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Showing posts with label PC (Epic). Show all posts
Showing posts with label PC (Epic). Show all posts

Lords of the Fallen II First Gameplay Revealed in New Brutal, Bloodsoaked Trailer at The Game Awards

CI Games Thrills Audiences with a First Look at the Bone-Breaking Soulslike Combat of the Highly Anticipated Action-RPG; Also Releases Final Major Update for Lords of the Fallen (2023)

LOS ANGELES – Dec. 11, 2025 – Independent developer and publisher CI Games has revealed the very first look at gameplay of the highly anticipated action-RPG Lords of the Fallen II as part of The Game Awards (TGA). The hard-hitting new trailer, featuring a cover of “It’s a Sin” by chart-topping rock band Ghost, illustrates the game's brutal soulslike combat against an array of fearsome, towering creatures amid an expansive world characterized by its trademark dual realms. Built on Unreal Engine 5, Lords of the Fallen II launches in 2026 on the PlayStation®5 system, the Xbox Series X|S console systems, PC via the Epic Games Store, and is available to wishlist now.
 

Watch the First Lords of the Fallen II Gameplay Trailer on YouTube
 

Lords of the Fallen II, currently in active development, is a new soulslike action-RPG set in a human realm besieged by eons of malevolent gods, visceral magic, and unflinching defenders. 1,000 years after the fall of the dark god Adyr, a lone kingdom stands against the forces of the dead realm known as Umbral and its eldritch master.
 

This eagerly awaited sequel is bolder, braver, and bloodier. As the Lampbearer, players can rend enemies limb from limb with a brand new dismemberment feature and silence them forever with all-new executions in a fast and fluid combat system. An even greater wealth of enemy types and truly jaw-dropping boss battles will test even the strongest in solo play or best-in-class shared progression co-op and optional PvP multiplayer. Witness a first look at three fearsome bosses in this first gameplay reveal, including the metal-encased Heartroot Warden and his chain-wrapped greatsword, the bewinged Koydreth striking from his rune-etched mirror, and the colossal dragon Lingao the Souring Storm harnessing the power of wind and lightning.
 

“We are excited to share this first gameplay look for Lords of the Fallen II at the TGAs,” said Game Director, James Lowe. “Designed and developed in accordance with our players-first philosophy, we look forward to seeing the community’s reaction to the faster and more brutal combat, the significantly greater enemy variety, and the more spectacular boss battle showdowns. And this is just the beginning…”


Watch the Lords of the Fallen (2023) Version 2.5 Update Video on YouTube
 

Lords of the Fallen (2023) Version 2.5 Update
 

To satiate fans as they wait for the release of Lords of the Fallen II, CI Games has released the final major update for Lords of the Fallen (2023). Version 2.5 introduces extensive reworks to enemy and boss behavior across both Legacy and the all-new Veteran Mode, and more:
 

  • Bosses Reborn: With combat now faster, tighter, and more aggressive, bosses, mini-bosses, and enemies throughout the game have received extensive behavior updates across both Legacy and Veteran mode, to increase the soulslike challenge. Bosses like Pieta feature refined combos and increased moveset variation while the Congregator of Flesh has received less staggering and tighter pacing. Mini-bosses will pressure players further with faster attacks, smarter positioning, and cooldown logic, while normal enemies go a step further with a new global cooldown system adding to their aggression, alongside faster spell recovery, and reduced attack distance.
  • Veteran Mode: Beyond these refinements lies Veteran Mode — the ultimate test of skill and endurance. Here, many of Mournstead’s bosses have been further empowered with faster transitions, new attack patterns, and even more aggressive behavior. Those that conquer veteran mode will earn a final reward - the Veteran of the Veil breastplate with a unique item drop buff.
  • Boss Weapons Reforged: Several boss weapons now feature new signature attack animations.

Version 2.5 is the culmination of over 70 updates forged through the feedback of more than 6 million players. For full patch notes, visit the official news feed.



CEO Marek Tyminski added, “We’ve been actively listening and engaging with our community since launch. This is exactly what they’ve been asking for and we’re delighted to provide it free for all owners - the final major update and the ultimate representation of our vision for Lords of the Fallen.”
 

CI Games will share more details in 2026 for Lords of the Fallen II ahead of its global launch. As fans wait for the sequel, new Lords of the Fallen (2023) players can enjoy a limited time discount of 50% off ($14.99, €14.99, £12.49) on PC via Steam and Epic Games Store, the PlayStation®5 system, and the Xbox Series X|S console systems.
 

For more game information visit the official Lords of the Fallen website. Fans can also follow on YouTubeInstagramXFacebookReddit, or join the official Discord.

To learn more about CI Games, visit the official company website.
 

###


 

About CI Games

Founded in 2002, CI Games is an independent, global video games developer and publisher. The company has created internationally recognised and celebrated titles for nearly 25 years, including the acclaimed Lords of the Fallen and Sniper Ghost Warrior franchises. CI Games is currently developing the next major installment of the Lords of the Fallen franchise, as Lords of the Fallen II is due in 2026. For more information about CI Games, please visit www.cigames.com.
 


Article by: Susan N.


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Witchfire - PC Preview

Witchfire by developer and publisher The AstronautsPC preview written by Robert with a copy provided by the publisher.
 
Estimated reading time: 7 minutes


This game is witched-good fun... Sorry, wicked-good fun. Fast-paced and beautiful, Witchfire by The Astronauts is a snappy little extraction shooter that has recently been getting a bit more attention. Currently available on the Epic Games Store, Witchfire puts you in the shoes of a Preyer after the end of a war that saw witches defeat humanity. Preyers are a special soldier of faith charged with venturing into the wilds to hunt down artefacts and do what you can to survive the onslaught of the witches. 

Combining roguelike elements with the frenetic combat of an extraction shooter, Witchfire manages to come out with something truly unique in a post-Tarkov world. Though it's still in Early Access, Witchfire is perhaps one of the best-optimized games I've played in years. Gorgeous, responsive, and simply FUN to play, Witchfire is most certainly one to keep your eye on.


Not being the biggest fan of PvP (I'll throw down in games where PvP can happen but isn't the focus, think Star Citizen or Elite: Dangerous, but I prefer cooperative play over competitive), I was fairly late to the extraction shooter shooter genre. I've always loved the idea of an extraction shooter- diving into ruins or wild territory with nothing more than what's on your back, scrounge, scavenge, survive, then extract while gathering resources to improve your base defenses. One of the biggest struggles for me, though, was finding a title that had more of a solo or co-op PvE experience that ticked most of the boxes. While I absolutely adore everything about Zero Sievert, Witchfire is scratching the extraction itch in all the best ways.

Worldcrafting mystic toxicity...

Given the early stages of development, worldcrafting in Witchfire is currently fairly minimal, however I think that what's there is the start of something wonderful. The setting having a post-apocalyptic Salem Witch Trials-gone-awry mixed with the frenetic almost Souls-like combat actually marries the Puritanical + Inquisition themes and designs REALLY well. At first I was a bit skeptical of the aesthetic as I'm not a big fan of the pilgrim-esque designs of the 17th century Americas but the dark, almost mystically-toxic designs found throughout the world make it weirdly... inviting. It may be because amidst the open corridors of the map, the game feels wildly like Yarnham from Bloodborne. 

The feeling is just right and continues to pull you in- as you work through a run, clearing the various spaces, a golden glimmer appears that feels inviting and warm, but then it dawns on you that the Witch's attention is starting to become more focused on you. When that happens, all hell breaks loose and it's a mad scramble to the nearest portal. There is a simple darkness to the environmental/world building found in Witchfire that is both new and nostalgic at the same time so it will be with baited breath that I wait for more lore from The Astronauts.


Designing a colorful apocalypse...

With the atmosphere established by the deceptively foreboding world design and environmental storytelling, The Astronauts draped a contradictively-bright veneer over the world. While not as bright as a title like Battlestate Games' Escape from Tarkov, Witchfire's pallette is clean, clear, and absolutely stunning to see. I think it's important to note that I'm quite colorblind so I do use ReShade to adjust the colors of a title, however... it's honestly not needed in my eyes. There is a smoothness to the art in Witchfire and I'm not referring to the weird, smoothed-out effect that occurs with AI-generated content. This is more that the huts and wheelbarrows, shrines, chests, and trees all smoothly interconnect to create this clean, flowing design that is mesmerizing at times. 

Pairing the smooth and vibrant aesthetic with the sickly black and red effects caused by Witchfire creates a striking difference between the corporeal and the mystic. It's honestly one of my favorite-looking games and am eternally sad that there isn't a photo mode given my love for all things virtual photography. I will always encourage single-player titles to offer tools for players to show off / show appreciation or pride in accomplishment and a photo mode is an awesome way to bring that connective value.

Agency of motion...

The United States Navy SEALs have a message that they ingrain into their member is, "Slow is smooth, smooth is fast" and Witchfire is an excellent representation of that creed. Motion, while it is quick, near twitch-shooter levels of speed at times, but there is a fluidity to it that slows the action down. When first dropping in there is this sense of motion that makes you feel, "I gotta go fast!" But then you start moving, and smoothly through the level you start to realize that movement feels like Mirror's Edge and Doom (2016) had a witch-filled child. 

This is by no means a bad thing; it adds a weight to your movement that feels good- it's slow enough that using your short dodge or double-jump to evade an attack is rewarding but not easy. Combine that with the meaty "thunk" you get with your firearms (Hunger, a revolver is most certainly my favorite as it hits like a Mac truck and just sounds mean) or the sizzling crackle you get when you're hurling fireballs and it almost feels like a dance. Once you begin to get the rhythm of your weapons down and you begin to pair them with the optimal distances for damage, Witchfire truly begins to sing.


Hear where you go...

With the punchy sounding firearms and an incredibly eerie-sounding witch voice (seriously- there is this deep, guttural growl is just amazing) however, sound is where I feel that we could see greater improvement. In part due to bugs- there are plenty of times where the music would start to swell and feel all, "oh dear, hear we go again" only to run around for five minutes not finding any enemies. It's also fairly typical in a modern tactical / extraction shooter to have audio cues for when you're running low on ammo and Witcfire is no different. However, the "click click" that appears as a magazine is almost out and needing to be reloaded... sounds really plastic-y. Almost like you're reloading an old plastic NERF toy that's on it's last legs. It's fairly jarring, given the thick, meaty sounds you hear when a fireball lands on an explosive enemy, or when you punch that damn pikeman that won't leave you alone ... then there's "click click." Given the Early Access nature of Witchfire, though, I'm absolutely confident that The Astronauts will continue to iterate and grow its audio cues and while it's annoying, it's not game-breaking.

Enjoy what you have...

Witchfire by The Astronauts is impressive, engrossing in its design, and one of my more excitable titles. It may be the thick atmosphere of fear that's permeating every step of your Preyer, or the sickeningly red witchfire that you collect, I don't really know but I love it as it has its hooks in deep. Snappy gunplay, wonderful optimization, with interesting environmental storytelling, and a theme not often seen in games these days. While the audio does, at times, leave much to be desired, overall the experience I had in Witchfire is incredibly positive so be sure to check it out for yourself at: https://store.epicgames.com/en-US/p/witchfire-db273e.
 
 
Score: N/A  
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ROBOCOP: ROGUE CITY BRINGS BACK 80S ICON TO DISPENSE JUSTICE IN A BRAND NEW ADVENTURE


RoboCop: Rogue City is now available on PlayStation®5, Xbox Series X|S and PC

Lesquin, France, November 2, 2023 – Prepare to don the iconic armor, as you attempt to serve the public, protect the innocent, and uphold the law in RoboCop: Rogue City, the story-driven, first-person action game. Become the iconic character who is part man, part machine and all hero available today on PlayStation®5, Xbox Series X|S, Steam and Epic Games Store.

Created by development studio Teyon and video game publisher NACON in collaboration with Metro Goldwyn Mayer (MGM), RoboCop: Rogue City puts you in the cybernetic body of Alex Murphy / RoboCop as you attempt to bring justice to the dangerous, crime-ridden streets of Old Detroit.

Peter Weller, the original RoboCop actor, reprises his iconic role for the first time in over 30 years for RoboCop: Rogue City, in an original story taking place between the RoboCop 2 and 3 films.

Watch the RoboCop: Rogue City Launch Trailer: PEGI UK | ESRB

“Somewhere There is a Crime Happening.”

Explore open areas and complete your objectives according to your own sense of justice. Finding evidence, interrogation and maintaining public order are just some of your daily tasks as a police officer. But don't take decisions lightly; your choices can determine the fate of citizens and the result of your mission.
 

“Come Quietly, or There Will Be…Trouble.”

Armed with your trusty Auto 9 or one of the other 20 weapons available, investigative skills, built-in scanner and unlockable abilities, you will fight forces seeking to destroy the city you call home in an all new first-person, explosive hunt for the truth.
 

“They’ll Fix You… They Fix Everything.”

RoboCop’s abilities enhance according to your playing style as your adventure progresses, with light RPG features, a skills tree, and extensive progression system. Not forgetting RoboCop’s cyborg strength that enemies fear in melee range and using the environment and surroundings to your advantage, giving a real sense of RoboCop’s power.
 

“Your Move, Creep.”

The city of Detroit has been hit by a series of crimes, and a new enemy is rising and threatening public order. RoboCop blasts into action, investigating a shady project, with the game providing a big comeback for iconic characters, such as your faithful partner, Anne Lewis, Sergeant Warren Reed and ED-209, RoboCop’s robot rival.
 

RoboCop: Rogue City is now available on PlayStation®5, Xbox Series X|S, Steam and Epic Games Store.

* * *
Check out all NACON games and accessories on nacongaming.com
 

About NACON

NACON is a company of the BIGBEN Group founded in 2019 to optimize its know-how through strong synergies in the video game market. By bringing together its 16 development studios, the publishing of AA video games, the design and distribution of premium gaming devices, NACON focuses 30 years of expertise at the service of players. https://www.nacongaming.com/

About MGM

Metro Goldwyn Mayer (MGM), an Amazon Company, is a leading entertainment company focused on the production and global distribution of film and television content across all platforms.  The company owns one of the world’s deepest libraries of premium film and television series, as well as the premium commercial free pay television network MGM+ U.S., which is available domestically via cable, satellite, telco and digital distributors. MGM+ International, an on-demand service, delivers the best of MGM’s rich catalogue of movies and series to an international audience, and is available in 25 countries across Europe, Australia, Asia, Latin America, and Canada. MGM also owns unscripted production companies Big Fish Entertainment and Evolution Media. For more information, visit www.mgm.com.

ROBOCOP – ROBOCOP 3 © 1987-1992 Orion Pictures Corporation. ROBOCOP: ROGUE CITY © 2023 Metro-Goldwyn-Mayer Studios Inc. ROBOCOP & ROBOCOP: ROGUE CITY are trademarks of Orion Pictures Corporation. All Rights Reserved

Article by: Susan N.

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Ghostbusters: Spirits Unleashed Review - Better with a Partner


Ghostbusters: Spirits Unleashed by developer and publisher IllfonicPC (Epic) review written by Hayden with copies provided by the publisher and images, commentary, and snide remarks about how bad he is by Susan N.

Estimated reading time: 15 minutes


When I started Ghostbusters: Spirits Unleashed for the first time, the intro sent a shiver of nostalgia down my back. By the time I was done my first few rounds of the game with Twitch mega streamers (Susan: HARDLY mega streamers!) Jagtress and Jet_Sword, there was something entirely different dripping down my back - gobs of ectoplasmic slime after they each took turns serving me up on my own proton pack!

Ghostbusters: Spirits Unleashed is at its heart a 4-on-1 arena battle, but it is wrapped up in gorgeous graphics, heavy hits of nostalgia, and a challenging enough set of mechanics that you need all four Ghostbusters to be on their game to bring that ghost down!

Overview

Gameplay in Ghostbusters: Spirits Unleashed is divided into three main parts. First, there is the Firehall and attached bookstore. The home of the player’s “Buster” (a.k.a. Ghostbuster for those too lazy to use full names), the Firehall is where you can customize your appearance, level up your equipment, talk to important NPCs for story cutscenes, and check your progress on picking up various collectibles. This is the first place the player sees, and the game uses that to lay the nostalgia thickly on - from classic movie characters to the Ecto-1 ghostbuster car, it’s where the game sets the scene.

Second, there are the mission sites that form the backbone of the game and host the Buster-vs-Ghost combat. At launch there were a limited number of different mission sites available, ranging from a museum to an abandoned prison to a former cruise ship turned entertainment venue and more. While there are only a few of them, these areas are actually huge. Each one has multiple floors and lots of variety in what they contain.


Though it might one day get stale, these sites are definitely enough to keep players going for a good long time, and the inherent variety in how different ghost types play will further keep them challenging. The battles in these sites are between the ghost who is trying to haunt and possess enough of the site to take it over, and the four-Buster team that is trying to stop them. More on that later, when things get Ghostly.

Finally, the third site that the game uses is the aptly named “Ghost Realm”. An out-of-combat location linked to the Firehall, this one-room location in the swirling void is where players can customize various ghosts and spirits that they can play against teams of Busters. Unlocked part way through the game tutorial system, most of the interactables here are ghost-versions of the customize and upgrade systems that Busters use in the Firehall.

The Good

Ghostbusters: Spirits Unleashed is one of those rare arena battlers that can actually hold its own as a single-player game. While there will always be four Ghostbusters and one Ghost in any match, the player can choose to drop in on each side solo and let the game fill the remaining positions with bots. I know what you’re thinking, and I can almost hear the collective “ugh, bots” through my screen as I’m typing this. Let me reassure you, however, that the bots here do their job and do it well.

Unlike a lot of more open-world games where the huge variety of environments means that you can almost always get a bot stuck in a bad spot, the arena locations in Ghostbusters seem to be put together and polished to an extent that I never managed to see a bot stuck. I managed to get myself trapped temporarily behind a bar in a brewery when I lost sight of the exit, but apparently, the bots are better at pathfinding than I am!

Going along with this, the graphics in Ghostbusters: Spirits Unleashed are phenomenally well done. From the arcing, lightning-like beams of proton packs to furniture and objects being knocked over or flying around (thanks, ghostly possession powers!), hours of gameplay never coughed up a single graphical tear, weird texture seam, or other immersion-breaking glitches even on my decidedly average gaming rig. This level of graphics is present both in and out of combat, although you won’t have quite as many opportunities to blow up random items with torrents of energy when you’re hanging out at the Firehall. (Spoiler alert: there are still a few places you can zap stuff!)


Anyone who knows me or has looked up my review history will see that I rarely do anything near first-person shooter style for gaming. Colony builders, business sims, the odd factory game - beyond Satisfactory, my most recent FPS games are probably Sanctum 2 or Mass Effect 3. Ghostbusters: Spirits Unleashed broke that trend with a vengeance, and while its method of Buster-on-Ghost combat would likely appeal to lots of players who can 360 no-scope players in the latest Modern Duty: Call of Warfare game or whatever, the lack of return fire and instant death by headshot made it approachable and enjoyable enough even for a filthy casual like me. (I’m sure that my co-author here is going to have a hard time choosing the right image to show just how hopeless I am, but that’s only because she has so many options to choose from…)

Susan’s Commentary: I hardly call myself an expert at shooters considering my history of them consists of Unreal Tournament (from the late ’90s and early 2000s), Warframe, and currently Destiny 2. (I can’t think of anything in between that is a core shooter game.) While I might play a ton of Destiny 2, I’m still absolute garbage tier compared to others that play the game (never mind the gilded Iron Lord title. I had to work my ass off for it!) Regardless, I also appreciate the fact that Ghostbusters: Spirits Unleashed is well-balanced between players. Even though I went up against Hayden and Jet_Sword at the same time (FEARING FOR MY LIFE!), I managed to win the match - and I was expecting to lose HORRIBLY. That’s mainly because Jet_Sword is an expert at video games. Just trust me on this one…


I do agree with Hayden about the beautiful graphics without a single tear. So long as you set the options at the right point that suits your graphics card, the game is incredibly clean. Even Triple-A titles have nagging tears, artifacts, or other weird graphics glitches. I’ve seen some weird stuff, mkay?

Additionally, the bots in the game aren’t useless. The AI doesn’t get itself stuck in corners staring into space. They also don’t offer themselves up on silver platters to the ghosts either, so that’s a nice change of pace. Similarly, the ghosts are not a wash either. Should your team of Busters go up against a Slimer, you *will* get owned at low levels. The three of us were absolutely destroyed by one and it was awful! The bugger slimed us ALL at one point and that led to our downfall. Just because the ghost or the fourth teammate is a bot, don’t underestimate the difficulty level. They're slippery! Sure, they aren’t brilliant like players but they were at least convincing - which is a feat in itself.

Also, can we talk about how Dan Aykroyd lent his voice to the game? HOW AWESOME IS THAT?! I appreciate that they were able to get him to participate in the game development to appease our fangirl/boy hearts. Okay, time to move on Susan…


The Bad

The good news about this section is that it’s short. The bad news is that I still need to have it, so here it goes. Ghostbusters: Spirits Unleashed is a tremendously polished game, and its core mechanics are solid and reliable from what we saw. Around the edges, however, there are a few beefs still to be had. Three stick out to me - first, once you have selected a mission, your only options seem to be to ‘Ready Up’ or ‘Unready’ - there was no way we could find to actually cancel out of the mission selection and return to the Firehall. Second, inviting other friends to play your game through the in-game Epic Games overlay was clunky and frustrating. Simply trying to click or right-click on names didn’t yield options to invite them, and it took quite a bit of fiddling before the three of us ended up in the same Firehall to play together.

The last issue was one that won’t affect everyone, but really disrupted the new player experience for our testing group. Ghostbusters: Spirits Unleashed is built to be a multiplayer experience, but its new player experience just… isn’t. All players when they first boot up the game get an intro cutscene and a few small tasks that, when completed, unlock the ability to play in the arenas and invite friends.

However, if you have teamed up with other new players, only the hosting player gets credit for the mission completion and they are shuffled off in a very extended solo sequence upon return to the Firehall. There’s no indication to the rest of your group that you’re in a cutscene or busy with tutorial tasks, you’ve just disappeared and left your friends standing in your Firehall/game lobby getting bored out of their skulls. Not a great place to leave new players who don’t know what they’re doing yet. At least that was a one-time occurrence, from what we could tell.


Susan’s Comments: Yeah I agree with the above. And there wasn’t a ton that I disliked about the game either. Outside of the aggravation of inviting each other to the Firehall, the only thing that bugged the slime out of me was the initial slow camera movement which was fixed with an adjustment in the options menu.

However, I will elaborate a bit on the new player experience as it is lackluster. It’s not that it’s bad per se, it’s that there is no indication when a player is in a cutscene or needs to leave the group. Plus, Jet and Hayden leveled up enough to enter the ghost tutorial. At that point, I wasn’t high enough to follow suit. Once I did unlock the ability, I wasn’t able to go into it without leaving the group Firehall. Generally, that in itself wasn’t a huge issue.

What did bother me about the new player experience was that my tutorial level was bugged! Not a single civilian appeared on my map which was needed to complete tutorial objectives. I needed to restart. BUT WAIT! There’s more! After I left the bugged tutorial mission, the game counted my run as a completion. What? This Buster was confused. Basically, the new player experience needs a little love. Don’t make me break out Slimer to go after you peeps! ;)


And the Ghostly

The combat system in Ghostbusters: Spirits Unleashed is a really interesting exercise in asymmetric balancing. A lot of the time you’ll see battle games where each side has numbers, units, abilities, whatever that are essentially mirrored on both sides. Does your team have a tank class with a cool barrier ability? The other team also has a tank class with a cool barrier ability that just happens to have the exact same effect as yours… but it has a red texture instead of your golden one! Sound familiar? That’s symmetrical balancing, and you won’t find it here.

Instead, you have four Busters with ranged proton guns that can entangle and drag a ghost to get it into a trap, and a single ghost that can scare civilians, fly, slime people, sabotage the Buster’s proton packs, summon ghostly minions… need I go on? These sides are not mirrors of each other, and that makes it really tough to get the power levels right. All credit to the developers here, what they’ve come up with just feels right.

Playing solo with 3 bot Busters to help me against a bot-ghost? Okay, I can do that. It was tough, but I think I won 2 out of 3 and I left feeling I earned it. Playing with 2 player Busters and 2 bot Busters against a player Ghost? Wow. That was crazy hard, crazy fun, and both times came down to the wire before my butt got slimed and kicked out of the building when the Ghost won - and I was left wanting more. I didn’t feel underpowered as a Buster, it didn’t feel like the Ghost got to (or had to) “cheat” to win, it just felt… right. Balancing that when you have a 4-on-1 game is not easy, but this game is right on the money.


The combat revolves around trying to stop a Ghost from fully “haunting” the map. The Ghost player gets a slew of abilities to help them move around the map, possess objects (and move possessed objects), hide from the Buster players, and even use three Rifts which serve as respawn points that the Ghost can hide inside artifacts.

Buster players have three main tools available: their proton gun that fires an entangling beam (also used to damage summoned minions and Rifts); the classic Trap which is used to capture the Ghost (but it can respawn if a Rift is still active); and the PKE Meter, which serves as a hot-and-cold direction finder to help locate the Ghost and its Rifts. Busters also get a single secondary item of their choice, like a grapple gun for quick ascents or special grenades that temporarily slow Ghost movement in an area.

The more time a Ghost spends in a single room on the map, and the more objects it possesses, the more haunted that room becomes. Over time, that adds to the overall haunting level of the building - if it reaches 100%, the Ghost wins and the terrified Busters flee the field. The Busters have to locate and close the Rifts and then trap the Ghost after they are closed in order to win.


That might sound easy until you realize the Ghost can move its Rifts around or phase straight through walls in order to escape the Busters. Or they can sneak up on the Busters, sabotage their proton packs and cover them with slime - debuffing their movement and eventually incapacitating them for a short time. (Covering players with slime is a very effective tactic, which both Jagtress and Jet_Sword took great delight in practicing at my expense. FYI, slime gets everywhere… *shudder*) Everything the Ghost does costs it energy, however, so using those abilities gets balanced by time hiding within objects to rest and recover - time during which the Busters can look for Rifts and try to make progress.

Susan’s Commentary: Ghostbusters: Spirits Unleashed IS incredibly well balanced which is more than I can say for a few competitive games/modes out there. What is cool is the idea that the developers balanced not just one type of ghostly enemy, but multiple. Remember how we talked about Slimer? He’s the hardest ghost to go up against, but he’s not the only one. Meaning that players might not know which type of ghost you will be entering the arena as.

So, all the credit to Illfonic as they had to balance the Busters against a handful of ghost types that each have unique abilities. While I haven’t had the pleasure of playing the other ghosts, they managed to keep things fair between the players and the sneaky ghost. I’m not even sure how they managed this feat given that there are many games that simply fail to do the same.

Also, I’m totally going to note that I absolutely FAILED to sabotage Hayden’s pack because the button to execute that command is the same as the ‘haunt object’ button. He was standing right next to a poster that I inhabited for a short time. As I removed myself to sabotage him officially, Jet saved his ass - literally. That bugger… (Remember how I said Jet is an expert at video games? He ALMOST HAD ME because of that minor fumble. True story! Take a look at the screenshot below.)


Conclusion

Ghostbusters: Spirits Unleashed hits almost all the right notes to bring the heart of the franchise to our screens. This is the fantasy of so many kids brought to life, and in a way that really feels like it does the movies and the spirit (no pun intended, this time!) of the franchise justice.

From gorgeous graphics to engaging asymmetrical gameplay and hitting those notes of nostalgia that appeal to older players who grew up with the original movies, this game does it right. In the end, who you gonna call? Ghostbusters!

Score: 9 / 10


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Survival Game 'Retreat to Enen' by Head West Releasing Ahead of Schedule!

Retreat to Enen, the tranquil survival game from developer Head West and publisher Freedom Games, finds true tranquility earlier than originally anticipated with an earlier release date of Monday, August 1, 2022 on PC via Steam and Epic Game Store.

Take a moment to rest with serene hubs in real-time follow-along meditation sessions. Reflect on the importance of appreciating a natural landscape and gain a fresh understanding of why humanity strived for a return to its roots.

After centuries of fighting, society finally seeks out inner peace and a more naturalistic change for the world. Enter the Island of Enen and learn how to hunt, forage, build shelters, and craft tools. Utilize the boons of nature and maintain necessary levels of thirst, hunger, and spirit.

Retreat to Enen releases on PC via Steam and Epic Game Store on Monday, August 1, 2022 for $24.99 with English language support. For more information about Retreat to Enen, please visit the official website, or join the community on Twitter.

https://youtu.be/vpfxThgkBjM

About Head West

Head West is a Seattle-based development team, with Retreat to Enen being their first game. The company’s focus is to create immersive games based in nature for players to find a safe haven. Founder Justin Hosford named the company Head West after his habit of heading to the mountains and lakes to the west to clear his head and hopes to create that same experience with the games Head West puts forward.

About Freedom Games

Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom Games seeks to leverage its expertise to facilitate great games and even better publishing experiences.

For more information, visit the official Freedom Games website.



Article by: Susan N.



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Steam and Epic Games Store Getting 'Where the Heart Leads' in 2022!


AUSTIN, TX — Nov. 30, 2021
Where the Heart Leads, a surreal narrative journey through one man’s past from the AAA veterans at Armature Studio, crosses over from PlayStation 4 exclusivity to PC via Steam and the Epic Games Store in 2022. Through December 1, PlayStation owners can take advantage of a 40% discount during the PlayStation Indies sale.

Shape the life of family man Whit Anderson as he tumbles through time and witnesses the most important moments of his life. With the chance to do it all over again, what would you change?

Pick from hundreds of choices en route to dozens of possible endings. Make decisions with a rippling impact on the small town of Carthage and its eclectic characters, each memorable and rich with personality. Change each chapter of a script rivaling the biggest triple-A RPGs, navigating the throes of young love, the uncertainty of parenthood, and what we leave behind in our final days.

Where the Heart Leads’ dynamic plot defies simple “fork in the road” design. The family, friends, loved ones, and rivals in Whit’s life remember each interaction, influencing their opinions over time. Whit’s choices can wield dramatic consequences, but more often, the outcomes emerge subtly—the result of many seemingly innocuous decisions made over time.

On PC, players will have more choices than ever. Enable volumetric fog to amplify and enhance the striking, dreamlike watercolor art. Improve visibility with settings for color-blindness and adjusting the UI to increase or decrease the dialogue font size. Tap into the deeper lore of Whit’s life through additional and expanded lore objects and enjoy across-the-board quality-of-life improvements, including adjusted interaction points and travel shortcuts.

“Where the Heart Leads is about the power of choice,” said Todd Keller, director, Armature Studio. “We’re thrilled to give players more choices for where and how to experience Whit’s journey, a relatable story about where our choices in life take us. Are we the masters of our own fates, or does fate have other plans in store?

Where the Heart Leads is out now on PlayStation 4 and PlayStation 5 via backward compatibility and heading to PC via Steam and the Epic Games Store in 2022. Start a new adventure with Armature Studio on Twitter, Instagram, and Facebook, step into Whit’s world on Instagram, and visit the official website.

About Armature Studio

Founded in 2008 by key developers of the acclaimed Metroid Prime franchise, Austin, Texas-based Armature Studio crafts compelling, high-end gaming experiences as both an independent developer and partner to some of the industry’s biggest names. The studio’s work includes original IPs like ReCore and Dead Star, alongside development support for legendary franchises like Resident Evil 4, Metal Gear Solid, Fortnite, Borderlands, and Batman: Arkham.


Article by: Susan N.


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New Explosive Trailer for Rogue Company!


Alpharetta, Georgia USA - 25 MARCH 2020: Hi-Rez Studios® and First Watch Games® have released an explosive gameplay trailer for their slick cross-platform team shooter Rogue Company™. Delivering action, tactics and a whole lot of attitude, the new trailer reveals Rogue Company’s energetic gameplay and third-person, action movie flair.

Watch the hired guns of Rogue Company cause mayhem in the gameplay reveal trailer.

Launching same-day this summer on Nintendo Switch™, PC via Epic Games Store, PlayStation®4 and Xbox One®, Rogue Company features an ever-growing roster of mercenaries, game modes, weapons, and gadgets.

Taking on million-dollar contracts from governments and special interests, Rogue Company is a vigilante force going where governments can’t stop credible and imminent threats. Relying on public opinion and popular support, many Rogues embrace their newfound celebrity. Elite, sexy and paid, Rogue Company operates between the lines and on the run.

Headed-up by Lead Game Designer - and former Halo world champion - Scott Lussier, Rogue Company is the debut game from First Watch Games; a band of Hi-Rez Studios developers and industry veterans with experience working on some of gaming’s most famous and successful shooters.

Gamers should be able to play with their friends, regardless of platform”, says Lussier. “Rogue Company is all about bringing together a huge community of gunslingers and giving them a depth of gameplay to show off their individual style.

We're tired of grown-up shooters being overly serious”, says Chris Larson, Executive Producer. “Rogue Company matches a modern, high-style universe with tight, tactical action gameplay. The alpha testers are loving it and we can't wait to welcome more of you in as we gear up for launch!"

Rogue Company is currently in Alpha (apply here), available to wishlist via Epic Games Store and will release this summer on all platforms. Watch the gameplay trailer here.

For all the latest information and assets for Rogue Company, please visit:

Website: roguecompany.com

Twitter®: twitter.com/RogueCompany

Facebook®: facebook.com/RogueCompanyGame

Instagram®: instagram.com/roguecompanygame

YouTube®: youtube.com/RogueCompanyGame

https://www.youtube.com/watch?v=cwLbCWDntVc

 

About Hi-Rez Studios:

Based in Alpharetta, Georgia, Hi-Rez Studios is an industry-leading video game publisher and developer at the forefront of the games-as-a-service industry. Hi-Rez Studios’ games have been played by more than 70 million people worldwide across PC, Xbox One®, PlayStation®4, Nintendo Switch™, iOS, and Android. With multiple games regularly among the Top 10 free-to-play games on Steam, Hi-Rez Studios is one of the few Western developers to have successfully launched multiple, multi-platform games-as-a-service titles to a large audience. Having won multiple awards and accolades for innovation and technology, Hi-Rez Studios has also been recognized for its company culture, leadership and diversity as an employer. More information about Hi-Rez Studios can be found at www.hirezstudios.com

About First Watch Games:

First Watch Games is a new development studio under the Hi-Rez Studios’ banner, consisting of senior developers from Blizzard, Daybreak Games, Electronic Arts, Vicarious Visions and Hi-Rez Studios. This team of talented and passionate developers brings their years of games-as-a-service experience to their first title, Rogue Company. For more information about First Watch Games please visit www.playfirstwatch.com.



Article by: Susan N.



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