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Showing posts with label PS4. Show all posts
Showing posts with label PS4. Show all posts

Akuma Rise for PC & Consoles: Adventure through the Shadow Realm with three princesses!

May 8, 2026 - KEMCO proudly announces the release of Akuma Rise for Xbox consoles, including Xbox Series X|S, Xbox One and Windows devices, Steam™, PlayStation®5 / PlayStation®4 (supporting Cross-Buy) and for the Nintendo Switch™ family of systems set to hit each regional storefront today. Standard price is USD 19.99. A special edition including full game and all available add-ons is also made available for Xbox and PlayStation®. Please check each store for available launch promotions.

Overview

Set in the demon realm of Adribune, this story-driven JRPG follows Kaine, a demon who awakens with no memories after washing ashore on a remote island. With the Overlord gone, rival nations clash and heroes from the Radiant Realm invade, seeking to dominate the Shadow Realm. Joined by three demon princesses and a strange mascot, Kaine searches for fragments of his lost past while fighting to protect a world on the brink of collapse.

Featuring classic turn-based RPG gameplay, battles play out in a side-view command system that rewards strategy and timing. Equip and grow magical orbs to learn powerful skills, unlock new abilities, and customize your party. Each character also wields unique POW skills that can turn the tide of battle when used at the right moment. With deep progression, charming companions, and nostalgic JRPG flair, this fantasy RPG delivers a satisfying experience for fans of turn-based battle games.

A delightful tale from the Shadow Realm
 

A realm of demons, Adribune.

The Overlord who once ruled this world has suddenly vanished. The three nations and the ruling state, four countries in total, seize the chance to start fighting among themselves. In the growing chaos, the Radiant Realm sends its heroes to take control of the Shadow Realm.
Amid the turmoil, a lone demon named Kaine washes ashore on a remote island nation. Kaine has lost all memories and remembers only his name and the need to search for fragments of his past.
Iroha, who has been caring for Kaine, witnesses the immense power hidden within him. Hoping to save her country from the heroes' advance, she begs Kaine to lend his strength.

Learn magic through orbs

Some of the orbs Kaine and his allies can equip contain built-in skills. As these orbs grow in battle, their skills become stronger and may even unlock new ones. Keep training them and unleash powerful strikes.

Unleash decisive POW skills

Battles unfold in a side-view command format. Along with orb skills, each character has unique POW skills. Build up the gauge and strike at the perfect moment.

Charming companions

Your journey includes an adorable (perhaps) mascot and three captivating princesses. Fulfill their requests along the way to grow closer, and you might find special memories awaiting you. What will become of Kaine? What choices will he make?

Age Ratings

ESRB Teen: Fantasy Violence, Suggestive Themes | In-Game Purchases
PEGI 7: Mild Violence | In-Game Purchases

Links

Official Page | Official Trailer (PC) | Microsoft Store | Microsoft Store (Special Edition) | Steam Store | Nintendo Website (US) | Nintendo Website (UK) | PS5/PS4



Article by: Susan N.


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8-Bit Adventures 2 - PS4/5 Review

8-Bit Adventures 2 by developer and publisher Critical GamesSony PlayStation 4/5 review written by Pierre-Yves with a copy provided by the publisher. 

Estimated Reading Time: 4.5 minutes. 

8-Bit Adventures 2: The Adventures of Squishy, is finally here on consoles! Who's Squishy you ask? Squishy is your robot and totally the main protagonist. Don't worry if you don't really get it, it's more an inside joke with Josh Hallaran, the head of Critical Games.

Having originally launched last March, this retro inspired JRPG by Australian studio Critical Games has now made its way over to consoles. Taking place after the events of the original 8-Bit Adventures, 8BA2 continues the journey of the Warrior (Blue), Thief (Green) and Wizard (Red) as the world expands past the original RBG composition with new dangers and challenges around every corner.

Having been originally covered by Richard for the PC at launch, I was also gratefully provided a key at the time in order to stream on Twitch for an Extra Life marathon. Returning to this adventure over a year later however is just like meeting up with a good friend and it was really nice to see that the porting group Ratalaika Games did 8BA2 justice on the PlayStation.

Visually, 8BA2 has taken a step past the 8-bit realm into more of a 16-bit environment. The original Red, Green and Blue visual approach worked well with the art style and the gameplay mechanics. There was a charm to it and it really sold that 8-bit nostalgia. Moving into the 16-bit realm however offers a visual upgrade and provides more details as you move through the adventure with your party composed of members both old and new.

Audibly, 8BA2 has knocked this out of the park. Most tracks are what the kids nowadays call bangers and can also be easily listened to on Soundcloud. Each track feels like it was designed for the moments that they take place. If that wasn't enough, the battle music just slaps which I believe is the other new term being thrown around these days. Maybe it would be more appropriate to use the old school term that they rock and I swear my foot started bouncing to the sound of the battle track every time that it started.

Where 8BA2 comes into its own is in both its storytelling and its gameplay mechanics. The story starts off with a light tutorial following the Warrior from 8BA1 as he moves about desert ruins. Learning how to move and how to fight, it's not until moving over to Charlie that you get a better scope of what you're in for as he sneaks onto a ship with the Thief before meeting up with the Wizard.

I'm going to try to avoid spoilers but the importance of this is that for a good deal of the adventure, you're going to be splitting the party between characters new and old. This allows you to get acquainted with everyone both in terms of their play styles as well as personalities. Care was also taken to make sure that the party splits are feasible as 8BA2 isn't the easiest when it comes to fighting certain enemies.

Battle is turn based with a speed-based initiative approach. Both party and enemies can cast haste or slow on each other in order to turn the tides. Status effects compared to most JRPGs are your best friend. Poison, freeze, shock, blind, and more are available and often worth the turn that it takes to use them.

With three party members on the field at a time, it is very appreciated that it doesn't take up a turn in order to switch them out for someone in reserve. Switched characters and realized that's not who you meant to switch out for? Switch them again and then play out your turn. 8BA2 is really friendly in that regard as I had mentioned above just how hard these battles, and boss battles, can be at times.

But it's not all about combat. My favorite part of 8BA2 is the story and the character interactions. Each character’s personality is written in a way that makes them stand out and feel so much more than a 16-bit like sprite on the screen. It deepens the immersion and at times may even make you forget that there's no voice over.

Before wrapping everything up, while I absolutely loved 8BA2, it's not perfect. Combat, while fast paced in the turn-based style, often has you on a more defensive mode as you try to come out of it with a decent set of hit points. HP numbers do not rocket into the thousands, which is fine, but when you have 300 HP and enemies are hitting for 150~220, you either try to heal up in battle or make sure to heavily budget restoratives for once it's over.

Overall, 8-Bit Adventures 2 is an excellent love letter to the 8 and 16-bit era of gaming. Between the storytelling, musical accompaniment and slick gameplay, if you haven't had the chance to sit down to this yet, there are no more excuses now that it is out on the consoles!

 

Score: 8.5 / 10

 

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Shogun Showdown - PS4 Review

Shogun Showdown by developer Roboatino and publishers Goblinz Publishing and Gamera GamesPS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 4 minutes
Are you in the market for a turn-based roguelike deck builder that has more of a focus on strategy than luck? Well good news for you, Shogun Showdown might be what you're looking for!

In Shogun Showdown your goal is to traverse a series of areas, reach the Shogun's Castle, and defeat him. To do this you will have to take turns on a 2D "line", loading and using tiles and your character's special ability to fight your way through waves of enemies to get to a boss of the stage. Upon defeating the boss, off to the next stage, as well as a merchant. Between sets of waves and after the boss and before your next area, you can upgrade tiles, or purchase or exchange with a shopkeeper respectively. You will also be able to select from new tiles to put into your deck as you progress on your quest.


Fighting your way through enemies and bosses has a very interesting action economy system. Essentially, both you and your enemies are on a turn-by-turn basis. Selecting a tile, using tiles (yes, multiple), moving, using your character skill, or turning around takes a "turn", with a few exceptions. Enemies will express what their next turn is via an indicator, and you can do your best to disrupt it. Using an attack? Move out of range. Moving to a position? Fill that position yourself. Not all of these will necessarily be the best option, but they're still available to you. 

You can load up to three tiles in your attack schedule, each loading taking one "turn". Once you have multiple tiles in your attack lineup, you can swap their places in turn order. Once you choose to use your tiles, they will be used from the bottom up in order and one at a time. Thankfully you can swap the order as long as they're loaded without expending a turn. Some tiles will have different ranges and damage, some are primarily for movement, and some have special effects, such as curse which damage received by an enemy on the next hit. 

Tiles themselves all have a "wait" value as well, indicating how many turns you have to wait before you can use those tiles again. Sometimes this means you'll be left without a method to attack for awhile if your tiles are all on cooldown. There are a few ways to deal with this. First is to strategically place yourself so you can expend turns without getting hit. You also have a number of consumable items you can discover or buy. These do not use a turn to consume, and one of them has the effect of bringing all tiles off cooldown. There are a few more methods to help with tile cooldown, but probably the most prevalent is to find an upgrade that offers cooldown reduction. You can reroll at progressively more expensive rerolls, but sometimes it can be worth it to reduce a large cooldown to a small one.


After you have finished a run, you will be left with some skulls for meeting certain benchmarks. These skulls can be used to permanently unlock slots in the merchants as you progress through a run, or at your sort of base camp, where you can spend them to unlock new tiles and skills that you can find, earn, or buy while attempting a run.

Shogun Showdown is framed in a charming bit-style graphics with an oriental stylized soundtrack, and characters/enemies to boot. Shogun Showdown does a good job of showcasing a fairly simple system that can really draw you in. As a wonderful added bonus for me, unlike most roguelikes or deckbuilding style games, there is a much larger focus on strategy here than on luck and hoping you get what you need. Sure, there may be luck involved in getting tiles, skills, and upgrades you want, but planning when to use what tile, how, and when to use your character's special move are all a lot more important in the grand scheme of things. Proper planning can lead to a victory even without good luck.


Overall, Shogun Showdown is a wonderful little adventure in turn-based roguelike deckbuilding. With a heavier focus on strategy and planning than luck, it's a nice change of pace from what's currently in the market. With a wide variety of options to add to your deck, as well as an upgrading system for your tiles, Shogun Showdown is a good showing in the roguelike deckbuilding genre.
 

Score: 9.5 / 10
 
 
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Astrune Academy - PS4 Review


Astrune Academy by developer Exe-Create and publisher KemcoPS4 review written by Richard with a copy provided by the publisher. 
 
Estimated reading time: 5 minutes

Astrune Academy is a cute little title with a real nostalgic kick back to old-school RPGs. With a colourful cast (elementally coded) and a storyline that was equal parts corny and compelling, Astrune Academy surprised me with how much fun I had playing through it. This wonderful adventure, brought to us by our friends at Exe-Create and Kemco, is sure to provide you with a fun distraction.

Astrune Academy follows the adventure of a group of students at the local prestigious magic academy. The tale is that of three young girls looking to make their way in the world and to graduate in order to become renowned magicians. Unfortunately for them, their world is one of strife, as not only are they at war with another group of people called the Horians, but there are demons and monsters that infest the land. Needless to say, not everything can go perfectly as planned, and the girls are drawn into a conflict that will have long lasting implications.


Now, Astrune Academy is a pretty interesting title, as it brings a lot of old school RPG feelings along with some interesting mechanics together. First of all, it's done in pixel art sprites and RPG maker style locales, invoking the nostalgia. The combat itself, and some mechanics implemented into the game, make it feel a little fresher and can help keep battles and exploration from getting stale or aggravating.

As you explore the world of Astrune Academy there are many interesting sights and people to see. As a turn-based random encounter styled game, Exe-create has decided to implement a few things to help keep players immersed in the world. In most areas, both towns and dungeons, you can explore for hidden paths and chests to collect items. Sometimes equipment, sometimes consumables. In dungeons and on the world map you can also find mana points. These mana points help with the use of talismans, one of the greatest mechanics I've ever seen added to an RPG like this. Essentially you've got three talismans, and each represents an encounter rate. One is for a default encounter rate, one is every step (basically a pixel or two) you get in an encounter, and one that reduces encounters, or basically eliminates them if you've interacted with a mana point. As an added bonus, mana points also increase your characters' stats.


There are sidequests to be found, thankfully indicated in your world map if one is available, stores and locales to explore, and people to meet. During the course of this, you'll be getting into many a fight. Combat is speed based turns, with skills having a modifier to increase or decrease wait time. Now, basic attacks have a chance to combo with other characters, but you also have skills you can use, both physical and magical, as well as character specific special abilities. Character specific abilities are a really cool aspect, and each is so different from the others that they really pop out well. For instance, one character can summon a demon to fight with you on the battlefield, while another gets a turn limited "super mode" where all their magic skills get enhanced.

Now, after you win a fight you can get a few things, in addition to experience and money. You can get tonics, skill coupons, ice shards, or premium currency crystals. Now, I know what you're thinking with that last one, but hear me out. While the game is set up like something you'd see on a mobile platform with daily, weekly, and monthly tasks, and it is available on mobile, that doesn't mean you're limited to those, either for "premium currency" or just completing tasks. For example, if a daily task is "defeat 40 enemies", and you defeat 80? It gets turned in twice and returned to your mission list as "defeat 40 enemies" again. Most repeatable style missions do this, and are indicated as such when viewing missions. Completing a set number of missions in each "short, moderate, long" mission category will give you a chunk of premium currency which you can exchange for items or purchase game modifiers (such as increased exp or gold rates). Now, keep in mind these chunks of "premium currency" are earned every time you complete a set number of missions, and are not time gated. There is a daily roulette you can spin though.


So, let's talk about the rest of those after battle items. They're all used for upgrading characters. For instance, tonics will increase certain stats, the skill coupons increase skill level, which also gains levels when used, and the ice shards are used for upgrading a specific character's special abilities. There are also other ways to increase character abilities as well, whether it's on a per character basis or for the full party. Now, I should point out that there is a really high level cap, but you unlock that in sections. When you hit a level cap that isn't the final one, you can bank experience that will take effect on the next battle after breaking the current level cap. Level caps can be broken at the meteor gym by completing a three part fight. 

A handy implement you get taught about fairly early on is the mini warp device. Essentially, this let's you drop a one-off teleport point that will let you warp to it until you put a new one down, or the storyline makes it unusable. You can also choose to auto-complete battles if the enemies are weak enough, although you only get the rewards, not the mission progress for the premium currency tasks.

Before we wrap up, I'd like to take a moment to say that I really liked the style Astrune Academy presented. From the pixel sprites while on the map and in battle, the old-school RPG format, the character portraits (and how you can swap between normal and battle modes), the engaging storyline and characters, to the really well done music, I thoroughly enjoyed my time with Astrune Academy. As a wonderful added bonus, it's actually much longer than I expected given the appearance of the game.


Astrune Academy is a great RPG with some really nostalgic vibes with some common amenities thrown in. It has a neat cast, a good combat system, and a good soundtrack. I highly recommend taking a look into Astrune Academy, and hope you have as much fun with it as I did!

Score: 9 / 10

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Neptunia Game Maker R:Evolution - PS4 Review

Neptunia Game Maker R:Evolution by developer Compile Heart and publisher Idea FactoryPlaystation 4 review written by Richard with a copy from https://keymailer.co. #keymailer #NeptuniaGameMaker
 
Estimated reading time: 8 minutes
Nep nep! It's time once again for our favourite purple haired protagonist! Well, sort of. Today we're talking about the newest and latest Neptunia title: Neptunia Game Maker R:Evolution. This time around we get to focus on big Neptune, the dimension hopper instead of the Goddess version.

In this Neptunia title, big Neptune arrives in a new dimension chasing fancy insects to find another world centered around gaming. This dimension however has more of a focus on game creation itself. As she's checking out a local game store, she gets pushed around and drops her "Nep Note", the book that she keeps Croire in because she's been bad, and also allows her to dimension hop. While trying to find her Nep Note, she comes across a rundown building where she encounters a trio of Goddesses who want to take another shot at game making after their last major failure. So begins Neptune's journey as the CEO of a game company.


If you're familiar with the Neptunia series at all, this should be right at home, feeling a little closer to a mainline title rather than a spin-off, but still in the spin-off/extended universe line. There are some changes from the Sisters vs Sisters gameplay, but it's fairly close, so you may be rather familiar going in if you've played that title. For those new to the series, this may be a bit of a weird place to hop in, as there are a bunch of references you may not understand, but everything is more or less laid out for you to get the gist of things.

So, new things being brought to the table, old staples being used, and a bit of a new viewpoint on things. Since it's the new focus this time, let's talk a bit about the new game development system. In your town area you have access to a number of features, such as building development, game disc creation, a shop, decorating your front plaza, and giving out assignments to any game makers who you've enlisted to help you.


Game disc creation is pretty basic in principle. You choose a genre, a specialization, makers to work on it, and optionally any bonus plans. Depending on the makers' specialties and preferences, the quality of the end product may increase. Once you've started development, you need to wait for the game to finish being made, although you can add bonus plans to it, at the cost of quality. Once development is finished, you'll be rewarded with points used for development as well as a CD. These CDs can be equipped, up to four of them, and they have certain skills attached to them, such as increasing the damage from certain attacks, hence where those additional plans from earlier come in handy. As you continue through the game, you can gain access to more creators and more genres.

In terms of building development, you can pay out CP, the game creation currency, in order to improve your building, which unlocks purchasable upgrades such as increasing CP gain from games and decreasing the cost for the creators and decreasing time required for disc creation. Some unlocks also include new genres or more creators for disc creation opportunities. If you need a little more boost to get some more out of your discs, you can decorate your plaza with monuments relating to some fairly well-known game series to help boost production. Additionally, you can summon creators to your plaza, and then send them out to earn experience in other locations. Yep, creators have levels, and sending them out to other locations gives them experience for leveling. They will also usually return with handy items, like Building Renovation Kits, which are needed to increase the level of your buildings.


So, now that we know about how game creation works, let's take a look at the rest of the gameplay. When you first get onto the world map, you'll notice that different areas are all subdivided into sections, which you have to unlock by paying CP for and sometimes specific permits. This will open up the area and allow you to choose a location to explore, although most areas are restricted by plot progression. Once you enter a stage you are free to roam around the area, collecting any items you find, getting into fight for money, items, exp, and a minor amount of CP, or starting some bike races or time trials!

I know that last item may have interested you, but let me warn ya right now: the bike time trials/races are usually either really easy or table flipping difficult. No seriously. The first time trial you can unlock? I could not get the gold time for it. The race? Almost lapped my opponent. Later stages that was flipped, and the race was difficult to win. The bike is super handy for speedy exploration as long as it's a stage you can ride in.


Ok then, it's time for combat. Combat this time around is active action combat instead of turn-based, similar to how Sisters vs Sisters was. You don't have any action gauge or anything, so you can't "run out of" combo. On the other hand, when you finish a combo with a finisher, you can swap to one of the other three characters you can bring to battle (four in total) and do a chain attack. More chain attacks without getting interrupted or waiting too long before beginning to attack again increases your chain combo, which increases your attack damage up to two times your base value.

Combos can be changed under the skills menu, where you can set what move happens at what point in your combo, as well as swapping other skills around. New moves can be learned as you level up. I'd like to make a comment here since we're talking about combat, some bosses are pretty simple, and others are... surprisingly tough. The last boss for example? Can roll you over if he gets a good attack off on you at the wrong time. One boss fight sequence in the mid game? Really rough. Others were an absolute joke, so it feels like fights are either too easy or too cheap sometimes, although you can be pretty cheap yourself if you abuse certain disc effects.


Fair warning, combat in Game Maker R:Evolution feels... pretty dang clunky at first. Thanks to a disc set-up, some skill reorganizing, and some practice, it was definitely better once I got used to it, but good lord did it feel stiff at the beginning. Also, by the time you reach the end of the game you'll probably be about done with any stages. I know I was getting rather tired of running through areas by the time I hit the last two chapters. I also stopped wanting to deal with disc creation when I maxed out on available points and was basically just going through the motions. As a final point here, I found that the game would crash occassionally, mostly when trying to do disc creation through the pause menu rather than from the company building back in town. Slightly frustrating, but the sheer amount of autosaves the game makes thankfully salvaged that.

Neptunia Game Maker R:Evolution is a pretty decent entry in the series, but unfortunately doesn't rise above "pretty decent". While adding some new elements and changing the battle system slightly keeps it fresh enough from their previous title, the repetitiveness of the dungeons, large number of fights that get boring pretty fast, and the sidequests that are almost entirely "kill x number of y monster" get really grating. While the voice acting is still really solid, and the Live 2D they use for the cutscenes is evolving, it feels like the music direction and dungeon design hasn't. Neptunia VII has a great soundtrack and the dungeons didn't feel all the same, even with some repetition, but that isn't the case for the past few titles. Sure, the music isn't bad, and they've added more area types which is great! But there are still some areas that feel the same as others, or that felt identical to areas in the previous title.


As someone who strives to get the full hundred percent completion in Neptunia titles, especially before I write these reviews, I can say for certain that by the time I got the platinum I was well and done with Game Maker R:Evolution. That being said, if you play more casually and wait longer than I did to do the Neptral Tower, especially considering I crashed about eight times in the tower, it definitely isn't as bad as how I felt at the end. I had fun, and it was mostly enjoyable, despite some of my concerns and issues with the game. While I would really like to see some more improvement in the series, I feel like it is progressing back onto a line that would make a solid RPG instead of just a decent one. I must say though that I really did like the bigger Neptune as a protagonist this time. It was a nice fresh take on the old Neptune.

Overall, Neptunia Game Maker R:Evolution is a decent title that adds some new perspective and elements in the latest Neptunia title entry. While there are some issues of repetitiveness and balancing issues, it was an enjoyable journey from start to finish. While not quite as silly as most titles with Neptune as the main character, there was the opportunity to mix a little more seriousness into some of the scenes while not playing it too straight. While Game Maker R:Evolution might not be the best entry in the series, especially as a stand-alone title, it isn't a bad one either.

Score: 7 / 10

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Neptunia Game Maker R:Evolution Digital Deluxe Edition + Limited Edition DETAILS


LOS ANGELES, CA., April 2, 2024 – Summertime in Gamindustri is here and Older Nep is ready to take in the sunshine! We are excited to announce that the May 14 release of the Neptunia action RPG, Neptunia Game Maker R:Evolution, will have a Digital Deluxe Edition available for purchase on launch day for the PlayStation®4, PlayStation®5, and Nintendo Switch™. The brand NEW Digital Deluxe Edition Trailer shows off the contents of the Digital Deluxe Edition, including the EXCLUSIVE Swimsuit Costume Set available only on the Digital Deluxe Edition.


The Digital Deluxe Edition (PS4, PS5, Nintendo Switch) includes:

  •     Neptunia Game Maker R:Evolution digital game
  •     Digital Art Book (31 pages)
  •     Soundtrack (15 tracks)
  •     Swimsuit Costume Set (1x for each playable character*, 12x total) - Older Neptune, Neptune, Pippih, Jagaa, Reedio, Noire. Blanc, Vert, Nepgear, Uni, Rom, Ram


NEPTUNIA GAME MAKER R:EVOLUTION
LIMITED EDITION PREORDERS ARE READY!
 

The Limited Edition (PS4, PS5, Nintendo Switch) is now available for preorder.

The Limited Edition includes:

    Official Hardcover Art Book
    Official Soundtrack
    2x Cloth Posters
    Steel Game Case
    Reversible Cover Sleeve
    Collector's Box
    Exclusive Trading Card

Check out the Limited and Standard Editions with the links below.

DAY ONE EDITION (PS4, PS5, NINTENDO SWITCH) + DUAL PACK PLUS (NINTENDO SWITCH) ON IFI EUROPEAN/UK ONLINE STORE 
 

We'd also like to remind our fans in Europe/UK that the Neptunia Game Maker R:Evolution Day One Edition for the PS4, PS5, and Nintendo Switch on the IFI European/UK Online Store is available to wishlist.

The Day One Edition (PS4, PS5, Nintendo Switch - £54.99) includes:

    Neptunia Game Maker R:Evolution game
    Reversible Cover Sleeve
    Older Neptune Cloth Poster
    Set of 4 Stickers
    Acrylic Standee
    Collector's Box

The IFI European/UK Online Store will also have the Day One Edition Dual Pack Plus for the Nintendo Switch.

The Day One Edition Dual Pack Plus (Nintendo Switch - £119.99) includes:

    Neptunia Game Maker R:Evolution Day One Edition
    Neptunia: Sisters VS Sisters Day One Edition
    Special Bonus Item: Acrylic Shikishi

Head to the IFI European/UK Online Store to stay up-to-date with Neptunia Game Maker R:Evolution announcements.


LEARN ABOUT THE CAST 
OF NEPTUNIA GAME MAKER R:EVOLUTION + 
SYSTEMS ON THE OFFICIAL WEBSITE
 
Meet some of the cast of Neptunia Game Maker R:Evolution, including the star of the show: Older Neptune! Check out the full cast here.

Older Neptune


This title's protagonist, the "other" Neptune from a parallel world. A girl who travels through dimensions, and always has an energetic, positive personality.


She encounters Goddesses who are called the "Failure Goddesses," and is asked to become the president of the Game Maker "Victory."

 

 

 

 

Pippih


One of the Failure Goddesses. She is confident and reckless. This girl has a leadenly mindset and tends to drag everyone else along with her. She believes herself to be the smartest in the world.

As the sensible one of the three Failure Goddesses, she's often plays the straight man. Within game development, she takes on the role of the producer as "Pippih P." She holds the grand objective of "unifying the world" through games.

 

 

Jagaa


One of the Failure Goddesses. She's cool and calm, often acting as a mediator. She believes herself to be the most calculated person in the world.

She often employs acronyms such as "E.O.R." (Egg On Rice). She says "Do the math!" as her catchphrase, but she doesn't really seem to grasp the meaning of it. Within the understaffed Game Maker "Victory," she's in charge of both production and PR, among other things within the game development discipline. She dislikes bugs and ghosts, and she will faint at the sight of either one.

 

 


Reedio

One of the Failure Goddesses. She's an airhead of a mad scientist who spouts nasty comments at others with a smile. She believes herself to be the most sensible person in the world.

Always smiling with an inscrutable personality, she repeats various experiments in her constant search for new experiences. Within the understaffed Game Maker "Victory," she's in charge of "programming" and "graphics," among other things.

 
 
 
 
LEAD OLDER NEP AND FRIENDS TO VICTORY AND
LEARN ABOUT THE GAME SYSTEMS
 
How can players build Older Nep's game studio to VICTORY? Learn more about Company Management, the Battle System, and how to utilize OIder Nep's Motorcycle below!

Company Building Expansion

At your company's Plaza, you can gather Creators and place Objects. Placed Objects will affect Disc development.

1. Company HQ

    Work hard to create something brilliant.

2. Objects

    Use objects to inspire your Creators' best works.

3. Creators

    Hardworking devs will assist in your endeavors.

Link Chains

Chain is a cooperative attack system that can be activated by swapping characters during an attack, with each chain bringing bonuses like increased damage. After combining multiple chains together, you can activate a "Link Chain," a simultaneous strike between party members equal to the number of chains in your combo.

Dungeon Exploration, Time Attacks, and Racing

 

Dungeon Exploration

    Cut down on travel time with the addition of a shiny new custom motorcycle!

Time Attacks

    Mount your bike and tighten your corners as you pass through checkpoints, racing the clock for a new best time. Return to the challenge as many times as you like. Clearing time challenges will unlock sweet rewards.

Racing

    Race against monster opponents, taking laps to claim victory on various race courses. Depending on your placement, a victory prize may await you.

1. Map

    Displays a map of the current course.

2. Position, Time, and Laps

    Shows your current position, time elapsed since starting, and current lap.

3. Boost Gauge

    A gauge necessary for using Boost.

4. The Monster's Stamina

    The competing monster will also burn stamina to try and surpass you. Take the lead and force them to go all out.

Check out the entire game systems of Neptunia Game Maker R:Evolution here.

Product Information

Title: Neptunia Game Maker R:Evolution
Console: Nintendo Switch™, PlayStation®4, PlayStation®5
Release Date: May 14, 2024
Release format: Physical, Digital
Developer: IDEA FACTORY/COMPILE HEART
Publisher: IDEA FACTORY INTERNATIONAL
Genre: RPG
Player(s): 1
Main Character Designer: Tsunako
Character Designer: Katsuyuki Hirano
Voiceover option(s): English, Japanese
Language Format (Subtitles): English, French, Spanish (Spain)
ESRB: T


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XSEED Games to Publish Granblue Fantasy: Relink Physical Editions in North America for PlayStation 4 and PlayStation 5

Cygames Developed Action-RPG to Launch Feb. 1, 2024

TORRANCE, Calif. — Late 2023 — XSEED Games, the independent-minded publishing brand of Marvelous USA, Inc., today confirmed publishing rights for the physical editions of Granblue Fantasy: Relink in North America for PlayStation®5 and PlayStation®4. The action-RPG from the popular Granblue Fantasy series will launch on Feb. 1, 2024, with three physical versions on PlayStation®5 — a Standard Edition for an MSRP of $59.99, a Deluxe Edition for an MSRP of $99.99, and a Collector’s Edition for $179.99. A Standard Edition for PlayStation®4 will be available for an MSRP of $59.99.

The physical Granblue Fantasy: Relink – Standard Edition will include the game on disc and a key to redeem the Granblue Special Item Set “Relink pack” within the original Granblue Fantasy game, which will be limited to the first print run. The Deluxe Edition will add an artbook, a soundtrack CD, a set of postcards, and in-game DLC including Starter Item Pack, Character Color Packs 1-3, and the weapon ‘False Sword of the Apocalypse.’ The Collector’s Edition will include everything within the Deluxe Edition while adding a ‘Sword of Eos’ keychain and a ‘Proto Bahamut’ statue figure.



In celebration of the Granblue Fantasy Relink announcement, a new trailer debuted at gamescom: Opening Night Live 2023:

Fans looking forward to Cygames’ latest fantasy adventure will have the opportunity to experience the thrilling action at the XSEED Games booth (North Hall #1325) during PAX West at the Seattle Convention Center, from Sept. 1-4.

About Granblue Fantasy: Relink

Granblue Fantasy takes place in the Sky Realm, a world where myriad islands float in a great blue expanse. Take your role as captain of a skyfaring crew, joined by a scrappy little dragon named Vyrn and a young girl with mysterious powers named Lyria. Together you sail with a colorful cast of crewmates, including kings and misfits alike, for Estalucia, a fabled island beyond the end of the skies.

In the Zegagrande Skydom, islands are guarded by powerful creatures known as primal beasts and winds carry tales of a secretive organization known as the Church of Avia. Unveil a web of intrigue reaching far beyond the borders of Zegagrande and engage in a battle for the fate of the Sky Realm itself.

Game Features:

  • An Action-packed Party: Engage in real-time combat with a party of up to four characters in Granblue Fantasy: Relink.
  • Strategize to Save the Skies: Choose from a diverse roster of characters, each with their own unique weapons, skills, and combat styles. Whether button-mashing with abandon or timing each attack with perfect precision, there’s a play style for everyone. Every enemy and party formation has its own strengths and weaknesses—the key to victory lies in working out how these pieces fit together.
  • Customizable Combat for Everyone: Assist modes provide accessibility for gamers of all skill levels. Full Assist mode essentially handles all aspects of combat when enabled.
  • Adventure Alone or With Friends: Granblue Fantasy: Relink offers a complete single-player experience as well as cooperative online multiplayer action. Unite with others to tackle more than 100 quests that feature various goals and enemies!

Granblue Fantasy: Relink is developed by Cygames, and XSEED Games will publish and distribute the physical editions in North America starting on Feb 1, 2024. More information on the upcoming pre-order to be made available soon by XSEED Games. This title 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, get in depth info from their developer blog, and join the discussion on their Discord server at:http://discord.gg/XSEEDGames. #GBRL

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 by a small group of industry veterans, XSEED Games is headquartered in Torrance, California and publishes video games on PC and consoles in North America. The publisher's diverse portfolio of over 100 titles includes releases from Marvelous Inc. including STORY OF SEASONS (Bokujo Monogatari), Rune Factory, and DAEMON X MACHINA, titles from third-party partners including AKIBA’S TRIPCorpse Party, and Granblue Fantasy: Versus, and titles from independent developers including Sakuna: Of Rice and RuinPotionomics and Cuisineer. XSEED Games has grown its reputation among global gamers with its critically acclaimed localizations and commitment to fans, remaining ever dedicated to its “indie spirit, player-first” approach for quality games.

 

Article by: Susan N.



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Touhou Luna Nights - PS4 Review

Touhou Luna Nights by developer Team Ladybug, WSS playground and publisher WSS Playground, PLAYISMPS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6.5 minutes
Those of you who have been around here may know that I'm a fan of Touhou, both the official games and the fan games. Today I get to tell you about Touhou Luna Nights, a title that released on PC back in 2019, and now has a console port! A wonderful metroidvania with Touhou themes and gameplay elements! Without further ado, let's get started!
 
Now, those of you who have no knowledge of Touhou may not really get everything reference and plot-wise, but no worries if you aren't familiar, as most everything is self contained, to a certain degree. Everything else you need to know can generally be inferred as well. For those with no knowledge, I'll provide a bit more. Touhou Luna Nights starts out with Sakuya, a maid working for Remilia, the vampire owning the Scarlet Devil mansion, finding herself in a somewhat unfamiliar area. Turns out that Remilia is testing a new playground out, and has created a sort of game where Sakuya must fight her way through the fake world she is in to make it to the top of the mansion.


Unfortunately for Sakuya, her ability to fly and stop time is greatly restricted. Yes, those are things she can normally do, but where would the fun be if you could do that right from the get-go? So Sakuya must use what Remilia has provided within her game world as she does some metroidvania style exploration and combat.

Luna Nights at it's core is a metroidvania title, where the focus is exploring rooms, discovering abilities and enhancements, fighting bosses to proceed, and backtracking to acquire items you've missed, as well as any hidden rooms on the map you can find. While the basis is pretty typical of metroidvania titles, a 2D action platformer style where you have a primary attack, a secondary skill, and various movement/exploration based abilities to acquire, Luna Nights also implements some functions very typical of the Touhou genre.


Let's go over some of the gameplay basics. Right off the bat you'll notice you have both a health gauge and an MP gauge. Almost every attack, both basic and skill, will consume MP which slowly fills back up.  Yup, even basic attacks are "limited". Using your basic attack to throw a set of knives does consume MP, although not that much. Cool fact, picking knives back up restores some MP. If you hold down the basic attack button you can build a move that slows down time around you, but not for you. This is really useful for getting lots of grazes, avoiding attacks, and environmental obstacles that are moving too fast.

Now, grazing is something that Touhou is really big on. The original Touhou games are bullet hell games, and grazing is just barely dodging an attack. While this was originally just for score, in Luna Nights grazing can be used to restore MP, health and time gauge. Since all basic attacks and skills take chunks out of your MP gauge, this is the best way of keeping both your attacks and health going strong. So what about that time gauge? Well, Sakuya has the ability to stop time. Here though, that ability has been largely diminished.


Shortly after starting the game, you'll find a friendly NPC to give you a pocket watch, which can be used to release the restriction on your time stopping ability, although not fully. This NPC also happens to run the item shop. You have a limited amount of time to use time stop for, and every action you take will reduce that time, whether it's moving, attacking, or using skills, your time gauge will deplete accordingly. This is kind of handy when you're out of MP, as you can substitute time for MP while time is stopped. If you end time stop or run out of time gauge, time resumes, all the knives or skills you've activated start moving again, and so can the enemies. Fair warning, if you run into attacks during stopped time you still take damage.

Luna Nights is an interesting game from a gameplay perspective because of a weird relationship between basic skill line and skill cap. See, as you kill enemies you get exp and can level up, increasing defense and attack damage, so you can theoretically outlevel bosses or use items bought in the store to push through when the game gets difficult. Or you could dodge enemy attacks by a few pixels, get really good at it, and be virtually unstoppable because you regenerate too much MP and health to die. It's certainly completable without being too good at the game, although it'll be a bit rough, but is incredibly rewarding to be able to demolish bosses by dodging attacks by paper thin margins and punishing them for it.


Add to this that the different skills you can get are pretty fun and interesting, as well as well-handled exploration and hidden power-up items, Luna Nights is a really fun title. Seriously, when I got the "chainsaw" skill I was like "...sorry, what?" but then I started hucking chainsaws at people and was like "ohhhh, I like this". There are other skills to collect, some more basic like homing knives or a paralyzing shot, and some like a blade that constantly homes in and attacks anything that can be damaged on-screen or a knife barrier.

Touhou Luna Nights also has a really fitting art style for a metroidvania title, with well done sprites and interesting enemies that differ each area you proceed through. A more retro like pixel graphic style is used and it fits really well. Add in some nice remixed Touhou theme tracks and you've got a very aesthetically pleasing title. As a cool little aside, those familiar with the Touhou universe, or at least the characters in and around the Scarlet Devil Mansion can probably guess at the next boss for an area based on either the area theme song or little hints added into the environment, which is a really cool consideration.

As you're exploring the world of Luna Nights, you'll be collecting gems that you can exchange with the vendor for cash. Why aren't you directly given the cash instead? Well, it turns out that each gem type has some sort of passive effect just from carrying them. Although selling them in order to buy upgrades is almost assuredly the way you should probably go, it is a cool little mechanic that was included.


Honestly, I loved the entire time I spent with Luna Nights. Unfortunately, that time wasn't nearly long enough. I loved Luna Nights, and I just wanted more when I was done. Even after earning every achievement, I still felt like I wanted more of the experience, and it didn't really take me too long. I'm not sure if this is because I've gotten too used to/good at metroidvania's where I can now tell which areas are most likely to have hidden walls or not, but I would've loved to see the game at least twice as long, in all honesty. Well, at least it doesn't have the opposite problem, where it overstays it's welcome. Also, in all fairness, the game is pretty linear, and the "metroidvania" aspect is pretty subdued, with the focus being on combat more so than large map exploration, although [the metroidvania aspects are] still there.
 
Overall, I gotta say that Touhou Luna Nights was an absolutely wonderful experience and I thoroughly enjoyed every minute of it. It was fun, engaging, had it's own unique twist with the grazing/timestop mechanics, and wrapped it all together with really smooth gameplay and a good artistic and musical package.  While certainly rather short, and maybe a little more confusing for those unfamiliar with Touhou in general, I think Touhou Luna Nights is a really great game for someone looking for some metroidvania fun.


Score: 9.5 / 10


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TRY OUT PRINCE OF PERSIA™: THE LOST CROWN FOR FREE


The Free Playable Demo is Now Available for All Players.


SAN FRANCISCO – JANUARY 11, 2024 – Today, Ubisoft announced that the demo of Prince of Persia™: The Lost Crown is available. The free demo will allow players to try out by themselves the upcoming action-adventure platformer game set in a mythological Persian world, created by Ubisoft Montpellier.

This custom demo gives a first glimpse at the epic journey that awaits them in Prince of Persia: The Lost Crown, before diving deeper into Mount Qaf on January 18th. This demo includes carefully selected sections from the game, with early unlocks of time powers and amulets, to show the main gameplay features while not spoiling the story. Some content in this demo may vary from the final game. It is available digitally on Nintendo Switch™, PlayStation®5, PlayStation®4, Xbox Series X|S and Xbox One as well as Windows PC through the Epic Games Store and the Ubisoft Store.

The full game will release on January 18, 2024 for at a suggested price of 49,99$ on Nintendo Switch™, PlayStation®5, PlayStation®4, Xbox Series X|S and Xbox One, Amazon Luna as well as Windows PC through the Epic Games Store and the Ubisoft Store. Players can also subscribe to Ubisoft+ on PC, Xbox and Amazon Luna and play the game day one. By buying the Deluxe Edition, players can also access the game earlier, starting January 15th.

For more information about the game, please visit https://princeofpersia.com/.

For more information about the game’s accessibility features, please visit: Prince of Persia: The Lost Crown – Accessibility Spotlight


About Prince of Persia™: The Lost Crown

Prince of Persia™: The Lost Crown is an action-adventure platformer that takes place in Mount Qaf, an imaginary world inspired by Persian mythology, where the player will live an epic adventure to save the Prince and restore world balance. Embodying Sargon, a young gifted Persian warrior in the cursed mythological heart of Persia, player will explore diverse biomes and fight challenging enemies by combining unique Time Powers and Super Abilities. Prince of Persia™: The Lost Crown is developed by Ubisoft Montpellier.

About Ubisoft

Ubisoft is a creator of worlds, committed to enriching players’ lives with original and memorable entertainment experiences. Ubisoft’s global teams create and develop a deep and diverse portfolio of games, featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew® and Tom Clancy’s The Division®. Through Ubisoft Connect, players can enjoy an ecosystem of services to enhance their gaming experience, get rewards and connect with friends across platforms. With Ubisoft+, the subscription service, they can access a growing catalog of more than 100 Ubisoft games and DLC. For the 2022–23 fiscal year, Ubisoft generated net bookings of €1,739 million. To learn more, please visit: www.ubisoftgroup.com.



© 2024 Ubisoft Entertainment. All Rights Reserved. Based on Prince of Persia® created by Jordan Mechner. Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Prince of Persia is a trademark of Waterwheel Licensing LLC in the US and/or other countries used under license.


 

Article by: Susan N.



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