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  • STEINS;GATE RE:BOOT - PC Review

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

New Trailer for Double Dragon Gaiden: Rise of the Dragons

Walnut Creek, Calif. (May 31, 2023) - Modus Games and developer Secret Base today announced a July 27 release date for the upcoming beat ‘em up Double Dragon Gaiden: Rise of the Dragons. Featuring tag-team brawls across a city devastated by criminal mayhem, Double Dragon Gaiden: Rise of the Dragons revives the iconic franchise with new roguelite elements and a roster of diverse characters when it hits PC, Nintendo Switch, Xbox Series X|S, Xbox One, PlayStation 5 and PlayStation 4.



Wishlist today: https://store.steampowered.com/app/1967260/Double_Dragon_Gaiden_Rise_Of_The_Dragons


Preorder here: https://doubledragongaiden.com


Double Dragon Gaiden: Rise of the Dragons recalls the series’ classic aesthetic with refreshed pixel art visuals, sporting updated-yet-faithful appearances for both returning heroes and villains and a stirring soundtrack that keeps players ready for the next fight. With unlockable bonuses, adjustable difficulty levels and optional permadeath and infinite modes, Double Dragon Gaiden: Rise of the Dragons is a robust revitalization of the series’ signature side scrolling action. With two-player local co-op, the action quadruples as you and a friend clean up the mean streets of NYC. Online co-op is planned as a post-launch update later this year.


To land hits on the latest updates for Double Dragon Gaiden: Rise of the Dragons, visit DoubleDragonGaiden.com or follow @modusgames on Twitter, Facebook, Instagram, and Discord.


About Modus Games


Modus Games is a global video game publisher focused on bringing the highest level of publishing services to the best developers around the world. Headquartered in the San Francisco Bay Area, Modus leverages its expansive resources and global infrastructure to offer pain-free partnerships that disrupt traditional conventions and redefine the studio-publisher relationship. As one of the fastest growing publishers in the AA space, Modus has delivered notable titles such as Trine 4: The Nightmare Prince, Cris Tales, Super Animal Royale, and Soulstice. Modus Games is part of Maximum Entertainment. Visit Modus at www.modusgames.com.


About Secret Base


Founded in 2010, Secret Base specializes in reimagining classic styles of gameplay in new and exciting ways. Secret Base is best known for Streets of Red: Devil’s Dare Deluxe, an inventive horror-themed beat ‘em up recalling gaming’s greatest heroes in multiplayer, permadeath-aligned action. The studio is currently developing Double Dragon Gaiden: Rise of the Dragons. Visit Secret Base at https://www.secretbase.sg/

    Article by: Susan N.
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    Bringing Tag Team Action to PC and Consoles This Summer is Double Dragon Gaiden: Rise of the Dragons

    Walnut Creek, Calif. (May 3, 2023) - Modus Games and developer Secret Base roundhouse kick down the doors today in announcing Double Dragon Gaiden: Rise of the Dragons, a co-operative beat ‘em up featuring tag team duos of fighters infused with roguelite elements to deliver classically informed, highly replayable Double Dragon-style brawls with a new edge. Double Dragon Gaiden: Rise of the Dragons will revitalize the iconic franchise when it hits PC, Nintendo Switch, Xbox Series X|S, Xbox One, PlayStation 5 and PlayStation 4 this Summer. 

    Wishlist today: https://store.steampowered.com/app/1967260/Double_Dragon_Gaiden_Rise_Of_The_Dragons/



    New York City in the year 199X: the city has been devastated by nuclear war. Its citizens fight for survival as riots, crime and chaos flood the streets. Criminal gangs terrorize what remains as they vie for dominance. Unwilling to endure these conditions any longer, young Billy and Jimmy Lee take it upon themselves to reclaim their city. 

    Double Dragon Gaiden: Rise of the Dragons gives players incredible, seamless tag team abilities and a multitude of strategies for devastating combos, defensive and offensive moves across the game’s 13 unique playable characters.  

    Series icons Billy and Jimmy Lee are joined by Marian, returning as a fully realized, firearm-wielding ranged fighter, and newcomer Uncle Matin, a riot-shield-wielding powerhouse. Tag in and out as the classic Lee duo or switch it up with different characters. With two-player local co-op, the action quadruples as you and a friend clean up the mean streets. 

    Endless playthrough possibilities are made a reality with the game’s dynamic mission select function - the order in which you choose your mission will affect the mission length, number of enemies, and overall difficulty.  Players choose between missions housed within city sectors, pursuing the leaders of four deadly gangs across unique stages packed with melee weapons, dangerously devoted members, and varied environments perfect for all-out fights. 

    Cash is earned by using a Special KO on opponents, while health boosts are earned by performing Crowd Control moves, which are special KOs that knock out multiple enemies at once. Spend cash at the end of each stage to unlock powerful upgrades for your chosen characters or choose to save up your cash. Experiment with different duos, pursue alternate builds for your fighters through upgrades, and change the order in which they challenge the city’s sinister gang leaders.

    Should a session end in defeat, players can convert any remaining cash into tokens usable to permanently unlock extra characters and bonuses in-between sessions, making every battle serve a purpose. But buying a Continue with that token to instead extend a promising round of gang-slugging action is worth considering, too...

    Double Dragon Gaiden: Rise of the Dragons recalls the series’ classic aesthetic with refreshed pixel art visuals, sporting updated-yet-faithful appearances for both returning heroes and villains and a stirring soundtrack which keeps players ready for the next fight. With unlockable bonuses, adjustable difficulty levels and optional permadeath and infinite modes, Double Dragon Gaiden: Rise of the Dragons is a robust revitalization of the series’ signature side scrolling action. Online co-op is planned as a post-launch update later this year.
     
    To land hits on the latest updates for Double Dragon Gaiden: Rise of the Dragons, visit DoubleDragonGaiden.com or follow @modusgames on Twitter, Facebook, Instagram, and Discord.

    About Modus Games


    Modus Games is a global video game publisher focused on bringing the highest level of publishing services to the best developers around the world. Headquartered in the San Francisco Bay Area, Modus leverages its expansive resources and global infrastructure to offer pain-free partnerships that disrupt traditional conventions and redefine the studio-publisher relationship. As one of the fastest growing publishers in the AA space, Modus has delivered notable titles such as Trine 4: The Nightmare PrinceCris TalesSuper Animal Royale, and Soulstice. Modus Games is part of Maximum Entertainment. Visit Modus at www.modusgames.com.

    About Secret Base


    Founded in 2010, Secret Base specializes in reimagining classic styles of gameplay in new and exciting ways. Secret Base is best known for Streets of Red: Devil’s Dare Deluxe, an inventive horror-themed beat ‘em up recalling gaming’s greatest heroes in multiplayer, permadeath-aligned action. The studio is currently developing Double Dragon Gaiden: Rise of the Dragons. Visit Secret Base at https://www.secretbase.sg/.
    Article by: Susan N.

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    God of Rock Review

    God of Rock by developer Modus Studios Brazil and publisher Modus GamesSony PlayStation 4 Review written by Jim with a copy provided by the publisher.

    Estimated Reading Time: 4 minutes


    I really enjoy rhythm games and have played everything from rock band and guitar hero to the Hatsune Miku games and even Taiko no Tatsujin. I enjoy most of them that I play, but God of Rock is the first game I have ever heard of being part Rhythm game and part fighting game. Considering I like rock music I had to try the game out.

    After going through the game's tutorial I was ready to play the game's main mode called Arcade Mode which acts as the game's story mode. There are twelve characters to pick from and for my first playthrough, I went with Hilde because it was the character you play as in the tutorial and I felt it would be best to start with one that I knew how to use. Each character has their own story and you get a little cutscene showing you their story. Hilde, for example, is an Abbess who lives in an abbey and the food there isn't very good. So the God of Rock invites her to his music fighting competition and if she wins she will get good food at the abbey. The stories are silly but I was surprised to hear them all voiced over. It was decent voice acting at that even though there isn't a ton of talking in the game. Each story on the easy mode will take about 30 minutes to beat so the game isn't very long.


    The gameplay is like other rhythm games, there's a grid that shows you what button to press and when at the bottom of the screen. Hitting it right and better than your opponent will damage them and they will do the same to you. To help you out in battle you can use special, EX, and ultra moves. Every character but one has three levels of specials that can be used when a special bar is full for each level. You can use all three, one after the other, but then you will have to wait for it to refill over time. You use special moves by using the analog stick and tilting it in a certain pattern. Hilde's level 3 special is left, down, right, left, R2. Trying to pull off these specials is hard while also trying to hit buttons to the beat. I ended up more often than not just mashing buttons and randomly moving the stick and hitting R2 in hopes that a special would go off. Luckily EX moves are used with one button press, it being R1, but this is needed to raise the ultra bar in some fighters. 

    Lastly, the ultra attacks you can do once you have a full bar of ultra that you get from correctly hitting a button at the right time or with some characters. So by charging, hitting, and holding down R1 or in one case where one character is using your specials is the only way to charge your ultra. Ultras are even harder to pull off as they require a longer combination. Hilde's is up, right, down, left, up, R2. Trying to remember this is not fun and I had to constantly pause the game to look at what I was supposed to hit to pull off an ultra. You can also pull off reversals to reverse an opponent's special by reacting quickly. In the middle of the screen on the bottom beside your grid, there is a circle that will light up a certain color telling you what special they are using and you must use the next highest level special of your own to reverse it. Meaning if your opponent uses a level two special you will have to use a level three to reverse it. In all the time I played I only pulled this off once as it is hard to watch everything all at once and it was on accident when I did it.


    One of the cool things the game does is as the song goes on it will keep getting harder but I had no problem beating the game on easy. There are plenty of difficulty settings to pick from so if easy is too easy turn it up to a higher difficulty. The music in the game is pretty good and I am glad. A rhythm game that has bad music wouldn't be a lot of fun. There are also a lot of tracks. I didn't count them but it did say there are over 40 tracks!

    There are other modes in the game like verses that lets you play against an AI opponent or a friend sitting next to you. There is of course online play too but I was really bad at it. There are also training modes and lastly, there is a track editor. This lets you take any one of the eight stages and pick any one of the music tracks in the game and change how you play the song with your inputting when to have to press the buttons on the grid. It's pretty cool and didn't seem very hard to do either so if you are into editing and making your own levels this is for you.


    Summary

    Overall God of Rock is a decent game with an interesting mix of genres but I'm not so sure if fighting was the right pick. The game is fun in short bursts but once you beat every character's story and if you are not into online modes then there is no real reason to go back to this game. So even though I do enjoy it for a little fun, it just didn't last for me.

    Score: 7 / 10
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    Cris Tales - Switch Review


    Cris Tales
    by developers Dreams Uncorporated, SYCK, and publisher Modus GamesNintendo Switch review written by Richard with a copy provided by the publisher.

    Estimated reading time: 11 minutes


    Cris Tales is a beautifully drawn and orchestrated sort of homage to classic JRPGs. A tale of magic, adventure, friendship, and time shenanigans, is Cris Tales a game that will be talked of well into the future, or a game that will be left in the past? Well presently, we're about to find out!

    Cris Tales tells the story of Crissbell, a young girl living in an orphanage run by the local head of the church. Life is going as normal for young Crissbell, until she encounters a frog in a top hot that steals her rose! A short time later, and she's embroiled in a war between time mages and saving the world from destruction, as all JRPG protagonists should be. Along the way she meets friends who will help her on her quest, as well as enemies attempting to bar her way. Will Crissbell succeed and save the world, or is the world fated for destruction?

    I have to say, playing through Cris Tales was…an interesting experience. Everything is there to make Cris Tales a great game. The cast is diverse without many overlapping character traits, even if they are meant to be the cliché tropes, the art style is gorgeous hand drawn 2-D animations, and the soundtrack is absolutely amazing. That being said, there were also a great deal of technical flaws throughout my experience. It honestly feels like there was little to no play testing actually done, or if there was, it was done poorly.

    The game has combat where the enemies either an absolute joke or it feels like the enemies are blatantly cheating, menus are awkward to navigate, the time mechanic is woefully underused, there are some blatant technical issues, the combat mechanics are poorly implemented for about half the fights, and your character feels like they are moving at 75% speed constantly, which unfortunately makes the game feel longer and more drawn out than it should. I wanted to love Cris Tales, I really did. I mean, I certainly still like it, despite its flaws, but the problem right there is the flaws and how many there are, and how often they com into play.

    Let's start with an overview of how the game works. As with most traditional JRPGs, you will be walking around a town, field map, or world map, getting into fight, completing side quests for NPCs, purchasing and upgrading equipment, finding chests full of goodies, and acting on the main story line. You'll find yourself running back and forth between areas to complete those side quests, so be prepared for that if you want better results for the towns you visit, as completing side quests will, in fact, affect the future of the town. While in towns, you have this time power activated, where on the left side of the screen you see the past, and on the right you see the future. So let's talk about the first issue I noticed shortly after unlocking the time vision: the frog.

    You've got a token mascot character, Matias, who is a talking frog. While the main character cannot go to the past or the future, Matias can. He can collect chests, listen in on conversations, or acquire items for you. Matias has two issues though: he has the attention span of my cat, and he's slow. Matias is supposed to follow you while you're walking around the towns, but he doesn't follow next to you as a tied animation, he has his own sprite that is individual and "tries to make its way to you". This means he you significantly outpace him while walking around, and then need to wait 20 seconds for him to find you, because yes, apparently he needs to be "close enough to Crissbell" to go time hopping. A fact the game will happily open a tutorial window for you every time this happens. The second problem is that Matias moves at a snails pace, either as a tadpole in the past, or an old man frog in the future, so make sure you're almost leaning on what you want him to interact with.

    The second major issue is the camera angles. As you explore, you can not only walk left and right, but also into and away from the camera. The camera is supposed to move to accommodate this, but I found that half the time the camera would hide behind a wall, preventing me from seeing where I need to go. As an example, in the first area of the game, where you are first given the freedom to explore the area populated with random encounters, there is a part where you can go through an underpass for a chest. I got into a fight halfway through, and when the battle ended, all I could see was a wall of greenery. I left the underpass, went back under, got in another fight, had the camera wonky again.

    This happened a few times throughout the game, but was most notable in the beginning. Speaking of the beginning, the difficulty curve is all over the place. Up until about level 5 or so, it feels like all the enemies you fight are ten levels above you and out for blood. There is a certain enemy type in the first area that can hit the whole party for, at that time, an unreasonable amount of damage. There can be two of these enemies in a fight. In fact, the tutorial-ish area at the beginning was actually the hardest part of the game. The only other times I had issue were when I walked into a boss fight with a quarter of my HP remaining. The rest of the fights were a joke, apart from a few select enemies that just decide to blow up turn one to kamikaze you for a huge chunk of damage.

    All of this is punctuated by some pretty harsh load times. You ever played Tales of the Abyss on PS2? Yeah, that type of load times. In towns and for screen transitions it isn't too bad, but out in the field where you have random encounters? Yeah, it's pretty bad. Every random encounter isn't telegraphed, and you don't have a screen effect. You'll literally be walking when BAM: loading screen. For 15 seconds. You get in a fight, there's two enemies, you one-shot each. More loading. It's…rather frustrating. It makes the whole game feel slow and exasperating, not something you'd want. This slow feeling is also translated into your character movement speed. It might just be personal preference, but it really does feel like you're walking a little too slow. It's a little better on the world map, but since areas aren't labeled, be aware that you may have to go find them if you've missed it or though of the area you're looking for as background.

    On a more technical note, and what I'd imagine is an issue more for the Switch that I played on, there is a controller vibration you can't turn off. This wouldn't be bad if it were light or infrequent, but the controller vibrates every time you make an action command in battle. Which is a lot. Literally it's almost every turn. Sometimes even more than once per turn depending on character and action. With no option to turn it off, this is a little ridiculous. Another technical issue is the in-game timer on the Switch: it keeps going up even while the Switch is in sleep mode. After 2 hours of gameplay, I had a 10 hour time on my save file.

    As far as I can tell, it doesn't really do anything to you, it's just really annoying to look at every time you're in the save menu. A menu you may be seeing a fair bit, especially if the game crashes on you like it did me. There were a few times the game crashed while I was trying to save, most notably after beating one of the earlier bosses. The fight was easy enough for me, but it was quite frustrating. Thankfully it never happened afterwards, but I'm always afraid it will now. The last technical issue is that, occasionally, there will be a cutscene without a screen transition, where the game plays new music overtop of the already playing music.

    Now it brings us to the combat section. Combat is set up really well in Cris Tales. The problem is, it just doesn't follow through as well as it should. In battle you will be going with the turn-based method, where speed stat affects turn order, mostly, which is reflected in a bar at the top of the screen. You can select skills, normal attacks, pass your turn (which is handier than you think), guard, and attempt to flee. I would like to point out here that passing pushes the characters turn back one icon on the turn gauge, but has no negative impacts, making it easy to set up combos with other members, or prepare your healer for use after a big attack from an enemy or boss.

    When attacking or being attacked, you can hit "A" at the right time to increase damage dealt or reduce damage taken. Fair warning: it feels like the developers made the game in mind around you being able to guard and attack well, so practice those attacks and defends! In addition to all this, the main character, Crissbell, can invoke the past or future on the left and right sides of the screen respectively. This can be used to revert changes, speed up poison damage, cause rust, or speed up timed skill uses. The problem here is that most of the fights you get in, it will be much more efficient to just beat the enemies down instead of playing with the time mechanic. Couple this with the fact that the action command timing only has two types: reasonable and "what the hell", and the combat becomes pretty fast and not very player intensive.

    The time manipulation is a great idea, and would have worked well if enemies had more traits that may have required you to change time instances to damage or something similar, but when every enemy can be dispatched easy enough with normal attacks, the time manipulation doesn't see much use. The action commands are also an interesting idea, and games like Legend of the Dragoon did this really well. Unfortunately in Cris Tales, the action command timing is really poorly indicated, with a really subtle black flash around the edge of the screen, that I didn't even notice until about two thirds of the way through the game.

    Add to that the fact half the enemies have actions commands between animations, and suddenly thing get a lot more frustrating. Action commands are pretty much required to do any significant damage, and to keep you from dying, so good luck on that. Coupled with the random battle choice, this means you may be fighting enemies every two steps in some cases, and if you get a bunch of the more awful enemies? Bye bye! A bit of a warning as well, but characters outside the immediate party don't earn exp, and if a character leaves, they take the items they have equipped with them. Remember that.

    Now all this may seem like I'm tearing into Cris Tales, and honestly, I am. Don't get me wrong, I actually rather like Cris Tales, despite its many faults. The characters, especially those you get later, are all interesting and full of charm. Pretty much every line in the game is voiced over, and with pretty decent voice acting too, the graphics are beautifully hand drawn, the soundtrack is amazing, and despite being trope ridden, on purpose mind you, the characters don't usually fall into those cookie-cutter villains or protagonists, despite seeming like it at first, something I greatly appreciate. The battle set-up is good, although it has poor implementation with the action commands. Every character is a viable party member, even in most boss fights, which is good to see, and the time mechanic is also really interesting. All the groundwork was laid out for what could have been an extremely excellent game, it just fell out in a few places.

    Summary

    Overall, Cris Tales is a game that I can't really recommend outright. For whatever reason it's decently cheaper on the Switch, but with the amount of technical issues and gameplay mechanics that need refining, it would still be best to wait for a sale, or part of a package deal, before I could advise playing. I liked Cris Tales, I really did. It's charming characters, great visuals, outstanding soundtrack, and engaging battle mechanics are all aspects I enjoyed. The poor implementations, long loading times, horrid timing windows, and occasional technical issues however really can't be overlooked. I truly hope the developers take this as a learning opportunity to produce something more refined in the future, as I'll be looking forward to it if the kinks can be ironed out.

    Score: 6.75 / 10


     








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    Lost Words: Beyond the Page - XB1 Review


    Lost Words: Beyond the Page
    by developer Sketchbook Games and publisher Modus GamesMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Lost Words: Beyond the Page is a rather straightforward platformer that elevates its overall offering with a combination of charming visuals and a surprisingly touching narrative.

    As a game, Lost Words: Beyond the Page is a combination of platformer and puzzle game that is more accessible than many titles in the genre. The gameplay is less about pixel perfect precision platforming (say that ten times fast) and more focused on exploring and adding to the world around our protagonist, Izzy. Izzy makes for an intriguing protagonist, as the game’s writer does a wonderful job of narrating the world from this young girl’s perspective.

    The writing is downright charming, with Lost Words: Beyond the Page touching on some very real, poignant emotions related to grief and coping. These real-world events are processed by Izzy and the gamer is given choices that have a very real impact on the fantasy world Izzy is creating. She is a child writing a story, and this story impacts the actual game world that her own created character Robyn inhabits. The structure sort of reminded me of a childhood favorite movie of mine, The NeverEnding Story. Sometimes these choices are simply small and cosmetic, but there are other times they carry more significant weight and in the end I found almost all of them to be fascinating flashpoints for me, the actual gamer.

    This narrative and the choice structure is one half of the game, and sets the stage for the actual puzzle / platforming gameplay. The mechanics are pretty basic here, with nothing particularly new or even all that challenging. It was enjoyable progressing through the stages themselves, revealing the world Izzy was creating – but the magic / puzzle solving seldom provided any particularly rewarding sense of completion as they were all fairly simple. The magic mostly boils down to interacting with certain objects and manipulating them to complete the puzzle and continuing onward. They work well within the stages and feel organic to the story Izzy is crafting for us – they just don’t provide much satisfaction upon completion.

    This is not a long game – clocking in around four and a half hours to complete, but the marriage of gameplay and narrative is where the meat of my enjoyment came into play. Those looking for a real challenge will likely not come away satisfied with the gameplay, but those who are here for the well-written story will likely enjoy the time spent here a great deal more. The writing is fantastic and there were moments where my heartstrings were getting tugged by Izzy’s emotions sometimes literally spilling out onto the pages of her story.

    There is an undeniable charm to the music, sound effects and visuals in Lost Words: Beyond the Page. The graphics are not particularly detailed, the landscapes often a bit open and barren at times; but the use of color and 2.5D is still effective in giving life to Izzy’s story. These stages reflect the tone of the story and I found myself looking forward to the next journal / narrative segment just to see how it would play out in the level. My fascination had less to do with navigating the levels themselves but seeing how these disparate halves of the game tied together.

    One of the title's best tricks though, despite the somewhat simple-looking environments is how they stages tie into Izzy's writing sessions. As someone who has spent most of his life writing things that have occupied my imagination, the primary hook for me is how neatly this is all tied together. I have made a couple of references to how great the overall writing is, but it really is the lifeblood of this game.

    As an entire package, Lost Words: Beyond the Page struggles a bit to find its identity. The colorful visuals and relatively basic, accessible gameplay makes this title feel as though it is targeted to a younger audience. That being said, the narrative notes, despite being told through the eyes of a child, actually have some mature themes that resonated to me as an adult. That leaves Lost Words: Beyond the Page in sort of a weird space. I enjoyed the experience, but it does come across a bit unevenly at times.

    Summary

    While it is a short game, Lost Words: Beyond the Page deserves a lot of credit for making the most of narrative during that relatively brief runtime. So many games are forgotten almost as soon as I put down the controller – but that is not going to be the case here. While the platforming / puzzling gameplay itself is fairly shallow, the rest of the package is undeniably charming and an experience I enjoyed far more often than not.

    Score: 8 / 10


     



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    Ary and the Secret of Seasons - Switch Review

    Ary and the Secret of Seasons by developers eXiin, Fishing Cactus and publisher Modus GamesNintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

    Estimated reading time: 7 minutes

    Starting off in a rather peaceful time, Ary, daughter to the Guardian of Winter, aims to set out on a journey to find out what happened to her brother who has been missing for several weeks. Told to stay put and nor do anything rash, obviously our protagonist is going to do anything but. Stealing her brother’s clothes, cutting her hair and “borrowing” her father’s Orb of Winter, Ary soon finds herself on a much greater journey as the balance of the four realms are thrown out of whack.

    Like A Knight’s Quest last year, Ary and the Secret of Seasons finds itself in a bit of a comfortable “niche” spot where it manages to both evoke those nostalgic adventure days on the Nintendo 64 while still bringing modern day quality of life aspects to the journey. Having most of the core mechanics from the beginning, Ary can run, jump, climb, and swim if neebe. As any good adventure title goes, as time moves on new abilities come into play through items such as double jumping, being able to dive under the water, pull large objects along for the ride and climb up the vines to the top of a wall or platform.

    Adding a bit more flair like in Seasons After Fall, Ary will be able to start affecting the environment with the powers of Fall, Winter, Spring and Summer. Integrated into the plotline, the four regions that make up this land are out of whack as the eternal climates have been changed by corrupted crystals turning summer into winter, winter into summer, spring to fall, and fall to spring. To cross through these, Ary will have to create seasoned bubbles that can melt ice, wilt vines or drain water to move across to her location.

    For the most part, all of these mechanics work fairly well on their own but unfortunately when you start to mix and match a few of these together things don’t always jive as well as I would have liked. Climbing up vines for example sometimes don’t let you reach the ledge and pull yourself up instead needing you to jump off and then somehow jump back up to the platform. In other cases you have to find a way in order to get several seasonable bubbles to “play nice” with one another. Unfortunately it was more often than not a chore and getting lucky in something working than actual skill. In the simplest of terms, often it was possible to have done something right off the bat but because of how the sphere formed it led you to try a ton of different ideas instead and in the end, you just wind up doing the very first thing you tried and it worked just ‘cause.

    In these cases, Ary’s adventure could have used a bit more polish as separately, using just one seasonal sphere works just fine, the platforming for the most part works fine until you bring vines into the mix as there’s no real mechanic to jump off of them and the combat? It’s simple but it works fine. Throughout the world, Ary is going to have to defend herself and she can do so with coffee cups, wooden or mechanical swords, sticks and a variety of other objects for flavour. The weapons themselves didn’t really seem to do much of a difference so a wooden spoon was an obviously legitimate choice when fighting hyenas that have invaded the lands.

    Like a lot of other adventures, Ary’s is not one of accumulating experience points and leveling up. Instead, there is a sensei that can teach Ary new abilities such as being able to cause more damage, being more agile while in combat, do more damage while parrying a blow and a few other little things. The main issue with this is that it costs money, and money, can only be found in chests so when you are only getting 13 to 56 coins, it’s going to take a while to be able to buy these training sessions especially when the cheapest is 200 coins and then jumps up to 400. Having enemies drop a bit as they respawn could have really helped in this department especially since the large chests were rare and sometimes? You could even get a big fat “0” coins in a chest. Already rare enough to find, giving me nothing really irked me especially with how hard it was to get to.

    The adventure isn’t all about how well it works though. While yes, you’ll be spending your time running, jumping, climbing, and changing the broken seasons around, this is still the journey about family and not giving up on one that was lost. Even with the world thrown out of whack and her brother missing, the narrative is still light and fun with plenty of nonsense to make one smile which helps ease a bit of the more mechanical issues that Ary has while going through the trials to basically save the world.

    Now unfortunately, there are currently loads of glitches with Ary's adventure from parrying not working to glitching through doors, walls and other things making you need to reload the title over and over again. While I could never figure out why the parrying would come and go, at least you could dodge in the meantime. As for the other? It could be brutal as the cost of progress was annoying especially since, and the last major issue is this, even if you've saved, it doesn't mean everything you've done has saved. Often it would be close enough but you would have to do it all over again.

    Summary

    So overall, while Ary and the Secret of Seasons does need some patches to fix some rather large issues on the Switch, the adventure itself is light and fun even if it doesn't really do anything new. This isn’t exactly a bad thing as what it sets out to do it does well, but, until it gets patched be warned that you may have to do the same thing a few times over.

    Score: 7.5 / 10




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    Narrative Platformer Lost Words: Beyond the Page Launches Late 2019


    Walnut Creek, CA – June 7, 2019 - Publisher Modus Games and developer Sketchbook Games announced today that the highly lauded upcoming Lost Words: Beyond the Page will include Nintendo Switch when it debuts this December on PlayStation 4, Xbox One and Steam. A new trailer released today introduces a beautifully crafted tale set against a vibrant and rich visual backdrop telling the story of a young, aspiring writer and a fantasy world where words wield immense power.

    Penned by renowned writer Rhianna Pratchett, Lost Words: Beyond the Page is a captivating adventure wrapped in an overarching and undeniably touching meta-narrative, exploring powerful themes of love, relationships, loss and grief. The title has already gained more than a dozen accolades and game awards throughout its time in development, including ‘Best Indie Game’ at Game Connection Paris, ‘Special Selection Indie Award’ at Reboot Develop and more.

    Lost Words: Beyond the Page puts players in the role of a young girl and her adventures through the wondrous fantasy world of Estoria. Players interact with the words themselves to solve challenging puzzles and unique platforming segments to progress through an evolving and aesthetically wondrous landscape. Weaving together an incredible tapestry of game design, writing and music, Lost Words: Beyond the Page is poised to be one of 2019’s most moving and unforgettable titles.

    Keep up with Lost Words: Beyond the Page at https://www.lostwordsgame.com and wishlist on Steam now. Find out what Modus is up to on the Official Website or on Twitter.

    Lost Words: Beyond the Page is also supported by Creative England and Microsoft’s Greenshoots Programme, The Wellcome Trust, Games Co London and The UK Games Fund.


    About Modus Games

    Modus Games is the premier global publisher of video games across all major platforms and genres. The label prides itself on collaborating with talented developers around the world to bring innovative gameplay experiences to the masses. For more information, visit www.modusgames.com

    About Sketchbook Games

    Sketchbook Games is a multi-award-winning studio founded by game designer Mark Backler, who previously worked at companies such as EA, Lionhead, and Sony, on a variety of games including Harry Potter and the Order of the Phoenix and the BAFTA award winning Fable 2. The company is based at the Colchester Games Hub and is developing Lost Words: Beyond the Page in collaboration with Fourth State.


    Article by Susan N.
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    Extinction - PC Review


    The first time I had heard of Extinction I was already intrigued by a brief description and decided to look up a few quick videos, as soon as I saw the cinematic I knew I wanted this. A few quick minutes of downloading and installation I was ready to play.

    In this world humanity is on the brink of Extinction due to Ravenii that have decided to attack all of humanity. This is where the main character Avil and his new found partner Xandra have come together with a new method to defeat the incoming invasion. The main purpose of the game is to save as many citizens of the invaded towns from being brutally murdered by removing the heads of these colossi as well as taking out their Jackal heanchmen.

    The design of the levels and the towns is quite nice especially with the addition of the colors and animations of the skills used making it quite eye catching. While you are within these levels, you do not actually have a completion timer as much as you have an “extinction” timer. A game over happens when the “Ravenii” destroy the last building in town. As much as each level does not sound as difficult as it is to simply chop off the bad guy(s)' head, there is much more to do if you plan on having a higher completion rate.

    A mission has several components: complete the main objections and if you have time, or the skill, complete the bonus objectives. These bonus objectives are as simple as “save 10-16 citizens”, “destroy 6-10 pieces of giant armor”, or in other more complicated missions, something a bit more intense and time consuming while the giants rampage around. In order to decapitate the “giants” rampaging around, and thus completing the stage, you must first power up your rune power. Only when you have reached maximum power can you cut off their heads. To fill up the gauge to full you can either fight the “Jackal” henchmen to save citizens or break the armors off the “giants”.

    As long as you finish the level, despite of how much of the city is intact or how many people you saved, you will complete the mission but the rewards will vary. One issue I had with this game is when you game over or fail a mission. The game says “hold to skip” but simply does a fast forward and does not skip any conversations. Also, any conversations or quick phrases said within the missions must be heard fully and also cannot be skipped. EVER. I found this to be quite tiring when I wanted to replay the levels multiple times to reach the max reward.

    The main issue I had with Extinction is with this is how awkward the combat can be. It is not that the combat is bad, but there were a lot of issues when fighting the “Ravenii". During combat you need to either hope there is a building intact in order to “mount” the “Ravenii” or you have to climb up from the ground. When climbing up I often found that the game would guide me into the arm pits, become stuck, and slide back down to the bottom. This did not always occur but more often than not depending on a change of camera angle, the camera would do odd things to how well you could climb up the “Ravenii”. Apart from the strange way of climbing, the combat is pretty smooth and enjoyable. The rune strikes are a nice animation and fighting the smaller foes feels great.

    Over all I found Extinction to be a great game. It's a little rough around the edges for combat, and repetitive on game overs, but with a smooth gameplay and beautiful scenery makes this game very much worth playing. I give this title 7.5/10 and I'm glad I got to give it a shot.

    Game Information

    Platform:
    PC
    Developer(s):
    Iron Galaxy
    Publisher(s):
    Modus Games
    Genre(s):
    Action
    Adventure
    Mode(s):
    Single Player
    Other Platform(s):
    Sony PlayStation 4
    Microsoft Xbox One

    Source:
    Provided by Publisher



    Article by Marc L.
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