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

Echoes From Ciudadela - PC Review

Echoes From Ciudadela by developer and publisher Kronos InteractivePC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 8 minutes 



Echoes From Ciudadela is a first person narrative adventure taking you on a journey from a father's dying wish. This game is really immersive with puzzles that are from historic inventions of the past. You have a little of everything with these environmental puzzles with the past, present, and future intermixed. Your curiosity keeps you looking, fiddling, and figuring them out from clues found throughout the environment or in the journal left to Katari by his father. And there are downsides to this game as you read on.

A dying wish. From Ciudadela starts out with Katari, the son, reluctantly driving up to the cabin to fulfill that wish. You hear Katari leaving a message for his mother, I presume, on his cellphone. Even though he’s driving on open country roads, I really think the devs should have had him thinking about the call rather than showcasing cellphone usage while driving because it’s distracting and dangerous. 

The first part of this story takes place in and around the cabin. Katari remarks later that his father could have been more present in his life rather than becoming a hermit who was holed up in his cabin. While we are here we are led into the tutorial of all the skills Katari (you) will need for the part after spreading his father's ashes on the mountain, which is what ciudadela means.

Other than my playing Echoes From Ciudadela on an Ubuntu system, there were a few troubles throughout the tutorial. Before you come to the start new game menu screen you are shown a rotating icon for the game's autosave feature. I thought this very handy until I saw that there weren't slots for game saves, nor did it save exactly where I was when I exited the game. It didn't even show the save icon either while I exited the game! And should you start a new game, all progress is lost. Personally I would like to manually save the game myself as I sometimes like to mull them over the puzzles in my head.


First things first, arriving at the cabin where Katari settles in before heading out on the trek to find the spot to spread his father's ashes you exit the truck. You walk up to the cabin door to find you can't open it with an interactable keybind of the letter 'E' as you look at the door knob. You will need to do a simple search for a key to the front door. Next you are instructed to, "Find the generator to restore power to the house." There isn't any mention of needing a second key to open the power generator box, yet your clue is right there as you are looking at that box. No closing of the box door after completing the puzzle, so I am assuming it as a clue for how other puzzles are solved in this game.

As I was running around to find the generator, there was no bar or gauge to show stamina use nor indication on how long before you need to stop to gain it back. I guess I am used to that in Outbound and other games I play where there was a clear indicator. I find that most games now automatically have movement keys of WSAD and the spacebar for jumping. What changes are the interaction keys as in this game both 'E' and 'F' are used.

The first real puzzle in Echoes From Ciudadela comes in the bedroom and it wasn't all that hard. This is where Katari finds a Balearic sling which is an ancient artifact of his people. Looks pretty well kept though the first person view of it looks more like a set of bows. He remarks "25 years and you never taught me how to use this thing father. Guess I'll learn by myself." Usually it is carried in one hand by the two ends so the stone is released quickly. You can find the Spanish Balearic sling (on page 5) in this document of slings and their descriptions.

Next is Katari learning how to use the Balearic sling with him searching for a target to use outside. As you walk out to the workstation set up on the right side of the cabin (when you're facing the front door) outdoors you spy a hanging object that you figure will be good to practice on. As I was lining up my shot by holding down the left mouse button I noticed my cursor was just a small dot. I would love a crosshair radical for lining up my shots, please. As you fire away at it, on the third throw or so, depending on where you stand, you are prompted about needing stronger projectiles and to find them. I bust out laughing when Katari says: "Ok, round two you silly target." 

There is no mention of putting away your sling after target practice. I did find out you can scroll through what you are holding during your search through the cabin, but still no way to put it away while walking around after that segment. When you break the target, your next clue drops to the ground. At this point I thought I would see the save icon on the bottom right corner, but nope.


In Echoes From Ciudadela your next 3 clues lead you to your father's journal. From here we are presented with a beautiful cinematic accompanied by lovely music. A few seconds later you wake and mull about if the truck will die on your journey to the mountain. Now you are ready for finding a place to spread your father's ashes. Katari leaves another message for his mother about finding his dad's journal and a couple of artifacts. Since the reception is terrible he'll call again when finished. We’re shown another cinematic of the truck driving up to the mountain and you're given a choice of an obvious branching path. 

I must say that the music, graphics and gameplay bring back fond memories of my time with the Myst games. As with those games I find the music tends to add that little bit of flavor to the immersive experience. Kronos Interactive is an indie games studio based in Buenos Aires, Argentina. So, the inclusion of Spanish notes and colors found throughout the game makes sense. There is mention of Katari's people whom I assume come from the Balearic Islands of Spain, hence the name of the sling.

I must bring up a point I found odd, which is that nowhere in the cabin is there an actual rotary dial telephone, yet when you hear Katari 'hang up' the phone you hear that very distinct sound of the click of a rotary dial telephone hanging up. Upon thinking on this further I remember during the first message he left for his mother might have been from a gas station payphone, and yet we don't see a scene of that, or even a screencap of him standing at a phonebox at a gas station. I just found it to be a little odd.

Finally, for the first time in any of my playthroughs of Echoes From Ciudadela, I see the saving icon as well as the text of 'Saving game' in the bottom right corner. You're directed to check for hints using the 'F' key and as you move forward the screen freezes and opens a window reiterating the fact to use the 'F' key for hints. You can't move until you close that window. At least I found that had happened during two of my playthroughs. As with all things from the beginning, there is no 'getting ahead' of yourself in this game. Everything is connected to the story and everything has something to say or reveal as you play.


After you solve the first three puzzles on the mountain you come to the next step of finding an entrance. In each of my playthroughs, not once was that door in my field of vision. Katari's remark on the entrance comes early each time with the above view for me. The controls are not as smooth as I would have liked and this is another game in my list of 'made for controllers, don't try on keyboard.'

From this point on I'll let you experience the game firsthand and to enjoy yourself. Oh, and don't worry about the door closing behind you. You'll eventually get out! *Laughs*

All in all I did have a good time in Echoes From Ciudadela, even with the fact that it felt like my hand was being held most of the way. A few of the puzzles had me thinking for a bit so much that the immersion factor of this game kept me from a couple of my meals! Thank you, Kronos Interactive, for your first game that, to me, needed a bit more time in the playtest portion before its release. To any puzzle and relaxing game buffs out there I would recommend this game, if only for a short break as you can quickly do this game in less than a day.

Score: 7 / 10 

 

 

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Neil Newbon Joins Quiet Little Feet's Voice Acting Team for Where Birds Sleep!

Pécs - Hungary, June 7th 2026 | Slovakian and Hungarian husband-and-wife studio Quiet Little Feet announced today at IGN Live 2026 that their first project, the intriguing narrative adventure Where Birds Sleep, is getting a new name (formerly Where Birds Go To Sleep), a new trailer and are announcing British award-winning actor Neil Newbon will be voicing the game’s main character. The Baldur’s Gate 3, Resident Evil Village, and DETROIT: BECOME HUMAN actor will lead the voice cast and bring the game’s main character, Cormo, to life. Cormo is a villainous, selfish pirate, taking on a secret mission within a prison island. Newbon also joins the project as a producer under his Performance Captured Productions banner.


Where Birds Sleep mixes tabletop roleplaying games, point & click adventures and mystery puzzles in a unique proposition where players influence but don’t fully control Cormo’s actions. As the pirate struggles to get a hold of his own mind he will show divergence of opinions with the player choices, as well as go into exploration of the island, delve into mature topics and moral dilemmas. Players will have to solve puzzles, and uncover secrets hidden around every corner of the island, using tools both mundane and cosmic while they guide the mind of Cormo in the direction they think it should go.
 
But Cormo is his own man - he’ll argue, resist and act in ways never intended and every choice will leave a mark on his psyche, shaping how Cormo thinks, speaks, and sees the world, altering his emotions, his sanity, his very self in the future. Their choices will affect things big and small and will challenge Cormo to see things in new ways, shaping a stronger identity that might become even harder to tame.
“What I love about Where Birds Sleep is that Cormo doesn’t behave like a traditional protagonist — he’s defiant. As an actor, that tension is really exciting to work with," says Neil Newbon, voice of Cormo. "Veronika and Martin are creating something bold. There’s real ambition in how they’re exploring agency, identity, and the conflict between player and character.”
“Having Neil portray Cormo is a dream collaboration. He's been very supportive from the first time we spoke and his willingness to take on such a daring role really shows his love and respect for video games and the arts”, says Veronika Šuchterová, developer of Quiet Little Feet.
On their journey, players will meet complex characters and delve into difficult topics and taboos as they immerse themselves in a richly detailed, one-of-a-kind fictional world. The setting is inspired by a mystical Middle East, set at the turn of the 16th century, where exotic fantasy and harsh reality meet. Players will be able to piece together the esoteric lore of the world as they explore an island colony shrouded by a deadly fog of dreams, half-truths and secrets.

Players can already show their support by adding Where Birds Sleep to their Steam wishlist and following Quiet Little Feet on social media (X, YouTube, Discord) to stay up to date with the latest news.

 

About Quiet Little Feet

Quiet Little Feet is a husband-and-wife team who are fascinated by player-driven narratives and the consequences powerful choices and stories can have on people. Their goal is to revolutionise video-game storytelling by bringing player agency into the narrative.

About Performance Captured Productions

Performance Captured Productions, co-founded by acclaimed actor and performance capture artist Neil Newbon, delivers end-to-end services for performance capture projects across film, television, and video games. Combining expertise across all stages of production, from pre-production and casting to performance consultation and on-set coordination, the company assembles highly skilled teams tailored to each project, ensuring creative excellence and efficient delivery. With extensive experience across both the film and games industries, Performance Captured Productions is committed to a high-value client experience, operating with transparency, integrity, and a passion for performance and storytelling. https://www.performancecapturedproductions.com/

Article by: Susan N.
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Welcome to the Best VR Terraforming Service in the Milky Way!

Hi there,

Welcome to the best VR terraforming service in the Milky Way! Announced during the Creature Feature & Friends Showcase, Really Interactive (Toran, Virtuoso) revealed its next game, intergalactic narrative adventure Janet’s Planets, is heading to Meta Quest 3/3S and SteamVR.


Janet’s Planets is about saving worlds, over and over again. In Janet's Planets, your job is to transform dying planets and make them fit for new life. Meet an intergalactic cast of quirky aliens, reshape and rejuvenate worn-out worlds, and discover a charming sci-fi story – all while keeping the shareholders happy.  Instantly travel to a planet’s surface with Janet’s Sweetview, creatively experiment in the Sandbox mode, and take on daily challenges with global leaderboards.

About Janet’s Planets

Janet’s Planets offers the best terraforming services this side of the Milky Way! Busted ecosystem? Barren atmosphere? Too dang hot to breathe? Come on down and let us save your world! We’re fixing up these planets across the galaxy, and you're exactly who we're looking for. Using your hands (and Janet’s finest gadgets), you’ll warm climates, grow forests, and gently nudge planets into shapes their quirky residents can thrive in. 

Each species wants something different, so you’ll have to experiment, observe, and learn what each world needs. If you’d like to see your creations up close, you can head down to the surface with the help of Janet’s SweetView! Climb the leaderboards, tackle daily challenges, play to your heart’s content in sandbox mode, and discover an out-of this world story about what it takes to grow shareholder value in the wilds of outer space.


Features:

  • Six hour narrative adventure 
  • Make each planet feel… just right. For your customer’s needs, and for our shareholders. 
  • Experience a planet’s surface with Janet’s SweetView
  • Sandbox Mode with no limits inside the Planetarium
  • Daily challenges with global leaderboards
  • Hand tracking controls on Meta Quest 3/3S

About Really Interactive

Founded in 2016, Really Interactive is a worker-run co-operative indie developer based in Stockholm, Sweden. Best known for creating its two original VR titles, Toran and Virtuoso, the studio is now developing Janet’s Planets for Meta Quest 3/3S and Steam.


Article by: Susan N.


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Experience France in the Year 1643 on Steam with Cozy Narrative Game The Abbess Garden

March 2, 2026 | The Abbess Garden, a cozy narrative gardening game set in 1643 France, is available today on Steam and the indie.io store. Blending real horticulture with historical storytelling, the game invites players to restore a long-forgotten garden, uncover a quiet spy intrigue, and experience a gentle romance as the seasons pass.


Set at the abbey of Port-Royal-des-Champs, a real historical site in the heart of France, The Abbess Garden follows Agnès, a young peasant entrusted with restoring the Abbess’ private garden. What begins as a simple act of care gradually reveals hidden objects, new areas to unlock, and a deeper narrative woven into the grounds.

At the core of the experience is a gardening system inspired by real botany. Plants have authentic needs based on soil type, water, and proximity to other species. There is no grid-based placement. Instead, the garden grows organically, shaped by observation and thoughtful adjustments. As seasons change, players can identify plants across their life stages and gather flowers, roots, leaves, and seeds at the right moment for botany, medicine, and quest progression.

Exploration rewards curiosity. Hidden items fill collections and trigger new dialogue, while the discovery of a book written by a deceased spy introduces a subtle historical intrigue. Together with members of the local community, Agnès works to interpret its meaning before it reaches the attention of European royalty. The story unfolds linearly, allowing players to progress whenever they feel ready, reinforcing the game’s calm and approachable tone.


Created by a women-led development team and featured in several female-oriented indie development showcases, The Abbess Garden emphasizes care, patience, and atmosphere over urgency.

The Abbess Garden is available now for $9.99, with a 20% launch discount for a limited time. Players can also purchase the game bundled with its original soundtrack at an additional discount.

The game is available on Steam and on the indie.io store.
Article by: Susan N.
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Meet the Developers of Sobakistan at Tokyo Game Show Today Until the 28th!

Tokyo, September 29th, 2025 | The glorious nation of Sobakistan announces the opening of public Playtest registration for its upcoming satirical narrative adventure Sobakistan: The Land of Dogs, as well as the presence of a delegation at the Tokyo Game Show 2025. At the same time, we categorically deny that the newly released gameplay video—showing arbitrary arrests, surveillance, and absurd propaganda—accurately reflects the sweet and orderly daily life in our country. We blame external agents for this deepfake.


Steam Page (Playtest Sign-ups and Wishlist): 

PUBLIC PLAYTEST: SIGN-UPS ARE NOW OPEN

The developers of Sobakistan: The Land of Dogs are now accepting applications for a limited public Playtest, scheduled to launch in October 2025. This will be the first opportunity for international guests to experience life inside the walls of the dog-state, with all of its rules, mysteries, and... unintended consequences.

Interested players are encouraged to sign up now on Steam and invite their comrades to do the same.

GAMEPLAY TRAILER & KILLER FEATURE REVEALED

The newly released trailer offers the first glimpse at the game’s core mechanic: in Sobakistan, any step could land you in prison. Whether it’s talking to the wrong person, picking up a leaflet, or simply standing where you shouldn’t — there are 27 different ways to get arrested in the demo alone.

This tension-packed mechanic is carefully woven into the story, creating a unique blend of narrative depth and systemic dread — described by the creators as "Minesweeper in a totalitarian anti-utopia."


Attention! The Ministry of Foreign Affairs and the Ministry of Electronic Entertainment of Sobakistan deny the authenticity of the footage that tarnishes the honor of our free republic. The material is most likely a result of editing or a deepfake. Such incidents are impossible in a free and democratic country like Sobakistan.

TOKYO GAME SHOW 2025: VISIT US :  HALL 11, BOOTH E62

An official delegation from Sobakistan will attend Tokyo Game Show 2025 from September 25–28, bringing with them an exclusive offline demo, TGS-only merchandise, and developer meetups with:

  • Vitalii Terletskii – Creative Director & Founder
  • Katya – Visual Designer
  • Lead Developer – on-site


ABOUT THE GAME

Sobakistan: The Land of Dogs is a darkly satirical narrative immersion in a closed-off totalitarian dog-state, told through the eyes of six playable characters. The game blends JRPG-style systems, dialogue puzzles, exploration, and meta-narrative structures, set against a backdrop of authoritarian absurdity.

Features include:
  • Deep branching narrative and multiple endings
  • Puzzle-solving and exploration
  • Arrest mechanics baked into story and gameplay
  • Unique pixel-art aesthetic
  • Based on the original comic “Sobakistan”

Inspired by Papers, Please, Disco Elysium, Inscryption, Ib

USEFUL LINKS


ABOUT TERLETSKI GAMES

TERLETSKI GAMES is a micro-indie studio founded by author, artist, and publisher Vitalii Terletskii in 2024. Originally based in Saint Petersburg and now operating out of Tokyo, the studio gained recognition for its humorous narrative games inspired by internet culture (Alt Girl for Skoof, Gnomes and Knights). Sobakistan: The Land of Dogs marks its first fully original, large-scale title — set to release on Steam in 2026, with console versions to follow.

Article by: Susan N.
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Sobakistan: The Land of Dogs is Opening its Borders to New Adventurers!

Tokyo, June 1, 2025 | Indie studio TERLETSKI GAMES announces Sobakistan: The Land of Dogs, a narrative adventure game set in a totalitarian country inhabited entirely by anthropomorphic dogs. Presented in the style of a classic pixel-art JRPG, the game features black humor, puzzle elements, and sharp satire. Invitation to the great leader ‘Comrade Buddy’ funeral rehearsal will be available via Steam in 2026.


For the first time in its history, Sobakistan opens its borders. The nation’s Supreme Leader, Comrade Buddy, has staged a lavish rehearsal of his own funeral to witness the people's grief in advance. What could possibly go wrong?

Among the invited foreign guests is a journalist — the chameleon Henri Pascal, famous for his hard-hitting documentaries. You begin the game in his shoes, preparing to film a documentary about this secretive nation.

Steam Page: 



Players will gradually uncover the secrets of Sobakistan, switching between six playable characters each one will appear in a set order throughout the game’s 13 chapters  to view the same events from multiple perspectives. A demo featuring two chapters and two characters — Henri Pascal and Harmony — is planned for summer–fall 2025.

Playable Characters:

  • Henri Pascal – A chameleon and world-renowned journalist
  • Comrade Buddy – The eternal leader and symbolic "sun" of Sobakistan
  • The Supreme General – Head of the secret service and Comrade Buddy’s right paw
  • Orbita – A puppy girl whose mysterious fate is tightly bound to that of the country
  • Tadeusz Wolczetski – A school-age wolf cub who grew up too soon
  • Harmony – A humble working dog and loyal citizen of Sobakistan


Key Features:

  • A deep narrative with satire, dark humor, and moments of horror
  • Consequence-driven choices and multiple endings
  • Integrated puzzles and mini-games
  • JRPG-inspired elements: item collection, turn-based sequences
  • Metanarrative elements and breaking the fourth wall
  • Unique pixel art aesthetic
  • Developed by the creators of the original comic

Upon entering the country, Henri Pascal’s video camera is confiscated and replaced with a basic surveillance device that allows for text entry, low-res pixel snapshots, and GPS tracking. These are the materials the player works with throughout the game — creating an unconventional narrative toolset.

ABOUT TERLETSKI GAMES

TERLETSKI GAMES is a micro-indie studio founded by author, artist, and publisher Vitalii Terletskii in 2024. Originally based in Saint Petersburg and now operating out of Tokyo, the studio gained recognition for its humorous narrative games inspired by internet culture (Alt Girl for Skoof, Gnomes and Knights). Sobakistan: The Land of Dogs marks its first fully original, large-scale title — set to release on Steam in 2026, with console versions to follow. Terletski Games on X. || Steam Developer Page
Article by: Susan N.
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Cozy Puzzle and Narrative Adventure Projected Dreams Releasing on May 29th!

Zurich (Switzerland) | May 13, 2025 - Swiss game developer Flawberry Studio is proud to announce that their cozy puzzle and narrative adventure Projected Dreams will release on Steam this May 29 at a price of 14.99 USD with a 10% launch discount during the first 2 weeks. Projected Dreams is a charming, cozy puzzle game emphasizing a casual, stress-free gaming experience. The player drags toys from the shelves and drops them on the table to create a shadow play. As the shadows unfold, players will be immersed in a heartwarming story full of nostalgia from the 90s and blur the lines between fantasy and reality.


Main Features

  • Shadow recreation: Rotate, place and stack objects on a table in order to recreate a given shadow silhouette on the wall through shadow play.
  • Unlimited solutions: As long as the outline of the shadow matches the given one, you complete the level. What objects you use to do so doesn’t matter.
  • Narration without words: Experience the narrative through the objects you discover, and dive into a heartfelt story...
  • Explore atmospheric settings: Experience an ever-changing room as you progress through Senka’s story and find new peculiarities while listening to relaxing soundtracks composed by Floris Demandt.


About Flawberry Studio

With a team of passionate developers, artists, and designers, Flawberry Studio is dedicated to developing games that are not only fun to play but also resonate with players on an emotional level.
Article by: Susan N.
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Narrative Adventure Game 'Threefold Recital' Releasing on January 14th!

December 17th, 2024 | Developed by Everscape Games and published by indienova, the narrative-driven adventure game Threefold Recital is officially set to release on January 14, 2025, and will be priced at $14.99 USD, with a 10% launch discount for the first two weeks.


Inspired by folklore and strange tales in ancient China, Threefold Recital creates an oriental fantasy realm inhabited by humans, beastlings, and majestic dragons. After a golden age spanning thousands of years, the bustling metropolis of Bluescales now faces tumultuous times. Here, magic and technology coexist, complicating social governance. To further stir the pot, the secret art behind ancient miracles—presumed long lost—is resurfacing. Beneath the city's clamor, a storm unlike any other is quietly brewing...

A long, long time ago, there lived a wolf, a fox, and a snake. But these weren’t just your ordinary wild animals. They were very patient and wise, and after a lot of hard work, they gained human form and became "beastlings", as they liked to call themselves. Now, let's meet our heroes:

  • Triratna, the wolf-turned-monk, is able to see and sever karma lines—the threads of cause and effect tying everything together.
  • Taiqing, the fox-turned-priest, is an expert of transmuting substances and other Daoist spells.
  • Transia, the snake-turned-artist, is gifted with the ability to enter paintings and alter people's appearances.


Lead three heroes, each with a unique ability, through a maze of curious events and bust the conspiracy behind it all. As you progress, three separate storylines will flow into one. Be the all-seeing eye and the guiding hand, switch perspectives, combine their powers to overcome obstacles and solve mysteries. The fate of Bluescales is depending on you.



The game offers an estimated 10-15 hours of gameplay. Its animations are entirely hand-drawn frame by frame, vividly bringing the characters to life. By switching perspectives, players can piece together the full narrative, gaining insight into the interconnected stories. For those less skilled in puzzles, the game includes dynamic difficulty adjustments and a puzzle-skip option, with many puzzles offering multiple solutions, encouraging exploration and creativity.

Previously, Threefold Recital debuted during the Steam Next Fest, showcasing its first official trailer and a playable demo. The demo, which included the prologue and Triratna’s chapter (about one hour of gameplay), received widespread praise from players. With the release date now set, anticipation for the full version continues to grow.

On January 14, 2025, Threefold Recital invites players to embody these extraordinary beastlings protagonists, delve into this oriental fantasy realm, unravel its mysteries, and experience the charm of a unique narrative adventure.



About Everscape Games

Everscape Games is comprised of three experienced developers:
  • BulWolf, the producer, brings over a decade of experience in creating 2D side-scrolling games.
  • Zohar, the director, excels in character and story design, as well as combat and visual effects, with a proven track record of acclaimed games.
  • Wolfsoul, the art lead, is an experienced comic artist known for intricate and charming character designs.

The team has been developing Threefold Recital for two years and is now focused on final optimizations. Everscape Games hopes to bring this incredible story to a wide audience and looks forward to the support and attention that will help the team achieve even greater success.

About INDIENOVA

INDIENOVA, established in 2013, has evolved into a media dedicated to indie games, an active and practical community for game developers, and an independent game publisher. We are committed to conveying the cultural essence embedded in games, exploring the profound values behind gaming, and serving as a bridge between domestic and international gaming communities, connecting gamers, scholars, developers, and publishers to facilitate efficient communication. We look forward to players finding genuine joy in gaming here, developers finishing their ideal titles, and knowledge, skills, and ideas merging seamlessly at all times.


    Article by: Susan N.

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    Sigono Releasing Opus: Prism Peak in 2025 on Steam!

    TOKYO, JAPAN - September 24th, 2024 - Tokyo-based publisher Shueisha Games, alongside developer SIGONO, are proud to announce that their single-player magical realist narrative-driven adventure OPUS: Prism Peak was part of this year’s Tokyo Games Show on the 26th - 29th September 2024.


    Capture the moment, then learn to let go in OPUS: Prism Peak, which is coming to PC via Steam in 2025. In the meantime, wishlist and follow OPUS: Prism Peak on Steam to keep up to date with the latest news and announcements.

    About OPUS: Prism Peak


    OPUS: Prism Peak is the 4th entry of the award-winning OPUS series whose signature is a unique take on narrative driven games with a distinctive east-meets-west storytelling and art style, blending exploration with themes of love, soul, and self-fulfillment.

    Play as a photographer weary from life’s bad fortunes, stumbling into an ethereal realm while driving back to your hometown. To escape, you’ll have to confront elements from your past and learn to make peace with them through the lens of your trusty camera. Along the way, you’ll encounter the many spirits inhabiting this ethereal land, one of which is a mysterious young girl who knows the way out. 

    Will you trust her, or is there a deeper mystery at play?

    OPUS: Prism Peak features a beautiful art style with its softness and warm colour palette matching the heartwarming tone that the series is known for.

    The previous entries in the OPUS series include:

    OPUS: Prism Peak on Socials




    About SIGONO


    SIGONO is an indie game studio with a mission to create heartfelt experiences that connect people. Their OPUS series, which started with OPUS: The Day We Found Earth, has gained recognition for its touching stories and beautiful soundtracks, reaching a combined 10 million downloads. In 2021, the latest entry, OPUS: Echo of Starsong, won international accolades and critical acclaim. SIGONO continues to strive towards creating meaningful storytelling experiences that bring joy to players.


    About Shueisha Games


    Shueisha Games, founded in February 2022 and headquartered in Tokyo, is an enthusiastic and experienced team responsible for the planning, development, and sales of many titles for consoles, PCs, and smartphones.
     

    Article by: Susan N.
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    StilStand Coming to PlayStation 4 and Nintendo Switch November 5th


    'Stilstand' is a haunting and darkly comedic interactive graphic novel following the grim yet hopeful journey of one woman through a summer riddled with anxiety, loneliness, trying to stay afloat in Copenhagen with the help of the shadow monster in her apartment.

    History

    ‘Stilstand’ comes from Copenhagen-based graphic novelist Ida Hartmann’s chronic existential crisis, and is her debut game. In the fall of 2017, Ida became part of the office at Niila, where she primarily made comics about finishing university and keeping the anxiety at bay. Her artwork depicts sensitively, grotesquely, and humorously how a life can feel when there’s too much going on in the head and heart. During the winter of 2017, Niila decided to let Ida's thoughts and drawings come to life in the game project 'Stilstand'. Ida and Niila have been in a close collaboration making the story and game design until the release in 2020. In 2021, Nakana.io ported and published the game on Playstation 4 and Nintendo Switch.

    Niila was founded at the beginning of 2017 by 4 students from the IT University with an eagerness to surf the digital era's first wave. After graduation, Niila released their first game ́Guru Gloo: Adventure Climb ́ in fall 2017. The game has over 50,000 downloads and has served as a pilot project that has contributed knowledge within the possibilities and limitations of the mobile platform. In addition, ́Guru Gloo ́ was nominated for the Game Prize 2018 for best debut game. Today, Niila Games is working on a cross-media collaboration with NIMBUS Film. Nakana.io publishes video games that share an experience to remember, whether it be with impactful messages or alternative creation forms.

    ‘Stilstand’ is supported by the Danish Film Institute and The Danish Art Foundation.

    ●     Genre: Narrative/Experimental/Adventure

    ●     Price: $2.99 / 2.99€ | Date: Nov 4th in Japan, Nov 5th in Americas/EU/AUS

    ●     Available in Danish, French, German, and Japanese

    ●     Made by Ida Hartmann and Niila Games

    ●     Published by Nakana.io


    Article by: Susan N.

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    Black Book - XB1 Review


    Black Book
    by developer Morteshka and publisher HypeTrain DigitalMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Black Book is a fascinating mashup of genres steeped in Slavic lore. There is a bit of a learning curve to be had here, both with the game’s mechanics and heavily steeped mythologies, but it is absolutely worth the effort. There is an engrossing story to be had here and experience absolutely worth exploring.

    Our protagonist Vasilisa, is an engaging one from the start. We are introduced to a nineteenth century Russian countryside that oozes a creepy, dark style that follows the orphaned Vasilisa on her path to becoming a witch after tragedy strikes. Her quest sets Vasilisa on an adventure to break a series of seals so she can have a wish granted.

    All of this can take a bit of time to wrap ones head around. There’s terminology in here that I was in no way familiar with. After a time, I began to make the proper associations between words or phrases, and from an aesthetic standpoint I’m glad the in translating the tale to English the heart of the content remained true to its roots. It’s just that it took a bit of time to build up familiar word associations during the early hours of gameplay.

    There is a combination of deck building and morality-based decision making that sit at the heart of Black Book’s gameplay. She collects ‘Sins’ as she furthers her adventures. Her quest starts out as a labor of love, but she has to quickly determine how much of the weight she wants to carry herself… or whether or not to let the demons she controls commit crimes out of a restless need to – well, to be demons really. It’s a slowly degrading scale. This is not Mass Effect’s good vs bad paragon system. This is more a matter of: how bad do you want Vasilisa to be? Because she suffers penalties when not sending demons out, and using them collect money or give Vasilisa other benefits – at a cost to her soul.

    Combat itself is a card game, that is fairly simple during its early stages. This makes it easy enough to learn the basics, but as you get deeper into your Black Book, you gain far more spells and modifiers that complicate the gameplay. The learning curve (outside of a handful of rather nasty boss fights) was gentle enough in its difficulty curve that I seldom got frustrated. That is surprising given the somewhat random nature of card games of this nature, which attests to the overall balance of the combat. You have offensive and defensive cards and winning matches means getting more cards. Early on the pickings are a bit on the slim side, but as you continue to expand upon your library of cards, you start to see some fun and unique synergies. I just with the boss battles were a bit more balanced. I’m okay with having to come at them from a slightly different angle, but there were a couple that just made me toss out everything I thought that I knew about how I was designing my decks and became something of a frustrating puzzle in and of themselves.

    Outside of combat, you are advancing the story to find clues and try to solve the riddles that make up the seals. Each of these seals creates a sort of chapter that is a separate entity from the others. There’s an overarching storyline here, but your focus is on getting through conversations and tasks that allow you to eventually best the seal. I was pleased that the Sins counter had a tangible impact on things like conversational choices and even the game’s endings. This certainly provides some replay value for those interested in seeing the more extreme levels of the counter (which is something that had me playing games like Dragon Age and Mass Effect multiple times in the past).

    The overall presentation is pretty impressive. The deck building component of the game looks really sharp. Card art is impressive, and they inject life into the combat component. The visual style is not super detailed and technical, but the use of colors and inky blacks really give the game a creepy atmosphere. The music score is often subtle but complimentary to the graphics as well, really setting the stage for a bleak story that I wanted to see through until the end.

    Summary

    Black Book doesn’t fit neatly into any one genre with its combination of adventuring, deck building, card combat and morality – which makes it a unique game that might not have a built-in audience but is definitely worth a look from those who like a creepy gaming experience that engages their minds. The pacing and a few of the boss battles can be a little uneven, but the overall experience was one I enjoyed far more often than not.

    Score: 7.5 / 10




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