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Showing posts with label Hack and Slash. Show all posts
Showing posts with label Hack and Slash. Show all posts

Echoes of Mystralia Announces Early Access Release Date!

At last, Watchers.

We’re thrilled to announce that Echoes of Mystralia is releasing in Early Access on August 11th, 2026!


This announcement marks a huge milestone for us as we’re ready to share the magical world of Mystralia with everyone.

The demo was just the beginning, and we’re incredibly excited for you to experience everything that’s waiting for you in Early Access. For more information about what’s in store at launch, take a look at our latest Devlog.

While the core experience will be playable at release, we’re taking some time to finalize the last stage of development alongside the community to make Echoes of Mystralia the best it can be for full release.

And for some even more good news, your saves and progression will carry over from the demo to the Early Access version of the game, with one exception:

We've reworked how Echo Fragments are earned and how Altar upgrades are unlocked. In the demo, the Echo Fragments are intentionally very easy to obtain, but they don’t serve much of a purpose. In Early Access, Echo Fragments will become a core progression resource and are earned by completing Watcher Duties and other challenges.

Because of this change, when you transfer your demo save to Early Access, all of your unlocks and progression will be preserved, but your Echo Fragments will be reset to 0.


This ensures everyone experiences the new progression system as intended. Otherwise, players who accumulated large amounts of Echo Fragments in the demo could immediately purchase every Altar upgrade, skipping the challenges designed around earning them and missing an important part of the game's progression.

Thank you to everyone who played the demo, shared feedback, reported bugs, and helped us improve the game. Your support has been invaluable as we move into this next chapter.

Can't wait until launch? Jump into the demo and start your spellcrafting adventure today!


Got Questions? We’ve Got Answers!

You can ask your questions directly on our Discord or, if you're more of an email person, just write to us at community@borealysgames.com and our team will gladly help you.

Article by: Susan N.
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New Gameplay Trailer for Alpha Nomos: A Puppetcore Meets Rhythm Combat Game

June 10, 2026 | Independent studio RibCage Games today released a brand-new gameplay trailer for Alpha Nomos, its upcoming rhythm-action roguelite where music is the law of the world. An updated demo is live now on Steam.


The new trailer showcases refined combat, expanded power-up evolutions and the live-recorded musical weapons that give every fight in Alpha Nomos its own sound. Built on player feedback from earlier playtests, the Next Fest demo introduces a tighter combat loop, new enemy encounters and the studio's evolving "music-as-mechanic" design where every beat played on rhythm reshapes the soundtrack in real time.

Play as Cello, a tiny puppet adventurer wielding instruments as weapons in a ruined, melody-twisted world. Time attacks to the beat to unleash combos, raise your style meter and unlock musical powerups that don't just change your stats, they change how you sound. Reverb, Flanger, Delay and other real-world audio effects apply to every strike, turning each run into a unique composition. Two attack buttons. Countless combos. Played like an instrument.

Cello wakes in a shattered world overrun by corrupted puppets, where a mysterious force known as the Alpha Nomos has silenced the music. Alongside her friends, she fights to uncover what destroyed the world, what music truly is and what role she plays in restoring its rhythm.
"We didn't want rhythm bolted on top of an action game; we wanted it to be the action. Every hit, every dodge, every upgrade lives on the beat. This trailer is the first time you can really see that click into place." said RibCage.

Key Features

  • Rhythm-driven combat - Hit on the beat to deal more damage and unlock combos.
  • Live-recorded weapons - Every instrument is real. Off-beat hits play wrong notes on purpose.
  • Audio-effect powerups - Reverb, Flanger, Delay. Each one changes how you play and how you sound.
  • Roguelite runs that compose themselves - Every build becomes a new track.
  • Handcrafted world - Abandoned circuses, corrupted toys, music-reactive environments.
  • Two buttons, endless expression - Simple to start. Deep to master.

Availability

The Alpha Nomos demo is live now on Steam. Wishlist Alpha Nomos, play the demo and stay tuned for more announcements ahead of the Q3 2026 launch.



About RibCage Games

RibCage Games is an independent studio founded by four developers who left mobile gaming to build the immersive PC experiences they grew up loving. Alpha Nomos is their debut commercial release, a rhythm-action roguelite built on the belief that music isn't a backing track, it's the rulebook. We create, we don't generate.

Article by: Susan N.
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Echoes of Mystralia Updated Demo Available Right Now!

June 12, 2026

Greetings, Watchers!

The wait is finally over and the next chapter of your journey through Mystralia begins.

With Steam Next Fest just around the corner, we're excited to unleash a massive new update to the Echoes of Mystralia demo, available to play RIGHT NOW!


Explore the New Content

Prepare yourselves for a wealth of new content, including an epic new boss encounter, mysterious reward shrines, and challenging puzzle-locked Rifted Echoes. We've also polished the experience with significant visual and performance improvements to ensure your journey through Mystralia is smoother than ever. Dive into the full breakdown of every new feature in our latest Devlog.

Do you have what it takes to survive the Ash Forest? A formidable new threat awaits: Luciame, master of wind and fire. Put your elemental spellcasting to the test in this deadly Watcher encounter and fight to rescue her from the Rift.

We can't wait to see you brave the mysteries of Mystralia again, so download the demo now, and unleash your most powerful spells!


Got Questions? We’ve Got Answers!

You can ask your questions directly on our Discord or, if you're more of an email person, just write to us at community@borealysgames.com and our team will gladly help you.

Article by: Susan N.
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Sacred 2 Remaster - PS5 Review

Sacred 2 Remaster by developers Jumpgate AB, SparklingBit and publisher THQ NordicSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 8 minutes

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Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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Com2uS Holdings Launches Soul Strike x FULLMETAL ALCHEMIST BROTHERHOOD Crossover

– Edward & Alphonse Elric, Roy Mustang, and Riza Hawkeye join the game as Mythical Allies
New Skills and Relics based on the anime featured with powerful performance
Crossover Dungeon and celebration events now live –

Com2uS Holdings announced on the 29th that Soul Strike has launched its crossover with the TV anime FULLMETAL ALCHEMIST BROTHERHOOD. As a major global IP crossover, it is expected to draw strong interest from worldwide players.

Key characters from the anime appear in-game as Allies, alongside unique content and events. The Mythical Allies include Edward Elric, Alphonse Elric, Roy Mustang, and Riza Hawkeye. Their appearances evolve with Awaken Level, and they come equipped with signature Skills inspired by the anime, such as Pummel, Earthshatter, Ignite, and Military Marksmanship. The Treasures enhancing each Ally include Edward’s Silver Watch, Cat Inside Alphonse, Mustang’s Gloves, and Riza’s Pistol.

A new Mythical Skill, Earth Spear, launches enemies into the air while dealing persistent area damage. The Dwarf in the Flask, known as the creator of the Homunculi and the source of all evil in the original story, appears as a powerful Relic. These high-performing Skills and Relics are expected to strongly stimulate players’ desire to collect.

In the Crossover Dungeon, a new storyline unfolds where heroes from both universes meet. Players can earn the summon currency Red Tincture and the shop currency Cenz through Dungeon progress. Cenz can be exchanged in the event shop for Crossover Allies, Skills, and Relics. Top-ranking players who complete the Dungeon fastest will receive special rewards, including a Mythical Skill Select Ticket and a Crossover Treasures Chest.

A 14-day login event is also available. By logging in daily, players can obtain Edward Elric and Roy Mustang, along with Crossover Skills, Relics, and a large number of Summon Tickets and Ether. Additional events include community-based missions like Dungeon clear screenshots and tip-sharing campaigns.

FULLMETAL ALCHEMIST BROTHERHOOD is the anime adaptation of the bestselling manga Fullmetal Alchemist, which was first introduced in 2001. It follows the journey of Edward, who lost an arm and a leg while attempting human transmutation, and Alphonse, whose body was lost and now inhabits a suit of armor. Together, they seek the Philosopher’s Stone to recover what was lost. The series gained worldwide acclaim and remains a legendary title over a decade later.

For more details on the crossover and events, visit the official site.

X.com - https://twitter.com/SoulStrike_EN

Youtube - https://www.youtube.com/@SoulStrike_official

Facebook - https://www.facebook.com/SoulStrikeEN

Discordhttps://discord.gg/HMcwvJaaj6

 ~~~

Article by: Susan N.



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Action Packed Roguelike 13Z by Mixed Realms Can Be Playtested Right Now!

Singapore, September 19, 2024 | Mixed Realms is thrilled to announce the first global playtest of their latest action-packed roguelike adventure, 13Z.


Starting today, September 19th, gamers around the world are invited to participate in this exclusive event, getting a firsthand look at the intense hack-and-slash gameplay inspired by the mystical Chinese Zodiacs. This is your opportunity to prove your worth and vie for the title of the legendary 13th Zodiac Guardian.

While 13Z takes center stage with its global playtest debut, Mixed Realms will also be showcasing 13Z at the Tokyo Game Show 2024. Attendees can dive into a live demo featuring Lyra the Fox in a high-stakes battle against a formidable Zodiac Guardian. Whether you're at TGS or joining from home, this playtest is your gateway into the dynamic world of 13Z.

Be sure to wishlist 13Z on Steam to stay up to date with all the latest news and be among the first to take on the trials of the Zodiac Guardians in 13Z’s 1st global playtest.

About 13Z


In 13Z, players embark on a daring quest to ascend as the 13th Zodiac Guardian. Confront an array of monsters and the revered Zodiac Guardians themselves in vibrant, ever-evolving arenas. Sharpen your combat skills, strategize against cunning foes, and interact with a lively village that grows and thrives with your achievements. Each run through the Zodiac Trials not only tests your prowess but also enriches the bustling hub at the heart of 13Z.



KEY FEATURES

  • Ascend to Zodiac Stardom: Engage in epic battles across mystical arenas, wielding extraordinary powers to claim the title of the 13th Zodiac.
  • Choose Your Challenger: Play as unique characters like Lyra the Fox, Raven the Herald of Death, Panda the Warrior, or Cat the Ninja Assassin, each equipped with distinctive abilities.
  • Built for Replayability: Customize your abilities, unlock powerful transformations, and make pivotal choices that make every playthrough unique.
  • Solo or Co-op Gameplay: Face the trials on your own or team up with up to three friends for an unforgettable cooperative experience.

ABOUT MIXED REALMS

 
Mixed Realms is a Singapore-based indie game studio that doesn’t just make games—they craft experiences that get your heart racing. Known for the high-octane action of Sairento VR and Hellsweeper VR, and the strategic depth of Gordian Quest, Mixed Realms is all about community-driven development. Translation: They listen, they adapt, and they make sure every game they launch is something players can truly call their own.

Article by: Susan N.
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Knockout Enemies with New Hack and Slash Deck-building Game in Spirit Mancer

Montpellier, France - August 8, 2024 | Dear Villagers is proud to announce their publishing partnership with Sunny Syrup Studio on Spirit Mancer, a 2D Hack and Slash adventure with deck-building mechanics that will be released in November on PC, PS5, and Nintendo Switch. Spirit Mancer is inspired by classics like Mega Man, Jojo’s Bizarre Adventure, and Pokemon, in the game players are in the role of a modern-day demon hunter, they can go alone or also can join forces with a friend in local couch co-op mode. Slash, Shoot and Break hordes of demons from Ars Goetia and stop the evil queen with the power of the Spirit Mancer. Capture their spirits and summon them out into battle in the beautiful yet dangerous world of Inferno!


“We hope you all enjoy our game, Spirit Mancer. We poured our heart and soul, and maybe a few too many crazy ideas, into this passion project. We had many good laughs and a lot of fun crafting this insane adventure. We hope you have as much fun playing it as we did creating it.” - Sunny Syrup Studio

KEY FEATURES

 
Hack and Slash action combines with deck building elements. With a skill base card, you can summon demons to do your bidding and help you during combat.

Local co-op support. Like in the old arcade times, join forces with a friend and jump together for an epic battle into a colourful and vibrant inferno.

  • 100+ Unique enemies you can fight and capture
    • Huge variety of unique monsters and demons that you can fight and capture.
  • Summon captured enemies to battle as spirit cards
    • Capture any demons into spirit cards then summon them out into battle as your friends.
  • Deck building with 100+ spirit cards
    • Build your deck with demon spirits that you want in your pocket.
  • 10+ Guns and weapons to be used
    • Blast any foes with a large variety of weapons.
  • 8+ levels for you to explore - Beautiful beach, Volcanic fortress, Lush forest, and more
  • Adventure the huge fantasy world of inferno with 20+ biomes to explore.


ABOUT SUNNY SYRUP GAMES

Sunny Syrup Studio is a group of people from Thailand who love playing video games and drawing amazing pixel art (and animals). Creating Spirit Mancer a 2D action adventure/Card game where you fight demons by capturing them and summoning them to fight alongside you.

ABOUT DEAR VILLAGERS 

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.



Article by: Susan N.
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Last Epoch - PC(Steam) Review



Last Epoch by developer and publisher Eleventh Hour GamesPC(Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 5 minutes 

A tale across time and space, in order to protect the future of the world. Last Epoch is a sort of more traditional hack-and-slash with some modern amenities added in. A good old action RPG with a lot of customization and plenty of options to play your character. Let's take a bit more in-depth look at it.

Last Epoch tells a tale of traveling through time to prevent the end of your known world. Using shards of an artifact left by a long departed being of great power, you are flung through time, attempting to make the world a better place, one step at a time. Along the way you will meet some interesting characters and learn more about the fate that plagues your future. Are you up to the task, or will your journey end in nothing but another dead end future?


Last Epoch is a very interesting title that gives me a lot of nostalgic vibes from some of the games in my my aged collection, albeit with a much more modern presentation. Old school Diablo, Baldur's Gate: Dark Alliance, and a little bit of Chrono Trigger thrown in as well, mostly for story related purposes. You'll be exploring a number of different biomes, fighting off different types of creatures; some natural, and some not, as you explore on your quest.

The control scheme of Last Epoch consists of point and click movement with different attacks being assigned to the Q, W, E, R, and right click. As you defeat enemies, you'll be earning exp that will let you level. As you level, not only do you earn stat points, you also earn points for your abilities, both passive and your active masteries. While you may start out with just your basic attack to get you by, as you level you unlock more skills to be used. Some of these are "free use", and others come with resource costs and cooldowns. Once you hit a certain point in the game, you also unlock a "class" mastery, giving you access to new attacks skills and passive trees.

In addition to the skills earned from leveling, you also earn skills by putting points into your passive trees. A set number of points will unlock a new skill. In addition to this, you can choose skills to "specialize" in every set number of levels. You have a big skill tree full of nodes you can put earned points into, which can alter your skills in certain ways, such as changing the elemental damage type of the skill, to improving it, such as more damage on hit.


Basically what I'm trying to get at here is that there is a lot of customization. For example, I built out a wizard that focuses on fire damage, but you could specialize in lightning or frost instead. Or you could go for a more up close build. There are three different class masteries per basic class type, meaning there are fifteen different classes among all the character types. Add into this the amount of different builds you can work with and there's a lot of room for customization to do what you want to do.

Last Epoch functions are largely similar to any Diablo type game you've maybe played. You roam around exploring and fighting monsters and enemies, collect loot, wear loot, sell unneeded loot, reforge loot with ability shards to bolster your gear, and go back into battle again. You have a lot of different equipment slots and abilities that can be affixed to your gear. A little frustrating when you only get physical damage bonuses while playing a purely magic based wizard, but what can you do?

As a cool side point, while most of your skill points are probably earned through standard combat, there are also side quests that award character stats or related unlocks or bonuses, which is a nice incentive to actually complete the side quests other than for just basic rewards. I know one of my personal; biggest pet peeves in a game is completing a side quest at a time when it's relevant and receiving very little worthwhile for it. Thankfully that isn't an issue here.


Whether you decide to play on your own or with friends, Last Epoch is definitely and action RPG that delivers. The combat felt fun and making builds was exciting, the storyline is interesting and not just there for filler, the loot drops felt pretty decent, despite my poor luck, and the crafting system is basic enough not to be frustrating, but with enough utility to make it certainly worthwhile.

To add to the package, the ambiance, graphics, and musical tone play nicely together to frame the area you're currently making your way through. Whether it be gardens overrun with killer plants or a cavern full of eldritch horrors, the areas definitely suit their themes.

Good news to all you new to the style of gameplay: it's accessible for both those used to the genre and those new to these types of games. There's an in-depth in-game reference guide that helps explain things, which can be linked in the in-game chat so you can reference things, or have them referenced to you. Also, based on what I've seen, most people in the community are more than willing to chat about questions you have or their experiences.


Overall, I'm extremely happy to have had a chance to play Last Epoch. The sheer amount of customization available to you, the different build types you can make, and the engaging storyline all great points to highlight the quality you get from Last Epoch. I can definitely say, if you're a fan of ARPGs or Hack and Slash type games, Last Epoch is certainly a title to have on your radar.

Score: 9 / 10
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Coridden - PC Preview


Coridden by developer Aftnareld and publisher Anshar PublishingPC(Steam) preview written by Richard with a copy provided by the publisher.
 
Estimated reading time: 4 minutes

Are you looking for a new action hack-and-slash rpg? Perhaps one you can play on your own or with up to three other friends? Well, perhaps you'd also take an interest in Coridden!

Coridden is a nifty hack-and-slash adventure in a fantasy setting. A group of four siblings setting out together, or one on their own, Corriden has that feeling of an older school fighting and looting adventure,  but with a nifty twist. Turns out our intrepid heroes and heroines can shapeshift! That's right, that big panther like creature? You can be that creature. And your friends can ride you! No, I'm not rephrasing that.


Coridden has a lot of the traditional 3D hack and slash mechanics, with levels, skill trees, and lots of equipment. You also have a stamina bar that depletes when you attack, both for your human and creature form. You can swap between forms as you explore or fight enemies in order to get an advantage. In combat, both your human and monster forms have both melee and ranged attacks that behave differently, so you can switch between forms to both manage stamina and choose an attack method that works better for the situation.

When you're exploring, there are gaps to jump across, treasure to find, and objects in the areas to interact with. Sometimes a human is just a little too slow, so you need a faster creature to make the jump. Other times you may come across a mechanism that needs to be powered with electricity, or branches that need to be burned. It's really cool seeing different interactable environments like this.

There are multiple different weapon types and beast skills that you can either earn, find, buy, or learn through skill trees. Each different weapon and creature feels, even if the creatures at the moment are primarily of a similar type. Spears and swords act very differently than if you had a sword and shield equipped. Single handed weapons can also be doubled up for dual wielding if you'd prefer damage output over defense. Skills work based on cooldown and stamina, and since stamina recovers over time, this means you'll never be without options, especially when exploring. You also have heavy attacks you can charge as well, making an interesting dance between light and heavy moves while conserving stamina.


Combat is mostly smooth, although I do have a few minor issues with it. Attack direction is based on where your mouse cursor is, which can get a little frustrating if you go to attack an enemy with a melee, and are slightly off you'll end up missing, or if your cursor is sitting away from where you want to attack because you forgot, you may end up attacking backwards. This brings up an interesting point in that you actually do have different attacks and dodges based on the direction your cursor is indicating. 

The ranged attacks work pretty well, and if you have your cursor on an enemy your character tends to home on the enemy. The little dragonfly type enemies can be frustrating for this, but they do give good practice. Also, your dodge is less of a "dodge" and more of a "shift in another direction". Some attacks from enemies may require jumping over or strategic positioning. 

In addition to your story mode, there are missions of varying levels available for you and friends to play. In the current build there are just Nest Destruction and Defense options, but I'm hopeful that more types will be introduced. In another handy aspect, there is a sort of 3D like map available that notes where you've been by colouring it in a lighter colour, and every new area you do have a general map for, as well as points of interest.


Coridden is definitely a unique game that I'm really interested in. The way that co-op is handled is a really cool concept, especially riding your friends in beast form, and the combat and swapping between forms mid fight feels really smooth. I'm really looking forward to seeing where Coridden goes and what it has in store. It definitely has the potential to be something really fun.

Score: N/A
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Dungeons of Sundaria - PC Review



Dungeons of Sundaria by developer and publisher Industry GamesPC(Steam) review written by Richard with a copy provided by the publisher. Disclosure: I received a free review copy of this product from https://keymailer.co. #keymailer #DungeonsOfSundaria
 
Estimated reading time: 8 minutes 

Welcome to the Dungeons of Sundaria! A world full of adventure and fright! Where you can traverse sprawling dungeons and fight fearsome foes. Well, as long as you don't get poisoned. Or knocked out of the world. Or get blasted and suddenly take 90% of your health in damage out of nowhere. Or get a boss you can't skip stuck in an attack animation/phase where you can't hurt them. Ok, so the "fright" isn't necessarily from your foes.

Welcome, new adventurer, to Galdrin's Crossing. A town with not much in it, but it does have a number of missing villagers! Luckily for the local town guard, you are unnaturally brave in going off to combat kidnapping cult members in the local crypt. Don't worry, your traveling clothes should suffice, right? Well, turns out they will, at least until you start looting better gear.


Dungeons of Sundaria is a 3D hack and slash type title where the goal is to kill as many enemies as possible and steal their stuff, thus making you more powerful to fight stronger enemies! Oh, and investigate this whole cult business and the "great evil" behind it all. That's about it. Storyline isn't exactly a big focus in Dungeons of Sundaria, or at least it really doesn't feel like it has any real bearing on the gameplay at all.

So. Let's talk a bit about how Dungeons of Sundaria and how it works. You start off in town, but you don't really need to do anything there. You can, for all intents and purposes, immediately leave town and never need to return since you can access any dungeon right from the get-go, although you may get beaten by the enemies there.

So gameplay in Dungeons of Sundaria consists of going to a dungeon, clearing it out while equipping anything decent you find, and then repeating. You have a number of skills as well as a basic attack available, with more skills unlocking as you level up to a certain point. Combat is a 3D hack and slash while spamming skills and trying and failing to avoid some of the more asinine attacks from the enemies. Occasionally you'll encounter a boss, and beating them usually drops a chest with a decent piece of gear inside.


There aren't a whole lot of areas, but each are uniquely themed with their own interesting aspects and bosses available. Just make sure you're prepared to fight your way through a lot of the same enemies over and over to reach the ending though, although they do tend to change up a bit as you progress through each individual stage. Good news though, each dungeon is full of checkpoints, and dying will just put you back at a checkpoint, where you can also continue from later on if you need to take a break. Also good news, enemies that you kill stay dead even if you die and get sent back to a checkpoint, at least until you restart the stage.

Now, normally I quite enjoy mindless hack and slash games. Heck, I love Dynasty Warriors, and that's pretty egregious for being repetitive. Dungeons of Sundaria however, has a decent chunk of issues. I'm going to go ahead and ignore the fact that loading in assets sometimes takes too long, they don't necessarily load properly, or they load at weird times. I found this so annoying, but it isn't exactly game breaking. There are, however, some very serious other issues that need to be addressed, so let's get on that instead.

First up, and most egregious, is the balancing. Good god man, it's absolutely disgusting. You can go through a stage on a lower difficulty and steamroll everything without breaking a sweat, and then up the difficulty to match your level, only to find out that everything is either just as easy, or kills you in 1 to 2 hits. Status effects are also pretty awful, specifically poison, which every single archer seems to have, and has seen my health go from full to empty in literally under a second. It's dumb and awful, and if you have nothing prepared for it, you're basically just screwed.


Next up I'd like to talk about the long lasting Area of Effect Damage over Time skills that leave puddles on the floor for what seems like 5 minutes. These can be so brutally punishing that getting caught in them can literally mean your death even from full health depending on your loadout. Add to this that the stuns that enemies inflict on you can range anywhere from half a second to four full seconds, and they can be chained together, and you're asking for a bad time while playing solo. It isn't just magic and stunning that can be bad though, sometimes a melee attack can hit you and deal 80% of your max health for no good reason, and now you're sitting there dead wondering why.

Up next we get to talk about two in one, I suppose. While you can jump and dodge roll, and use this to clear gaps, the game is not made for platforming. It's clunky, it feels bad, and good god is it punishing if you screw up. Sometimes you'll fall into ice water that kills you in two seconds, sometimes you drop a ledge and die to fall damage. I'd like to point out that fall damage is rather brutal. Having fall damage is well and fine, but the amount you take in dungeons of Sundaria? Pretty mean. My favourite time is going down a large spiral pit, when a mob summons an imp that uses a magic attack to knock you back 30 feet, which puts you over the pit and you fall to your death. Repeatedly. I mean, a couple of imps on-screen together, and suddenly you find yourself seven towns over in the local dive bar surrounded by angry former boxers.

Dungeons are also pretty long too, and while it's fine playing solo, sometimes you just don't have the time or desire to sit down for a 2.5 hour long stint through an area without a bathroom or snack break to keep your party members happy. It is really nice that you can leave and return at will, but I'm pretty sure a group of people you aren't familiar with isn't going to be happy about you bailing on them while asking to reschedule or pick up another day.


Now while those are my core gameplay issues, at the time of writing this there are numerous bugs and glitches that I've experienced that are incredibly frustrating and, while not game breaking per se, are definitely not something you can ignore. So let's start by mentioning that any enemy that can move your player, whether by skill, magic, or some sort of mechanic, has the potential to move you out of bounds, causing you to fall to your death. While frustrating, it doesn't tend to happen all that often, as I've only experienced it about three times on different enemies.

Enemies aren't the only problem, as sometimes the environment works against you as well. You may find yourself getting stuck under floors, getting stuck in walls or other environment items, or just falling through the floor if you get caught in a bad way. Add to this that the targeting on some of your skills is finicky at best, and almost unusable at worst, and it can be quite the frustrating experience.

The absolute worst as a solo player though? Well, if you're fighting a boss and get really hurt, and you still have your items and healing skills on cooldown, what do you do? Well, run around and avoid attacks, right? Well, turns out that if you don't get hit while a boss is chasing you, the game considers them "disengaged", and will just fully heal them. Yeah, I wasn't happy to find that out.

There are other frustrating features that need resolving as well, such as quests being a little too vague or marked as "complete" even though they aren't, a crafting system that feels almost punishing when you can't get any decent rolls on your gear event after a lot of farming, or, and this is my favourite at the moment, being unable to progress the storyline quests because the NPC you need won't spawn into the dungeon. At least you can go to any dungeon you want, so it's not the biggest deal I suppose, but it certainly doesn't feel very good.


Honestly, I was really looking forward to Dungeons of Sundaria, and while I was feeling that it needed some polish after running the first dungeon, I thought it had really good promise. And then it just kind of...fell apart. The first area is pretty well put together, and other than, like, two bosses, everything was pretty reasonable to solo, and nothing felt totally unfair, other than the poison wizard, but at least there is a workaround for that. Starting with the second dungeon though? I just kept getting progressively more frustrated as time went on. This is when I started experiencing glitches and bugs, certain enemies were blatantly unfair for one reason or another, and I'd sometimes experience a damage spike that amounted to more than half my health with no idea why. Enemies ended up being either damage sponges that I just sat in front of and wailed on, or acrobatic acts where I couldn't take two hits without risking death.

Dungeons of Sundaria has some really good promise, it just needs some balancing issues fixed, or some methods of reducing certain damage types in a better method, and a bunch of bug fixes and maybe some adjustments for solo players in terms of stun length and chain stunning or certain attacks that just seem like instant kills. There's a lot of promise here, it just really needs some ironing out first. Wait for a few more patches and updates and check to see how it's coming along first before you invest too much in Dungeons of Sundaria.


Score: 5 / 10
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Crymachina - PS4 Review


Crymachina by developer FuRyu and Aquria and publisher NIS AmericaPS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 9 minutes
Initialize -> RealHumanProduction.exe
Install -> HumanPersonalityData_LebenDistel; E.V.E. startup

HelloWorld, welcome to the world of Crymachina, a world set in a future where humanity has had some rather serious survival issues. A sort of sequel to Crystar, Crymachina expands on the gameplay in a new setting.


The world of Crymachina takes place in a (hopefully) far off future, where humanity has died out. In their last moments, they have sent a space vessel to the stars, loaded with the pinnacle of humanity's technological advancement in the form of eight super advanced AI machines. These machines, or the Dei ex Machina, are tasked with reproducing humanity through an advanced method that's basically the equivalent of "rolling dice till you get a result you like", and each has their own area of expertise that they're in charge of. Created through the personality data of simulated beings, three subjects have been chosen to become "Real Humans" as defined by the Dei ex Machina in charge of defining humanity.

So you spawn in as Leben Distel, a young girl who has a vague memory of maybe who she is, installed in a mechanical body. Unfortunately for her, some of the Dei ex Machina have decided to fight amongst themselves. The Dei ex Machina that produced Leben, Enoa, is the one in charge of trying to reproduce humanity, and Leben is her most recent, and probably last available, attempt, as the other Dei ex Machina have driven her into a corner.

As Leben is joined by Mikoto and Ami, two other human potentials, referred to as E.V.E., she decides to strive to be labelled as a "True Human" in order to secure a future for herself. Unfortunately, the other Dei ex Machina are generally more than willing to create warriors out of other personality data in an attempt to crush them, and Enoa, under heel. As such, not only do the E.V.E. subjects need to become human, they also need to fight in order to survive, hopefully becoming more human in the process.


Crymachina is, in retrospect, a very interesting look into what it truly means to be "human", and whether or not that definition even matters in the end. There is a lot of discussion, both amongst the E.V.E., as well as the Dei ex Machina who have almost all developed a form of consciousness and personality despite being machines, about what defines who they are and what should define their existence. Not gonna lie, there were some rather potent philosophical moments as well as heartfelt moments. Despite this, I do have to warn you that your enjoyment will probably depend mostly on how you play games in general, as opposed to any given aspect of the game really.

Gameplay through the main story will follow a basic loop of completing a stage, returning to your base and chatting amongst yourselves, and then heading back out into a new stage to fight your way through. Most of your time will probably be spent in stages, where you will have to get to the end and then fight a boss type enemy in order to proceed. This ends up being an interesting style that's fairly similar to Crystar, or if you haven't played Crystar then it's a 3D action style hack and slash type gameplay, although with fewer enemies at one time than you would normally see in these genres.

When in a stage, you will be in control of the E.V.E. that is generally selected for you on your first run, or your chosen character any time afterwards or for free stages. You move around a 3D map, doing some light platforming, avoiding traps, triggering switches, and fighting enemies. When you do encounter enemies, you will usually be trapped in a barrier and need to defeat the enemies in order to proceed.


Combat is an interesting function in Crymachina. You have some of your standards, such as a jump, a dash/dodge, a guard counter, and your standard attack combos. You also have two auxiliary pieces of equipment, support moves Enoa can use to help you, charged moves, and some interesting mechanics. Fighting is actually a really interesting activity, as there are some mechanics involved that are pretty interesting. Basically, stage bosses have two types of guard gauges, and usually have auxiliary weapons similar to the player. One gauge is a barrier that prevents flinching, and another is to put an enemy in a "weak" state. You can launch "weak" enemies, and if they get "downed" you can use a finisher move. Some enemy moves can be countered, some need to be dodged, and finding enemy patterns and adopting a playstyle is a pretty fancy dance.

Auxiliary weapons are a cool idea, as they have gauges with points you expend when using an auxiliary that refills over time. Each action with an auxiliary weapon is slotted in an action bar specific to the weapon equipped that can have different slots for moves. As an example, you can get two of the same weapon, one with three slots for a normal combo in a row, and another may only have one. There are also EX combo lines that have different possible requirements, such as "enemy is 'x' distance away" or "health below 'x' percent". Each use of auxiliary move consumes points from the auxiliary weapon gauge, and will refill over time. You can get a lot of customization, as not only are there a fair number of different weapons, each with different attack move types associated with the weapons, but you can also find what are called "sentiments", which is what you slot in to your weapon combo bars.


Once you beat the boss of the stage, you're rewarded with personality data from the boss. Once you return to your home base, you can have Enoa analyze the data. This will turn into equipment for you, as well as unlock some backstory info about the person the data from the boss was based on. It's really cool seeing the backstory info, as most of it is all related to each other in some form or another. What you get from analyzing personality data is a little temperamental, as you could get some really bad gear, or some really good gear.

Now, here's where I have to stop for a minute to make a bit of a point. Well, two points, really. First off, as you unlock stages, you unlock addresses where you can put in five numbers and see if it results in a stage. These are like freeplay stages and usually contain bosses that you won't see during the story. If you are anything like me, then you will want to do any bonus stages you know the address for. Now, if you take into account you need three personality data to unlock all the backstory on a boss data file, this starts being more of a slog than anything. This is especially the case for the free stages, as they're basically the same segments mixed and matched between different free stages. At least the story missions are pretty varied and unique though.

So, let's talk about the kinda weird leveling system that's been implemented here. As you defeat enemies that are at least within a certain level range of the character you have selected, you earn ExP as well as maybe EGO points. Note that ExP stands for "E cross P" and is an actual in-game explained value, which I found to be pretty neat. When you return to your home base, you can have Enoa use the ExP in order to increase your character's level up to the cap that gets increased after each major boss. In addition, you can spend EGO points in order to increase certain stats as well as increase your "max equip level", which is the stat on the same page you level from.


Those of you who've played Crystar, you'll probably be fairly familiar with the style of Crymachina, in both gameplay as well as aesthetics, albeit with some upgrades and variations. In typical JRPG fashion, characters will have both 3D models as well as 2D anime styled "live 2D" type character portraits while speaking. The design for the character portraits definitely have a rather unique style to them. Add to this the quality and tone of the soundtrack and you have an aesthetic match-up that really stands out. Seriously though, the soundtrack is really good, and the boss themes are super fitting for each major boss you fight.

Crymachina definitely has both good and bad points to it. While it has a rather unique art style and good music track, areas tend to get rather repetitive pretty fast. If you aren't a fan of action hack and slash games, that could also give you pause. While there are a lot of bonus mini areas to do, they are pretty much all similar to one another and get repetitive really fast if you want to go through all of them for all the personality data unlocks. I'll be honest, when I was trying to get all of the data this way, I had something on in the background to watch/listen to. If you stick to the main storyline though, this isn't quite as big an issue. If you swap which character you bring it can also feel a little fresher, as each character does behave differently, although the third character is particularly different from the first two, there are differences between all of them.


Fair warning by the way, difficulty is a weird concept in Crymachina. Certain enemy types are just plain brutal, and sometimes bonus stages skip from maybe level 50 suggested to level 90 suggested with no real indication what you're getting into. That being said, I was also routinely contesting enemies 30+ levels above me with, not too much of a challenge, depending on enemy type. Screw the lancers, and the light swordsmen have a really hard-hitting attack too. Also, some of the stats are really confusing. Like, I expect STR to be strength for damage, but Willpower is stated to be damage, yet the two stats don't necessarily correlate? It's weird, and you can manage, but still pretty confusing.

Overall, Crymachina is a title that I enjoyed both a lot more and a lot less than I should've in equal measure. If you're the type to go for the full hundred percent, Crymachina quickly becomes a repetitive slog. If you're ok to not have a bunch of shiny 100% ratings, then it won't feel quite as bad. The storyline is actually quite interesting, particularly on a deeper level, but takes a while to get into and may have a little too much "fluff" in between for some people. While Crymachina has an interesting combat system, it also feels at times a little rough around the edges and somewhat hard to get into. It certainly showed a lot of potential. While definitely a more niche title that may not appeal to everybody, I thoroughly enjoyed this 3D hack and slash adventure into a philosophical robot space world.

Score: 7.5 / 10



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