphical issues. (This is a point I will address later on.)
If there was any gripe about the building in this game, it would be that at the beginning, items are crafted manually, meaning players have to hold down the mouse button for a lengthy periods of time. (This is me saying WTB "craft all" button please!)
Outside of that, there are various tools that are used to scan for objects and ore deposits on the planet, weapons to use against the alien lifeforms, and neat footwear that allows players to jump higher and move faster. What's not to love?!
The UI polished and lightweight, mostly appearing at the bottom of the screen, allowing players to see the amazing graphics. In fact, I've spent lots of time screenshotting various locations in the game because it is astonishing. And if the scenery isn't impressive enough, some of the alien creatures are vividly brought to life, making the whole gameplay experience a breathtaking one.
As for the sound design, Coffee Stain Studios was on point with building sounds, creature noises, and music choices. There are only four songs in the official soundtrack but they create a lovely and relax ambience to the game - which is contrasted by the various demons, fluffy tails, and spiders. (I've thankfully avoided some of these so far).
Satisfactory's OST, composed by Jannik Reuterberg aka Sleepers Delight, who is a freelance composer and sound designer that specializes in chill music - a genre of music I quite enjoy. He can be found on social media via his Soundcloud, Twitter, Facebook, and Instagram pages, so be sure to drop him a follow!
Pros and Cons
There are a lot of features to love about Satisfactory like its relaxing and casual gameplay experience, vast landscapes to explore and build, and multiplayer capabilities (up to four players). Stunning graphics and an affordable price point are all things to be happy about.
Down the line, the developers plan to input a full narrative to Satisfactory, as well as many other quality of life features which will improve the end user experience. (Although, even the closed beta version of the game was spectacular, in my opinion.)
In Short the Pros are:
Beautiful Graphics
Casual and relaxing gameplay experience
Hours of enjoyment
A choice of 3 large landscapes to explore
Alien lifeforms to discover or perhaps avoid
Properly functioning multiplayer mode
Most of the cons that I found were only present in multiplayer games, but that doesn't take away from the enjoyment of Satisfactory. (In fact, in certain ways the issues added to the co-op experience.)
For one thing, Satisfactory suffers from the same issues that Astroneer does, which is that the multiplayer modes are established through a peer to peer connection. Often this means that issues with the multiplayer experience boils down to connection issues where objects might not show for all players. (Take a look at the screenshot next to this paragraph. The player could see the platform I placed where I could not.) Peer to peer multiplayer design also means that once a player logs out of the game, the players' model remains. While this is not inherently an issue, it allows for some friendly casual mayhem among friends - which may or may not turn out for the best.
Furthermore, the distance traveled away from the main hub will eventually cause the game to lag, which is another issue that tends to occur with a peer to peer setup. Finally, when using some of the vehicles in Satisfactory, the game would show the camera angle from behind the it like the player was no longer driving. When my game had enough issues where I needed to log out and back in, my character ceased to have a head! (And yet, I could still move around. Yes, I have screenshots of this too...) Some other cons include:
No factory lighting! (I BEG YOU. Please include some lights!)
Multiplayer minor grievances (as indicated above)
Hub collusion isn't present when the docile giant octopus leg creatures wander through the base
The beginning of the game could stand to have a 'craft all' button
Minor lag issues
Occasional graphic issues (listed above)
Game saves are NOT saved to the cloud, but locally saved (This isn't an issue unless you have to reinstall Windows, for example.)
Final Thoughts
Satisfactory is an excellent factory building simulator that I absolutely adore. With a fully fleshed out narrative, some additional quality of life features, and multiplayer issues addressed, this game will knock several of its genre out of the park. Even with the issues encountered during the multiplayer sessions, Satisfactory earns a 9 out of 10 in my books. It's fun, beautiful, and create hours of enjoyment for players. I can't get enough of this title!
Be sure to follow Satisfactory on Social Media. Here are links to the Twitter, Facebook, Instagram, and Reddit pages! Don't forget to join the Discord for future updates.
For the record, I was crafting something when this bugger appeared under the crafting window, scaring the crap out of me...
Game Information
Platform:
PC Developer(s):
Coffee Stain Studios Publisher(s):
Coffee Stain Studios Genre(s):
Simulation, Factory Builder Mode(s):
Single Player, Multiplayer Other Platform(s):
NA
Earlier this week PCGamer and Polygon released articles about a Fortnite professional gamer being dropped from their team. In both articles, the writers covered that the man who created the software used to cheat the game was the person to turn the player in.
Player Johnathan Kosmala was released from Team Kaliber after being found cheating during the World Cup Qualifiers, whose finals has a prize pool of $30 million dollars and would take place in July of this year. Then yesterday news broke that Epic Games has banned more than 1,000 accounts for cheating during the qualifiers because the players were account sharing, circumventing region locks to play in multiple qualifier tracks, or using cheating software.
As a result of the frantic cheating within Fortnite, Epic Games released a new 'Competitive Game Integrity' report which begins with the following statement:
Anyone found to be breaking the rules will be disqualified and penalized. Penalties may include a warning, a temporary competitive band (duration will be determined by Epic), removal from competitive play permanently, or a permanent ban from Fortnite. Penalties may be escalated if an account has received prior penalties in tournaments.
However, this Jaggy's corner isn't meant to go after specific players or teams because of cheating practices, it's to talk about cheating in video gaming.
As a person that is part of a couple tournament organizations, I can say that cheating is not limited to the game of Fortnite. Many competitive games have various mods or addons that provide certain advantages to the game play experience. I can recall a year and a half ago where a team was called into question among a tournament organization that I am part of. The admins had to make a decision about whether or not we should let the team play in our tournaments, especially since it was a community organization put on by an individual, and not by the game developers. Our team of admins engaged in heated discussion, and ultimately we decided to ban the competitive team from play. It was a difficult decision to make and it was also an unprecedented decision due to the fact that the game developer hadn't yet made a decision about the team until after we made our announcement.
A couple of things happened as a direct result of that decision. The tournaments started with a base prize pool and community members would donate to it, increasing the total amount. Normally this wasn't a problem since fans of the professional gaming space like to support their favorite teams and players, but one person requested a refund for the $1000 they had contributed once our ban was made public. Yes, you read that right. The person asked for a refund because the team they voted for was no longer going to play. Take that for what you will.
The second thing that occurred after we made our decision was the polarizing beliefs that the community had about the tournament and the admin staff. It was brutal because people wanted that team to play since they believed them to be 'the best', when we knew that most of them were being paid to boost accounts and engaging in other cheats. And when I say most of them, I mean that one or two of the players had not been proven to cheat the game. The admin staff had discussed at length whether or not we should ban the team, because we knew that only some of the members were legitimately corrupt.
A number of questions arose from that specific instance like: should tournament organizations penalize a whole team because of a couple bad apples? (Ha ha, ZING! #nocontext) Do we assume that if a couple of members are cheating, that the others must also be corrupted? How does a tournament organizer deal with instances of cheating in a world where screenshots can be doctored? (especially since some of the information we had came from Discord screenshots.) And is it necessary to wait on major decisions like it when the game developer hasn't made their own ruling?
The idea that players are sometimes more outraged by the fact that their favorite teams/players are banned is more egregious than the fact that people are losing legitimate chances to win money based on their aptitude for a game, is ludicrous to me. But 'professional players' have done all sorts of things to win tournaments like taking Adderall to enhance reaction time and refine their focus. Because of increased drug use in gaming, most esport tournaments have implemented rules to prohibit players from using any performance enhancing drugs. Also, this issue has never been solely the issue of physical sports, so when it became an issue in professional gaming, tournament organizers weren't necessarily surprised (I would think...)
The thing is, the onus isn't just on the players using various methods of cheating, it should also be on those who create the programs that can exploit video games. Having programs that can tip the balance in favor of certain players is not fair, and it makes the gaming industry look worse than it already does to the general public. Also, it calls into question a persons moral compass, the fact that certain people who create these programs don't care about the integrity of people or of friendly and fair competition.
Frankly, I think the programmers who are known to distribute cheats should also be penalized for their actions. And in the case of Fortnite, the person who created and distributed the software was the one to bring the person to the attention of Epic Games, ultimately leading to their removal from a professional team and a ban from the tournament. Now, in my opinion the creator of the cheat program gets a small free pass because told the World Cup organizers about ONE player. I say only a bit because personally, I don't condone cheating in most circumstances and definitely don't condone it in a tournament setting. However, I applaud the fact that the man was willing to bring someone to the attention of the admins. So there's that.
Anyways, that's just how I feel. The professional gaming space should continue to work on other ways to combat cheating, defrauding players, and promote good sportsmanship. This isn't something that will happen overnight, but they are principles that can be improved upon.
Do you agree? What are your thoughts about competitive gaming and cheating?
Why am I beginning with that? Because, it bugs me that once again people blew a situation out of proportion without considering other factors. Again.
This week what I'm talking about is Epic Games and the internet boycotting the company because of a silly scrapper file. Now, before you jump down my ass, let me explain why I feel like this whole situation is ridiculous.
First: The internet decided to uninstall the Epic Games launcher because of this discovered scrapping file that would access information IF - and only IF - users imported their Steam friends list into the Epic Launcher. But, people were more disgusted by the idea that Epic Games could see what types of games a person plays. Honestly, I don't see why that is an issue. A Steam game list is publicly available unless the user has their profile set to private. I also don't see an issue with this because I imagine the company wanted to collect this information to better market video games that people enjoy. As in, this is what targeted marketing is, and it's done by platforms like Google and Facebook whether you know it or not.
Second: The Epic Game Launcher has only existed for a year or two, meaning that they would still have a long way to go in order to effectively compete against platforms like Steam (which we'll get to later). I think it's ridiculous to think that a company is going to magically have the numbers to compete with other platforms in such a short period of time. People seem to think that's how the world works, but really it isn't. Companies have to make a lot of decisions in order to be successful, which includes bad ones. One cannot grow without having some great struggles.
Third: I fully believe that Steam needs to have competition because, let's face it, Steam has done some horrendous things in the past.
To synthesize my thoughts about this 'security breach', let me first talk about some of the good things about Epic Games.
Since inception it has had substantial growth because of the hit title Fortnite (and if that is an unfamiliar title, you've literally been living under a rock. There are posters of Ninja in retail stores in my city. Imagine: a Twitch streamer has freaking posters for sale to the general public. Think about this.) While I'm not a Fortnite player, I can respect the fact that Epic made a huge splash in the industry with that title. Epic Games also boosted their reach by deciding to offer one game for free on a biweekly basis. Not only that, it is widely known that Epic Games is offering a greater profit split with the games developers. In essence, this is what makes Epic Games a more attractive platform to do business with, especially considering how cost prohibitive game development can be. Gone are the days where indie developers struggle with platforms to offer their games, so for Epic to offer a better monetary split is actually a very good thing. As a slight sidestep, this means game developers can use the money they make on producing better quality games instead of releasing subpar titles like say Fallout 76... (It's not my kind of game.. don't at me!)
Now, many are upset that Epic Games is 'stealing personal information' because of this scrapper program that is directly installed onto a person's system. People have equated it to malicious spyware, which it isn't. Epic has stated that they only collect data with permission. While I can say that I don't agree with its implementation and reasoning behind the program, it angers me more that people are SIDING WITH STEAM like they are some majestic unicorn that can do no wrong.
Steam: The platform that requires a paid fee in order to offer a game on the platform. It's the platform that said they were no longer going to regulate what is available to buy like its collection of hentai games, asset flips, or absolute garbage like "Rape Day" (which was thankfully removed from the platform, but not because it broke the new Steam policy. They removed the game because they were afraid of getting sued.) And DO NOT THINK that the developer of that game gets a free pass either. He basically stated something along the lines of 'my game was not meant to be on a platform like Steam...' Oh really? You willingly paid that fee. You actively set up the store page. And you filled in all the relevant information about the 'game'. Clearly you were drugged at the time or forced into putting your game on the platform... Right. Keep lying to yourself.
Anyways, back to the point. Steam is a platform that people have actively review bombed games for less than legitimate reasons. And despite all of the issues that Steam had with their previous Greenlight system, people seem to be more upset about Epic Games knowing their game list. Considering how people discovered the issue as well as the less than spectacular PR work done about those breaches since they've become public knowledge, I gawk at the idea that people are upset about this kind of information collecting.
Are you worried that you can't play your games? If you already have a list on Steam, then keep playing them there. Epic isn't stopping people from using another platform. They are providing an alternative. And if you are worried about having access to games because Humble Bundle gives out game codes for Steam, Epic has already stated that they have partnered up with Humble Bundle too! But honestly, people are upset because they are being forced to buying their games on another platform after being 'promised' a launch on a platform. I hate to break it to you but it's not like you have to buy a whole new system to play a PC game on a different launcher. This isn't the console wars where one has to decide if they like the exclusives on PlayStation versus Xbox and then buying the system that those games are released on. What does it really matter when it comes to PC gaming? There is no extra investment for you! Furthermore, Epic Games has stated that they would be giving people a $10 discount on Metro Exodus because it was supposed to be a Steam exclusive game. I don't know about you, but I call that a win.
Instead, you'd rather allow Epic Games to take a colossal hit in favor of Steam who has blatantly hidden certain game tags from being discovered, who has decided to wash their hands of any controversy with respect to video games, and who has a policy that is ambiguous at best. It feels a lot like users are just being butthurt for the sake of being butthurt. The Epic Games launcher is still fairly new, they don't have the same library of games, nor does the platform have the same features as its competitors. And I'm not the only one who thinks Epic Games will make the industry better. To prove my point on that, here is an interview with Rami Ismail about Epic Games and the why he believes Epic Games is good.
To think that people are up in arms because a game list is 'their personal information', I am going to quote this article from Extreme Tech:
"In a world where Facebook deliberately shares private and personal information on tens of millions of people with companies that never should have been allowed to see it, the idea that scanning a single file for a list of friends you won’t even upload without permission would constitute a privacy violation is pretty laughable by comparison."
I tend to agree with the author of that article.
However, this doesn't mean Epic Games gets a free pass. The idea that the company might not be liable for information collected without permission is a bad thing. It's also something that game companies have done before with much more brutal results like the piece I wrote about ArenaNet installing spyware onto people's systems so that they could ban users that had programs which could exploit or alter their game coding. It ended poorly in that ArenaNet had to spend time unbanning a bunch of accounts for erroneously hitting game developers that use these programs for their own projects. In reading my article, people would be aware that I am against this kind practice because I believe that the EULA does not extend to a person's whole computer. I explained that it's one thing to scan owned property to make sure files haven't been tampered with, but it's a completely separate issue to look at someone's whole computer for programs that can potentially be exploited.
Epic games needs to be held accountable for their actions, but that doesn't mean the internet should pull the trigger and then ask questions later. They are offering an alternative to Steam that up until now had little to no competition. There are bound to be bumps in the road and this is one of them. Still, I believe that companies can be redeemed and as such, I'm not giving up Epic because of this one issue - especially considering the alternatives. And as for Steam, I'm willing to use other launchers that will support games that are not absolute dumpster fires, despite the fact that I play most of my games through Steam. Because Epic Games does have partnerships with Humble Bundle and other game developers, I'm willing to give them that chance. And I would rather not have to deal with crappy asset flips, terrible business practices, and controversies galore in favor of a platform that is willing to give gamers quality products and developers a fair share of their profits.
This week, I want to discuss the notion of leadership because it's been on my mind lately. I haven't spoken about this first event until now and I feel as though it might be important.
The Ninja Phenomenon
A streamer by the handle of Ninja became an instant Twitch hit because of a chance Fortnite stream with the rap artist Drake. Yes. That's right. If somehow you missed it, I do mean that Drake. (There is only one song of his I actually like)
Writer Paul Tassi of Forbes.com had a chance to interview Ninja about the extraordinary experience. In it, he asks the following question.
Paul: What are your plans now that you're making this kind of income?
Ninja: We plan on giving and helping our family whenever we can, and we also started sponsoring an animal a week in our local shelters. Donating the full asking price for surgeries and other things so they get adopted.
This was just one of the questions posed and answered in the exchange. But why is this important? I think it's because gaming is getting some excellent representation for the general public – regardless of their understanding of the community. A lot of non-gamers don't understand the real impact that can be gained as a result of gaming success.
I believe with interviews like the one at Forbes, it shows that leadership and representation are important qualities to showcase in our community. By Ninja having the extraordinary opportunity to play Fortnite with Drake, people were given a glimpse into a world they might not understand, but can influence perspectives of our youth. To many players of Fortnite, Ninja wasn't the most famous streamer until the monumental stream. That one event brought in a bunch of new viewers for Twitch who had never heard of the platform before.
The event wasn't just noticed by unfamiliar Twitch viewers but by mainstream media. And I couldn't be happier because of his impact on Twitch and on non-native stream viewers. Though, part of my reason for being happy is due to something Ninja said in that same Forbes interview.
Ninja: The suicide prevention/awareness charity I did was because I had recently lost a longtime friend and moderator in my channel to suicide.
Now, while I've never Ninja before, and honestly know nothing about him, I now respect the man. Not only did he handle becoming 'instantly famous' online extremely well, he also takes the time to donate to important charities like the one mentioned above.
This is what true leadership is about, at least in my opinion. Leadership isn't about making lots of money or bossing people around. Leadership doesn't mean one must have an inflated ego. Leadership is really about how you allow others to grow by giving people the chance to make a difference. While Ninja chose to donate money to very important causes, it isn't the only thing that can be done to be considered a leader.
I'll give another example but this one comes from Rocket League.
Karma and Leadership
Most of you know the Captain of Splyce's Rocket League team, Karma. I consider her to be an amazing leader as well.
At RLCS Season 4 in 2017, Karma had her picture taken with a little girl who was in attendance. (The little girl's father is a Rocket League Commentator by the way).
The picture itself may not be significant but the impact of meeting a prominent Rocket professional player is huge for someone her age. You see, Karma is a role model for this little girl. Why is this important? Because I consider her to be a leader on account of tweets like this one:
Fun fact day 3:
During my free time I volunteer at Children's Hospital Boston in the Endocrinology and Urology Departments, shadowing doctors and speaking to kids about various medical conditions and easing their stay / daily lives. #WhoIsSplyce@Splyce
Karma is a dedicated team captain who watches replays in order to improve her skills and those of her teammates. While that is standard fare in any type of sport, it shows that one doesn't have to donate money to be considered a leader. By being a positive role model for her teammates and for little girls like the one shown above, you can see that money isn't what makes a leader.
The persistence and professionalism that @KarmahTV has displayed since the very 1st season of the RLCS FINALLY pays off!
For all of you players hoping to eventually make it into the RLCS/RLRS, I hope you've been taking notes. pic.twitter.com/XHCPOiCdXT
All told, I think that one of the reasons that social media took and immediate liking to Ninja was because of Drake. Ninja then proved his real worth by accepting an interview which showcased how good of a person he is.
Karma doesn't hold a candle to Ninja in terms of viewership. She has leadership skills and compassion in spades. So, when you combine those qualities together, you can see the mark of true leaders.
Both of these people, though they are on completely different spectrums are looked up to by many people. Doing something worthy of admiration is one mark of leadership, but that's just my opinion.
How about you? Who do you idolize and why are they important?
After about a good thirty to forty hours and thinking about how to best describe Fortnite it hit me. Welcome back to Horde Mode!
Love it or hate it, Epic Games' Gears of War's Horde Mode can be a blast. If you view that style of Tower Defense as a base game, it can easily explain why the core gameplay of Fortnite is already solid with its third person shooter mechanics that allow you build up defenses in order to protect your objectives. Is it a copy and a paste from their previous work? No. Fortnite stands apart from Gears both in terms of graphics and in its mechanics, which can be very addictive especially since they give you Llama Pinatas to break open for loot!
Currently in Early Access, Fortnite is available on the PC, PS4 and XB1. Things for the most part are stable enough but every now and then hiccups occur or the servers lag a bit when someone joins in midway through a session. It should be noted that no save data is stored locally on the PC or on the console. All of this is stored in the cloud which leads to possibly my favorite feature. Playing across multiple systems.
Ok that last statement is only accurate from the point of view of the PS4, which I received a key for, and the PC. While there is no current cross play all you have to do is log into your Epic account and, because all of the data is server based, continue from where you left off on the other platform. So the best example of this is while playing on my own and joining random games I would play off of the PS4. If I was playing with my brother who picked it up and some of his friends I would load up the PC version and Discord to have a blast for hours at a time. Worried about losing out on PS4 trophies? No worries as these all auto-populate once the game has figured out how far you've gone.
Control wise Fortnite is configured just as much for the controller as it is for the keyboard and mouse. Want a keyboard and mouse on the PS4? The layout is available to customize on the interface. Fortnite has really been configured to offer the same experience regardless of the platform. That said? While blasting enemies away for hours at a time with a controller is smooth, the interface is much more quickly navigated with a mouse which on the PC it makes the switch instantaneously while I can't comment for the PS4 as I didn't plug in a mouse to my console.
Core Concept
The concept behind Fortnite isn't a new one by any means but it's a lot of fun and follows the more the merrier approach. Everything is online so a good internet connection is required though if you get booted from the game because of a power outage or the game crashed then if you can load the game back up fast enough it'll allow you to rejoin the session that you were in. You'll lose your score, but you won't lose your rewards or anything that you had done up until that point. It was nice to see that your spot is reserved and that someone else can't simply come in and pick up where you've left off.
The basics of gameplay are the following. Starting off you are given a character in order to do the tutorial and learn the basics. You can move around the environments and mine for the three major resources and the components that you'll need in order to build buildings and weapons. While in this environment you'll also come across beings that used to be human and have since been turned into husks by the storm. Welcome to the Zombie Apocalypse!
In order to defend yourself from these creatures you'll have access to swords, shovels, hammers, sniper rifles, machine guns, pistols and shotguns. Some of these will be picked up, others will be granted to you as a reward at the end of a mission. For the most part though, you'll be building them from schematics which means that you really can't skimp of collecting resources, or at least being smart about how you collect your resources.
The environments are not completely destructible though you'll learn quickly enough that there's more than enough lying about to collect. Trees give you wood (I mean who would have thought right?) but so do certain house walls, furniture and garage doors. Stone can be found mainly through both house siding and giant boulders. Steel which is the final of the three major resources can be found through cars, fences, posts and other random electronic or steel devices laying about. Of the three you're more often than not going to collect other components through steel contraptions as much as you will by searching through houses, campsites and rubble left behind.
Crafting
Once you have all of these then crafting is as easy as loading up a sub-menu and saying build. Once that's done it's added to your inventory and you're good to go. Need ammo? Simply hold the reload button and ammo will be created as long as you have the resources on hand. All your crafting options will be done through schematics that are picked up through rewards or Loot Llamas that can be acquired either through in-game currency or through mission rewards.
Crafting new weapons can only be done during a mission / session while upgrading the schematics and leveling your heroes can only be done through the main menus. I've now mentioned Llamas a few times and the reason for that is that short of the mission rewards, and you'll be playing a fair amount, you'll want to aim for getting Llama Pinatas. These Pinatas are basically loot crates that are random in nature and can give you either a mother-load or a mere pittance depending upon the lords of the random generators.
Loot, aka new Heroes and Weapons
There are two real types of these
pinatas that can acquired. The first are random in nature and you hope
for the best. The second change every twenty four hours and offer a
specific type of loot such as Heroes, Upgrades, Survivors, Melee
Weapons, Range Weapons, so on and so forth. This is really how you're
going to be spending your in-game currency though if you want them
faster or REALLY want that special Llama you can always buy more
currency through micro transactions. That is entirely up to you.
Everything
that can be acquired from Heroes to Weapons all follow the "MMO Rarity"
path that World of Warcraft has essentially put into place. Grey and
green can normally be ignored and broken down for experience while Blue,
Purple and Orange will much more readily hold your attention.
Everything is fair game and sometimes you'll need to balance your
equipment load-outs as purples and oranges are great to have but
sometimes cost more resources than you have access to. All weapons break
so having backups that can be made with easy to acquire resources is a
smart move as I learnt fairly early on.
From there every player
has an upgrade tree that uses points acquired from leveling up your
account as a Commander and a research tree that is upgraded with points
that are generated on a per hour basis. One requires a lot of playing
and the other requires a lot of waiting. Both are just as important as
they make both your characters and your buildings stronger.
Gameplay
Finally we get to the good part! All of your heroes, their loot, their resources all come down to getting out into the field and fulfilling the reason for being there. Defending a location for a falling satellite, acquiring information from a descending balloon, launching a rocket to expand how far you can move out and putting a crazy rocker's van back into the sky. All of these are going to require a fair bit of hardware, collected resources and sometimes some creative designing.
Well maybe not so much on that last part as sometimes the best defense is nothing more than four walls of reinforced steel with a ton of traps between the enemies and that wall. Not to mention your sheer amount of ammo and special abilities as you aim for those headshots! There are two main loadouts that you'll have access to at any given time, beating the crap out of anything that comes close and building mode.
The first is obvious. Set in either first or third person you move around the map and either collect resources with an ever present and upgradable pickax or you shoot your guns or swing your blades to take out the husks. Once the core part of any mission starts this is where things can get fun and intense as often even the best laid plans are not enough for the sheer amount of enemies coming your way.
The second mode is much more interesting and allows for either being plain, boring and functional or allows you to be as fancy as you want with angled staircases, arching entrances, firing hole in the middle or the wall and L-Shaped walls. That's just the walls and the stairs, that isn't the floor or the ceiling which can be modified to make wider or thinner passageways that even have their walls in order to protect yourself as you attempt to protect your goal.
Husks for the most part will rush towards these structures but as Fortnite moves on it continuously adds more mobs that don't just hit your walls but lob projectiles towards it or simply over your protective barriers making roofs a thing that you'll need to figure out and soon.
Issues
With all of these however Fortnite isn't without its issues in which one of the major one is that as easy as it is to edit a wall, a staircase or a floor / ceiling, removing them requires you taking a pickaxe to it. After you've leveled up a bit and added in more and more durability and upgraded the walls themselves, having to take your pickax to it is a huge pain in the ass especially if you've got some major renovations to perform.
Other than the other above mentioned connection issues however Fortnite is rather stable short of the occasional re-balancing and people's forts being refunded on resources because Epic had something to fix in that zone. They are quite nice about it though and do apologize for not being able to refund the time spent as well as the resources.
Conclusion
Fortnite requires a lot of time to really get going and truly understand how each piece works in conjunction with one another but it's worth it. It'll take take some time to figure out which heroes you want to play with, which types of weapons you are comfortable with and how to best go about acquiring resources in the field while still getting ready to repel the husks. That said? It's extremely addictive and only becomes more challenging as time goes on which keeps things interesting for hours on end.
Game Information
Platform:
Sony PlayStation 4
PC Developer(s): Epic Games People Can Fly Publisher(s):
Epic Games Genre(s):
Third Person Shooter
Tower Defense
Sandbox Mode(s):
Online Single Player
Online 4-Person Coop Other Platform(s):
Microsoft Xbox One
Source:
Provided by Publisher
Article by Pierre-Yves
Lots of time dedicated to playing coop by Marc L.