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Showing posts with label Online Multiplayer. Show all posts
Showing posts with label Online Multiplayer. Show all posts

Shadows are Alive - PC(Steam) Preview

Shadows are Alive by developer Futura Games and publisher TheGamePublisher.comPC(Steam) review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 11 minutes
Shadows are Alive is an interesting sort of mash-up of a lot of fairly popular titles coming together to create a pretty solid premise. A weird mix of Player vs. Player, puzzle solving, and exploration in a randomly generated map provide a pretty good base to work off of. While the game is currently riddled with bugs in the Early Access state, it shows a lot of promise. Let's jump in and take a look at a preliminary viewing for Shadows are Alive.


The basic premise of Shadows are Alive is that a group of kids are trying to escape an evil entity, referred to as The Shift. Whether the kids are escaping a mansion or a carnival, they will need to perform certain tasks while evading capture in order to escape. The Shift, meanwhile, is trying to hunt down and capture the kids. In its current state, Shadows are Alive is an up to five person game, where up to four can be different kids trying to escape, and one can be The Shift. Those who are familiar with Dead by Daylight will see a number of similarities in this title. 

Where Shadows are Alive deviates from the usual however is in the escape methods. The kids have to perform a series of tasks in a randomly generated map in order to escape. Sometimes this could be finding a certain room, or performing a certain action. Other times you could be required to collect items and use them in a certain manner. It's kind of like Pacify or Devour meets Dead by Daylight, you could say.

Now, while the game is up to five people, at the moment you don't need that many. You can technically play by yourself as long as you're "ready" in a lobby and nobody else is there. Yup, whether or not it's intended, you can play either by yourself or without The Shift, where your goal would just be to escape. I'd actually suggest this as a starting game because some of the tasks can be a little vague.


So, let's assume you have both a Shift and a team of kids playing: what do they do? Let's start with the Shift first. Their goal is to capture the kids. This is done by using abilities, attacking them, or staying in their general vicinity and scaring them. Essentially the kids have a "fear" bar which builds when something spooky happens to them. Once it's full, they get knocked down for a period of time, and the Shift can teleport them into cages. Once all the kids are captured, The Shift heads over to the cages to sacrifice their souls, or something like that. The Shift has four abilities to help find the kids, and can phase through doors. The Shift cannot, however, actually see the kids. As the Shift you can only see lights that glow brighter or not at all depending on the state of the kids. If they are running, you can see a small light pillar. If they are sneaking, you can't see them at all unless you use an ability that is on a decently long cooldown. If they have been downed due to fear, there are some faint lights you can see.

The kids on the other hand must evade the Shift. Each kid has their own set of abilities to help them out, such as night-vision, a trap they can put down, or the ability to warp through large mirrors. The kids will be given tasks one at a time leading up to an escape method. There are seven tasks, some broken up into smaller components, and need to be completed in order to open up the escape route. Once someone enters the exit, everyone else has a minute to escape. As the kids, everything is a lot darker than when playing as The Shift. You have a lantern to help out, and it'll help reduce the fear gauge, but it has limited fuel and can run out. There are items scattered around the map you can pick up, such as food to help reduce fear, or fuel canisters for your lamp.




I do have to say, it was actually rather fun to grab a few friends and just work through the puzzles/exploration, even if there weren't a Shift hunting us down. Oddly enough, playing the game with someone acting as the Shift was...rather a mixed bag. This brings us to the most important issue plaguing Shadows are Alive: the ridiculous number of bugs and glitches. Buckle up, cuz there's a lot. Thankfully the game is still Early Access, so there's room for improvement before a full release, and there have been a few updates addressing some things, so I'm really hoping the current issues get addressed.

First up is the vision difficulty. While the stage is dark, the problem tends more towards issues in tight spaces, especially as the firefighter. The bulky helmet gets in the way of your vision, making it tough to see what's around you. It's also rather difficult to see an interact prompt some of the time, although there was a patch that I feel helped improve this, so that's a positive improvement. Another big issue is in regards to certain interactions. If you are interacting with an object and trying to move, your character will move while you're zoomed in on an object. Sometimes this can cause some serious issues. As an example, during our first game, when one of us tried to do a task involving a fuse box, they got kicked off, and the fuse box was no longer able to be interacted with, preventing us from completing the task and winning the game. Additionally, sometimes the task bar completion level wouldn't accurately reflect the task completion rate, causing a lot of confusion. The latter issue I believe has been addressed at the time of writing, but more testing should probably be done to confirm.


There is a scenario where you can crash the game at the moment, and that's related to the lobby. If you create and back out of a lobby, you can have parts of both lobby joining and creating screens on at the same time. You need to close and then reopen the game to resolve this. Additionally, while in a lobby the "ready" sign will stay above your head, even if you "unready". You can also start the game like this, except anyone "unready" will be stuck on the loading screen with a controls prompt and need to force close the game.

In terms of other game breaking bugs, there is a stupidly high tendency to get stuck on the environment. If you're playing as a kid, you can ask the Shift to come down to you and kidnap you, then let someone rescue you to get back into things. Which isn't that hard, considering the Shift can also hear and talk to you through the in-game proxy voice chat. A weird design choice (maybe) that I suppose is rather realistic from a technical perspective. I kinda liked it, to be honest. Unfortunately if you get stuck as the Shift, you have no way of getting out of it and have to either quit the game or let the kids win.

Now, let's go over some of the weird but non game breaking issues. First up, getting out of bounds is really easy. Sometimes you can clip through the environment, sometimes there's a random door in the mansion that leads out into the void. Now, the reason this isn't game breaking is because the developers had some forethought and made it so that if you drop off the map, you just get warped back to the foyer/entrance. A rather smart design choice I can appreciate. Next up we've got the weird Shift winning glitch. So, it turns out that when you kidnap a kid as the Shift, they're still downed for a period of time, meaning you can "catch them" again while they're already in a cage. If you do this, you can trick the game into thinking you've caught more kids than you have, especially if they're all downed, meaning the Shift can win without actually capturing all the kids.


Other than that, it would be nice to be able to remain in a lobby after completing a round instead of getting booted to the beginning menu. On the plus side, it's after the initial cutscene, which despite the game saying you can skip, three out of the five of us who played could not skip it. Weird, but I don't even know what could reasonably cause that.

There are also a few issues on the other available map, the circus. This map is a little different, as the goal is to play games, win stuffed animals, trade them for tickets, and then ride some of the rides to fill a happiness gauge in order to escape. A lot of minigame type things. First issue I noticed is that the minigames to play are a little temperamental. Of the three I played, only one would actually dole out a reward, which the other players found the same issue, although for different games. Secondly, the indication of what you're supposed to do is a little vague, although the devs should be addressing this, so hopefully by the time this preview goes live it'll no longer be an issue. Finally, there's a part of the carnival you can enter to shrink, and when you leave you're supposed to unshrink. I didn't, which resulted in some hilarity, but didn't actually impact gameplay at all, so I suppose that's a little more acceptable?

Despite the decently large swathe of concerns, me and the rest of the gang I played with actually had a lot of fun. It's janky, it doesn't always work right, but it's nailed all of the basis for what could turn out to be something really cool. We're all looking forward to watching Shadows are Alive continue to improve, and would really like to see the new maps that are being worked. Keep an eye out for Shadows are Alive, and maybe give it a shot even while Early Access after a few more bug fixes get introduced. I know I will be keeping an eye on it!


Nemonic:
When getting into the rhythm of playing the game, it was actually starting to be fun, until we were trying to figure out all the glitches we were running into. There was too many times when I or anyone in the team would try to save someone and somehow The Shift would win the game (with no explanation on how). And when trying to look it up in the game on how The Shift was suppose to operate and win, there was no information on it. Or when some of the perks for characters were not working, like unlocking locks with the Lockpicking girl. Just a lot of running into glitches overall that made it hard to enjoy the game. That being said I do see potential in this game being a fun 1v4 for friends to play with.

Goober:
Shadows are Alive is yet another stab at the 4v1 Multiplayer genre or "dead by daylight likes" out there. While the game itself has promise, as it stands right now, it needs some more time in the oven to fully flesh out that promise. I do however like the art style of the playable kids and The "Shift" looks cool as well.  The game also has a lot of bugs currently from getting stuck on the clutter on the ground, finding doors that lead out of the map (they have a failsafe as it spawns you in the main room if this happens) they even put a sign out there. The second mode where you are in a carnival trying to win prizes is fun and has some cool minigames for the kids to play.  I like the game but it needs more work. Being able to customize the color of your lantern is cool, the individual powers for the kids are pretty cool and can be used strategically.  From the looks of it they plan to add more Kids and more monsters to play as, so in the future that'll be interesting to see what new designs and "powers" they come up with for each character and monster. 

Snowy:
Shadows are alive has the bones of a great asymmetrical horror game.  However, bugs and teams not being properly balanced steals the fun and frights from the gameplay.  The power imbalance between the factions makes winning as a kid improbable. Level objectives, while mostly clear for the kids, are lacking for the shadow characters.  Combining that with a buggy game leads to the shadow winning for no reason.


Overall Summary:

Shadows are Alive shows a lot of really good promise, but still has a lot of bugs and kinks to work out, as well as some balancing issues. The developers seem to have a good grasp on what they want to make, they just need some time to get everything working how they envision.

 
Score: N/A
 
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V Rising 1.0 Reviewed by a few Vampires


V Rising by developer and publisher Stunlock StudiosPC (Steam) review written by ValerieSusan N.Richard with a copy provided by the publisher. 
 

Estimated reading time: 16 minutes


Come one! Come All! Listen as we regale you with details of a vampire game that fully released on May 8th with more content, bosses, and just loads of fun! This action adventure survival game also has a massive multiplayer gameplay in it as well! So, on that note, here are the first impressions of our newest vampire to our clan.

Richard: V Rising is a cool take on vampire survival/crafting/hack and slash/stealth mashup that's both immensely rewarding as well as immensely frustrating in equal measures, depending almost entirely upon how you play. The mash-up of genres is a really interesting take, as you (as a vampire) must survive by drinking blood and avoiding the sun. You're also building up your castle and completing personal tasks to progress forward. To do that building you're gathering resources for both the castle building and crafting equipment. Then there's the hack and slash type combat with enemies with cool magic spells thrown in the mix, and sneaking around powerful foes and sunlight during the day.

The survival mechanic is lighter than usual in this genre. Yeah, you lose items not equipped on death and gotta go retrieve them, but they aren't permanently lost, your respawn points are fairly numerous on death, and you don't really lose anything. On the flipside to this, sometimes surviving is really tough. Run into a boss 20 levels above you? Good luck. Get stuck in a boss fight during the day? Have fun trying to goad them into a small area where you can actually fight them without dying. Run into almost any enemy with a skull icon? Get rekt. During all of this, you will be constantly losing blood so you need to replenish it by sucking it out of creatures or people. Sometimes that's easy and they have more pure blood, giving nice bonuses, other times it's super tainted and only useful for quenching your thirst.




GAMEPLAY & UI

With most games of this type we have the fun of customizing our characters and vampires are no different in wanting to be dressed up in their best finery!

Valerie: Other than the normal head, face, body that we can select from including skin and hair color, we can change the colors of our clothing! Of course I am a big fan of red and why not? This game is full of blood and that is a red hue! There is vanity outfits we can deck ourselves in for various 'functions' should we hold them in the traditional style *cough* like The Masquerade Ball! *giggles* Overall, as in Guild Wars 2 where I always had a field day in selecting my color coordination for all my armor pieces, this new feature is awesome!


Richard:
The stealth aspect, or perhaps "option" is more apt, is something I had a lot of fun with. There's a traditional and more liberal approach to this. You can definitely sneak around enemies, stealing whatever isn't nailed down, and then running or eliminating key targets. Alternatively, you can try and goad different factions into attacking each other, and then reaping the rewards by waiting for your opponents to beat down each other before swooping in to take the spoils. I actually had this on my first boss, or V Blood as they're called. I was tasked with defeating a level 16, a level 27 walked in and picked a fight, and then a level 30 roamed by. It was chaotic, it was dumb, and I can't believe I got away with getting the rewards for all of them.

The non traditional stealth involves hiding from the sun while moving between bushes and tree shadows, or following clouds as they provide shade for you to run under. If you're out during the day, expect to do this a lot, otherwise your vampire ass will be toast. Literally and figuratively. It's both annoying and really fun? I know that's a weird contradiction, but my experience of V Rising was generally quite contradictory.

Susan N.: The game runs smoother than it did before 1.0. We used to have a ton of rubber banding issues, some minor graphic hiccups, and one unfortunate disconnect in Gloomrot, but its much better since the gameplay is optimized. Abilities respond much faster than before, making it easier to take on the various V Bloods. Prior to the launch of 1.0, there was only one difficulty setting for mobs, but now there are options! 

I do want to mention that the UI is much better than its previous design. All of the available bag slots are shown with a lock button. When you craft a bag to increase the amount of resources you can hold, it is visually obvious how much you get. I also adore the character customization. Not only do you get to choose your overall body shape and hair color, but you can choose the look of your gear. As expected, I'm all purple!




Next we have our homes that we can build to our tastes and functionality. Our homes are castles! Susan N.'s statement when she had her first taste of the game back in 2022 was epic! "For me, it is memorable for many reasons like being able to vicariously make and live in my ULTIMATE CASTLE. *Ahem* Anyways, I absolutely adore V Rising so it needed to be on this list."

Susan N.: I still stand by my statement in 2022. The customization you have for your epic castle is one of a kind. I'm all about building things while waiting for the sun to descend below the horizon. When looking at the build menu, there are tons of options to build the castle of your dreams, not limited to color of the lighting, to wallpaper (which now has no build cost!), to hedges and gardening plots for the outside. Though, while we have a ton of options (with or without some of the cool DLCs), I definitely would love to see a couple more things - like not being restricted to the stone doorframes. 


In the early game, the cost of building the castle was mildly prohibitive. The amount of wood and stone you need just to make a decent sized room to protect from the sunlight AND hold your basic assemblers is intense. Later on, you can grab some worker blood and the build costs will be a little more manageable. Combine that knowledge with the proper flooring for the room and your build costs will no longer slow progress. 

As an additional change that I absolutely adore about castle building is that it is no longer a slog to move the whole thing. There is a relocation option in the build menu. You will have to place all of the same walls, floors, etc... and you'll have to redesign your castle afterwards. We found that you can create a large room with everything inside of it. Once you have everything placed, then you can spend the time reorganizing. If you didn't place everything, don't worry because the game will refund you the materials you didn't use in the move!

Richard: As a really dumb bonus, before you can build a real castle you can make a wood "castle", which is really just a fenced in fort with no roof. Now, what do you think happens to a vampire during the day in a fort with no roof? I will admit, a few times I loaded into the game only to find I had been spawned in a sunny patch and died while the world was still rendering/connecting. While there is a fixture you can craft that makes a fog to keep the sun away, it runs on bones which you also need for other things, so that's a little annoying. Once you get a real castle with a roof though? That's where things start getting a little less frustrating, as you have more access to fixtures and mechanics to help you out.

Valerie: I LOVE building my castle! When I get a floor done and the roof shields me from the sun, I am peachy keen on the placement of rooms with their own functionality. Each of my rooms get a type of flooring that augments the crafting process with bonuses of time to completion and material costs. Also, from behind the protection of my walls I can expand the size of my castle or room without dying from the sunlight!




COMBAT

How about those bosses, or V Bloods as they are referred to in this game? Got any tips on beating them?

Richard:  Combat is...both smooth and rough, at least in my opinion. Depending on the enemies/boss you're fighting, you generally either have to lean into all ranged, or all melee based attacks. While not an absolute, this usually requires some trial and error and managing what spells you have equipped. On the plus side here, there are a lovely myriad of different spells and weapon types to choose from. Not only are spells divided by element, but they also have a lot of choices within the category. Spells can also be altered by equipping certain gems, which can attach to each spell in their own unique equip slot that's available per spell. I had a lot of fun swapping play styles and equipment like this.


Susan N:
 The earlier build of the game frustrated the crap out of me with respect to the combat system. The bosses would scale depending on how many players were participating in the fight and if one weapon was suited to your combat style, it felt like certain bosses were impossible. Not only that, but the weapons and armor that you had access to did not allow for customization. Each boss relied upon specific playstyles that did not work well for some of the family in our multiplayer game. I almost threw in the towel on the game because it felt like my brother was the only one capable of killing higher end V Bloods. Since 1.0, the combat scaling is balanced, we have a couple more weapons, and amulets / gems that fit playstyles better. This means we've made much more progress that I felt good about than in the earlier build.

As far as combat goes, there are more bosses that can be taken on, along with upgraded buildings, and spell points as opposed to unlocking specific spells. Essentially, you can get a point in the unholy tree which you can spend on a couple of spells in the tier. The game no longer shoehorns you into a specific playstyle by allowing the freedom to pick which spell you want, what bonusses you want on your amulets, and which gemstones you use to socket your spells with. Combine that with a new blood type and some passive abilities that you can unlock with the new Rift system, and we have a winner! I absolutely love how the game has progressed in this way. Though, if that wasn't enough, you can start a server with a difficulty setting that suits the players. For my family and I, we are quite happy with the relaxed mode. It allows us to try different tactics and feel useful during certain fights that we previously struggled on. Now *THAT* is worth it. Other games can be at a normal or harder difficulty depending on what kind of experience you're going for!

Valerie: I am finding it easier to defeat those V Bloods and with the added Relaxed mode of gameplay I can even beat ones I couldn't before in my single player game. I found when I played coop I didn't die as much now (unless I did the stupid thing of aggroing another pat of enemies while trying to take down our first targets) and I could help in kiting single enemies instead of the whole lot that we dove into in the first place! My two fave weapons in this game are the scythe and dual blades (Slashers as they are called).




CRAFTING SYSTEM


How do you guys feel about the updated crafting system?

Richard: The crafting system is pretty neat, as you can unlock new things by beating bosses. In addition, your progress is also increased and you can redeem rewards by meeting certain gameplay/castle building/character progression milestones. On the other hand, you need a moderately offensive amount of materials in order to build pretty much anything, you need to wait too long to process it, and you can't teleport with a lot of materials, making gathering items an absolute pain, provided the server settings haven't been tweaked to help out in this area. Pro tip, make sure to select where you build your castle carefully to avoid long travel times in the start. You can relocate your castle, but it can be a little annoying to do so, even if it's extremely useful.


Susan N.:
 As I mentioned before, the crafting system in the beginning is a bit much, especially when trying to keep your vampire alive. I don't relish the idea of hiding in my coffin for 10 minutes while I wait for the sun to go down. Even when that is done, getting to the stage where you can build a stone room with a roof takes a little bit of time. But, once you get through that process, you have a better idea of how to get to that point more efficiently. With worker blood you can reduce the cost of building, and when you get to the point where rooms have the right flooring to reduce the cost even more, you're cruising. 

One of the things I noticed about the crafting of items is the upgraded machines. Not only will they do all of the previous stages of research or building, but they will be able to make higher level items. The first notable example of this is the advanced blood press. Since everything in the castle requires blood (as it should), it stands to reason that vampires get to be pretty skilled at dealing with the perils of too much blood, not enough, and proper cleaning procedures! *cackles* I'm quite pleased with these upgraded buildings because not only are they faster, but they look that much cooler. Who said a vampire can't have style?

Valerie: My beef with the crafting system is the RNG on seeds dropped. I am pretty sure I've only found one, maybe two, per gameplay time! It's annoying when you need such a huge amount of resources to build! One of the crafting resources in this game is blood essence and sometimes it's so damned hard at the beginning to get more out in the world. However, I do find I can 'bulk' up on blood essence when I get enough rats or can pick up enough hearts. I make do!




BUGS & ISSUES

Did any of you have any weird problems, issues, or those dastardly bugs that are an ongoing thing in games these days?

Susan N.: One of the things that we noticed is, if you send a servant from your throne, and then you build a structure where they were standing, they will get stuck inside the structure when they come back. While you might be thinking that you can interact with the servant coffin to summon them, you can't. They still have inventory and won't sleep until you relieve them of the items. 

I'm unsure if this is a bug or not, but anytime I attempt to join the family game, even having them on my Steam list, the game never shows up! We have to click on 'direct connect' and input a long string of numbers to join. Not even typing the IP address with the port works either. While we do have a way to connect with the direct connect option, not being able to find my Steam friends without it is a minor nuisance.

Richard: I have the unfortunate issue where loading up the game takes me literally five minutes. I then need to wait about two to three full minutes before the lag settles down. Afterwards, it's fine and smooth though.

Valerie: I’m with Susan N. on the friends issue and their games not showing in the server list.




FINAL THOUGHTS

Richard: Despite my...rather unfortunate castle placements, bad luck with high level enemies roaming into my combat zones, and poor loadouts for some of my first V Blood attempts, V Rising is really fun. I do highly recommend playing around with server settings a bit and finding something that fits for you, especially if you intend on running a private personal server, which would basically remove a lot of the negative portions I experienced. Also, remember to consider castle placement if you have the space for it. Trust me.


Susan N.: With the launch of 1.0, I adore V Rising in its current state. There are more bosses to defeat, upgraded buildings to use, better combat gameplay, customization of your character and your castle, and more! I love that we can get passive abilities when purchased with Stygian Shards. Another addition that I enjoy is specific vampire merchants that can be found in the rift zone. One merchant offers blue weapons that can be repaired at the ancestral forge while the other has either Epic or Legendary level of weapons. Instead of randomly finding these items in the world, you can now buy the weapon of your choice! RNG will still get you with what bonuses you get, but it's a small trade off. Overall, I cannot stress how much more I'm enjoying V Rising. Now if you'll excuse us, we have Dracula to take on!

Valerie:  I fell in love with this game the minute I watched my daughter and son playing it a couple of years ago. Next thing I knew I was gifted the game and have been enjoying multiplayer time with the kids as well as my many aggravating attempts to play my single player. Now with all the new optimizations, bosses scaling to your level, new areas to explore, and all the cool stuff for both my castle and my character, I am immensely enjoying this game! With the newfound information on worker blood, I am now going to have an even peachier time decking out my castle! Shall I invite Dracula over for some tea? Mwahahahahaha!!!!




RATINGS

Richard: 9 / 10

Susan N.: 9 / 10

Valerie: 9.5 / 10 




Final Score: 9.25 / 10






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Exclusive Editions for Granblue Fantasy: Versus



Torrance, Calif. – November 12, 2019 – XSEED Games, the independent-minded publishing brand of Marvelous USA, Inc. is excited to unveil premium editions for the hotly anticipated fighting game, Granblue Fantasy: Versus. They also confirmed that all versions, including the physical and digital standard editions, will come with a download code granting items for the original Granblue Fantasy game on mobile and web browsers. Launching exclusively for the PlayStation®4 computer entertainment system, pre-orders for both physical versions of Granblue Fantasy: Versus will open shortly at the XSEED Games Store and participating retailers. This game will include both English and the original Japanese voices.

The retail Premium Edition will include a physical copy of Granblue Fantasy: Versus, a key to redeem Gold Brick (1), Sunlight Stone (1), Sephira Evolite (1) and Damascus Crystal (10) within the original Granblue Fantasy game, soundtrack CD, art book, a code to redeem a PS4 theme and avatar set as well as the Color Pack DLC to customize characters’ colors, all housed in a premium box with exclusive art for an MSRP of $79.99.

The digital Granblue Fantasy: Versus “Character Pass Set” will include the game code, key to redeem goods in the original Granblue Fantasy game, PS4 theme and avatar set, the character Color Pack DLC, and the Character Pass DLC for five to-be-announced characters, plus the Lobby Avatar “Nice-Abs Power Vyrn.” The Character Pass Set will be available exclusively on the PlayStation®Store for $79.99 at launch.

The digital Granblue Fantasy: Versus “Digital Deluxe” edition includes all contents of the “Character Pass Set,” plus digital soundtrack, digital artbook, and the same exclusive art that is featured on the Premium Edition box as a PS4 theme. The Digital Deluxe edition will be available exclusively on the PlayStation®Store for $99.99 at launch.

The Granblue Fantasy: Versus physical and digital standard edition, which will also include the digital goods for the original Granblue Fantasy game, is priced at an MSRP of $59.99. The Granblue Fantasy mobile game code will include each of the following: Gold Brick, Sunlight Stone, Sephira Evolite, and 10 Damascus Crystals.


About Granblue Fantasy: Versus

In Granblue Fantasy: Versus, power, skill, and spirit collide in a quest to find the true champion of the ring. Players can take on AI opponents or fight against human opponents in local or online two-player matches.

An international mobile game hit, Granblue Fantasy has topped the charts, charming players across the globe with a plethora of lovable characters and story-driven mechanics. Now, legendary fighting game studio ARC SYSTEM WORKS and Cygames are teaming up to bring the universe to home console in an action-packed head-to-head fighter. Featuring a colorful cast of their most popular “crewmembers,” each with a unique fighting style that is easy to learn but hard to master, Granblue Fantasy: Versus is developed to appeal to fans of Granblue lore and fighting games alike.

Granblue Fantasy: Versus will include an RPG Mode that features an all-new, original story told through beautifully rendered cutscenes. Players can play solo or team up with a friend to fight waves of enemies and formidable Primal Beasts in thrilling action-RPG combat. Additionally, RPG Mode features a comprehensive upgrade system for characters and weapons that fans of Granblue Fantasy should recognize right away.

Developed by Cygames and ARC SYSTEM WORKS and published in North America by XSEED Games, Granblue Fantasy: Versus is in development on the PS4TMsystem and scheduled for a Q1 2020 release in North America. The game has been rated “T for Teen” by the ESRB.

More information about XSEED Games’ products can be found at www.xseedgames.com. Fans can also follow XSEED Games on Facebook, Twitter, Instagram, Twitch and get in-depth info from their developer blog on Tumblr.

About XSEED Games

XSEED Games is the independent-minded publishing brand of Marvelous USA, Inc., a wholly owned subsidiary of Marvelous Inc., which is a publicly-traded company listed in the First Section of the Tokyo Stock Exchange. Formed in 2004 and located in Torrance, California, XSEED Games publishes interactive entertainment content for PC and consoles from the Marvelous portfolio as well as from a wide variety of third-party partners. Whether it’s Marvelous properties such as STORY OF SEASONS (Bokujo Monogatari), SENRAN KAGURA, and Rune Factory, or third-party titles such as the Corpse Party, AKIBA’S TRIP, and The Legend of Heroes: Trails series, XSEED Games has grown its reputation among gamers with its critically acclaimed localizations and commitment to fans, remaining ever dedicated to its “indie spirit, player-first” approach.


Article by Susan N.
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Mad Machines Now on Steam!


Esbjerg, Denmark (March 1, 2019) - Smash, dash, shoot and score your way to robotic victory in Mad Machines, the new independently-developed multiplayer sci-fi sports title from Hero Blocks ApS. Mad Machines launches on Steam as a free-to-play title and invites new players to install now, before the game’s competitive campaign will kick off on April 4 with Season Zero. Players who play today start earning in-game skins for weapons and machines immediately - all for free.

Mad Machines is a competitive multiplayer game inspired by several sports including football, hockey, tennis and baseball. Precise ball-striking mechanics and a frenetically-fast melee combat system must be mastered to win. Each playable machine features a powerful magnet used to control, pass and shoot the game’s deadly Spikeball. Players can play 1v1, 2v2 or 3v3 games. Once the season starts, players can earn free content from playing and competing in ranked ladders to highlight their in-game skill.

“Mad Machines is a sport in the making and we’re ready for the passionate players on Steam to join us on this journey,” said Hero Blocks CEO Carsten Nissen, who is also the game’s lead designer. “If you want to showcase your talents as a gamer and a teammate, Mad Machines is ready for you to achieve greatness. And with the awesome free content we’re releasing for players to earn, there’s every reason to play Mad Machines today.”

Mad Machines launches on Steam with three classes - Assassin, Support and Heavy, and each class will have a playable model:

  • Train: Think of these runaways as the tank class in Mad Machines, capable of hitting big shots and leaving opposing robots a train-wrecked mess of parts.
  • Chopper: This assassin model is for gamers who like to strike fast and move faster when killing robots.
  • Ship: Support players will board this model, which is tough enough to tussle with Trains and quick enough to bring down Choppers.

Mad Machines introduces the season pass system with its launch on Steam, which begins with Season Zero on April 4. Players who buy the $9.99/€7.99 pass gain access to custom skins, new weapons, in-game badges, banners and access to exclusive tournament rankings. There will also be a limited-time “Founder’s Weapons Pack,” which includes one weapon skin for each class and is only available until Season Zero begins for $14.99/€10.99.

Players interested in both can purchase a limited-time “MAD Bundle," which offers both the Season Zero pass and “Founder’s Weapons Pack,” for $14.99/€10.99. More details are available on the game's Steam page, including about Grease, which includes a Monkey Wrench weapon for $3.99.

"When you’re creating a sport, you want to also create great opportunities for competition, which is why Season Zero is such a priority for our team,” Nissen said. “We see this as a real opportunity to learn from players and show why we’re so passionate about making this game with them."

Hero Blocks not only spends a lot of time working with its community to make updates to Mad Machines, it also shares a roadmap of content it's planning for future updates and seasons. Players can play on Steam, watch the action on Twitch or YouTube and join the community on Facebook, Twitter and the game’s official Discord server.


About Hero Blocks ApS

Hero Blocks is an independent game developer located on the west coast of Denmark. Co-founded by CEO Carsten Nissen and long-time tech entrepreneur Thomas Illum Rasmussen in 2016, Hero Blocks strives to make games that go the extra mile in regards to gameplay, feel and look. It’s currently developing Mad Machines, a sci-fi arena sports game, for PC and is available in Early Access on Discord and Steam.

Article by Susan N.

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Hunt 'n Sneak to hit Steam on 7 November - News


A good local multiplayer game is, to me anyways, one of the best things that you can have. The reason? Nothing is better than a good round of smack talking to the others sitting down on the couch with you. Coming out right after Halloween, this spooky like versus could be just what my couch needed, another good round of versus against friends!




Hunt 'n Sneak to hit Steam on 7 November

New trailer unveiled for chaotic party game where light is both friend and foe...

4 OCTOBER 2018 - Pixel Engineers - the developers of Hunt 'n Sneak, a manic party game in which light is both friend and foe - have announced today that the game will be launching onto PC via Steam on Wednesday 7th November.

To celebrate the news, the developers have unveiled a brand new teaser trailer as well as a new batch of screenshots.

Hunt 'n Sneak is a manic couch multiplayer game. Players take on the roles of either the fearsome Gobbler as it tries to devour the Pixies and take over their world; or as the mischievous Pixies, who use pings of light to navigate their surroundings and escape the Gobblers. Pursue, evade and outwit your opposition to win.[Continues below]

Hunt 'n Sneak was inspired by a game the founder of Pixel Engineers worked on during a game jam at the Academy of Interactive Entertainment in Melbourne, Victoria. During this time, the game had the working title of Ping and won first place in the game jam's category of 'Couch Multiplayer'.

Since then, Pixel Engineers have transformed Hunt 'n Sneak into a fully-fledged, energetic multiplayer experience, playable by up to four players simultaneously.

James Koehne, founder of Pixel Engineers, said: "I am very excited to have players experience Hunt 'n Sneak when it launches on Steam. It's always joyful to see people playing the game - and knowing that people are enjoying it definitely makes all the time we have spent working on it worthwhile."

Hunt 'n Sneak will be released for PC via Steam on Wednesday 7th November 2018, priced at $19.99 USD.


Article by Pierre-Yves
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