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Showing posts with label RTS. Show all posts
Showing posts with label RTS. Show all posts

Artificial Extinction 2 - PC Review

Artificial Extinction 2 by developer 100Hr Games Inc. and publisher 100Hr Games Inc., Gamersky Games—PC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 6 minutes  


So, let me start by saying the tower defense genre are games where I die a lot. I seem to have trouble with the keybinds and have yet to figure out what works for me. Then my mind orders me to do this and my fingers just go ahead and do something else. Eh, you know what I mean.

Either way, my first time playing a tower defense game was in Starcraft II. Actually it was one of the maps in the game with tower defense as the type. Not the campaign. Yep, died there a lot too, but I was also in a team with my son and daughter where I learned a lot—but still, those fingers of mine! Certainly keeps one on their toes.

The next tower defense is the current Riftbreaker which like Starcraft II has multiplayer in it. My son and I are having a great time in this game. Yes, I still die, but not as much as way back in Starcraft II.


Now, Artificial Extinction 2 is another hybrid game combining the tower defense, FPS, and RTS with turrets, drones, and mechs. Single player only which is great, that way I can focus on my way of playing and not copying someone else. I found out during the tutorial that I would do my commands from above, and of course my 'eye in the sky' is a drone. I'm to protect my base from waves of enemies while my computer decrypts an important data card. Definitely was cool where you're directed to go check out an ancient artifact on the field not far from your base and you get a countdown after removing the item inside it. Boom, lovely explosion and a precursor to how quick and on your toes you have to be in this game. Ya, another factor in my spectacular dying sequences! *laughs*

You are greeted by the AI module 101-U22 who tells you that there have been many upgrades since the last time you were there. The voice actor chosen for this AI is spot on and perfect for his role in this game. I can almost hear the maniacal laughter as he tests and torments you during your tutorial. 

On the menu screen you also have access to Intel on the mechs in this game. There's also the test range where you can try out different builds to use in the campaign as well as the dos and don'ts of what goes with what. When the game opens you are in a chamber and the sound of it opening to let you out overpowered the AI talking on about your next objective. I guess I was a little impatient to get out to search for that ancient artifact. 

After retrieving and setting the card in the computer that is flashing blue-green you prepare for those incoming enemies. You learn to use the overhead view where you can plainly see all the commands at your disposal. To access the overhead view from above you hit the 'V' key. You have tabs for the Build screen, the Turrets, Equipment, and Build Queue. This screen combined by switching with the tech tree screen you unlock all your equipment and defenses. You start by setting up mining for resources, putting down the power grid you'll need to keep everything running, and even placing one repair drone to start! Oh, and please note that it takes two clicks to place them instead of one. I kept thinking on where and how many until that one click didn't even place the turret I was lining up to defend the base.

When you place your generator there is a red dome surrounding it to indicate that should the generator get attacked and destroyed, other surrounding defenses and buildings will be taken with it if they are in that zone.


The Tech tree is activated by the keybind of 'T'. During the tutorial while learning about those I found it a bit hard to keep focused on where the enemy was coming in from on the minimap so much so that my first placing of defense turrets were too far out and in the wrong spot. I did better the second time around in the tutorial. I would like to say that this tutorial was the most comprehensive I've experienced recently.

You also have the use of binoculars in this game, which made my field of view a lot wider than through the scope of my weapon. The overhead view gives me an extensive view of the terrain all around my base. Real time strategy is a definitive part of Artificial Extinction 2 with the added bonus of first person shooting. I am loving that those two types are together in this game so I can actually participate in the destruction of the enemy waves, especially if they manage to get past my turret defense line and attack drones.


There are shields and even an EMP module in Artificial Extinction 2 that are an added protection (the shields) and a way to level the incoming enemy waves (the EMP). I am learning to balance the variety of turrets as they are unlocked as well so, yes, I'm still on Easy difficulty.

Artificial Extinction 2 has a lot of replayability, especially for those of us wishing to improve upon planning and precise aim. Sure, I've got the quick thinking down pat, but I definitely need more in the way of calculating how many turrets and where to put them to defend my base. On top of that in the FPS portion where I get to fire away at the enemy ground units, I still need to remember reload times, ducking out of the way, or even my pitiful dodging out of the way of enemy fire. Gets hairy sometimes when I lose health and not familiar with the healing portion of this game. However, the AI's comment during the tutorial, "I can reboot you into a new body" tells me that nope, no healing.


So my third and fourth time through the tutorial of Artificial Extinction 2 gave me the practice I needed for zooming in and out from above. I'm definitely going to spend my tech points in the campaign to build more than one repair drone! I'm going to need that to survive for sure!

I commend Chris, the game developer and owner of 100Hr Games Inc., for a complete package game! The graphics are superb, the music intoxicating, and the gameplay that makes me come back for more. When you replay a level, it is never the same twice. Always different! 

Score: 9 / 10 

Final Thoughts:

I would like to apologize to 100Hr Games Inc. for the long delay in getting this review out. Real life and health had prevented me from staying at my computer long enough to play the game. You know you're addicted to a game when you argue with your doctor about needing to get home to play that very game! Anyways, for anyone else who's addicted to mechs and RTS and even tower defense games, give this one a roll. It'll keep you on your toes! 


  

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Star Drifters Releases Unique RTS, 4X, and God Game Genres in One Magical Title!

Driftland: The Magic Revival, a strategy game set in a world of floating islands, debuts on PlayStation 5. The title from Polish studio Star Drifters offers a unique mix of RTS, 4X, and god game gameplay. The PS5 release is set for June 12. The game is also available on PC and Xbox Series X|S.


Driftland: The Magic Revival is the work of independent Polish studio Star Drifters, known for games such as Danger Scavenger and First Dwarf. The game first launched on PC and holds 73 percent positive reviews from more than 1,400 player ratings on Steam. The title also has a Metascore of 76/100. Ultimate Games S.A. is responsible for preparing and publishing the console versions.

Take Control of Floating Islands

Driftland: The Magic Revival is a fantasy strategy game that blends RTS, 4X, and god game elements. Players take the role of a mage who can move, merge, and transform the lands drifting through the air. The title offers several gameplay modes, including a campaign and skirmishes.

The story is set in a world shattered by a great war of mages, which broke the continents into floating islands. In Driftland: The Magic Revival, players begin ruling a single castle and a small realm, aiming to build a powerful empire.

Players can choose from four factions. Each has unique traits and requires a slightly different playstyle. The gameplay is built on a system where players set goals for their units, which then act autonomously. Support comes from heroes who can fly, for example, on dragons. Success also depends on managing resources effectively, including gold, raw materials, and magic.


Driftland: The Magic Revival – Key Features:

  • fantasy strategy in a world of floating islands;
  • a blend of RTS, 4X, and god game elements;
  • move and transform floating islands;
  • a deep magic system;
  • multiple gameplay modes.

The PlayStation 5 release of Driftland: The Magic Revival is set for June 12.

Article by: Susan N.
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Driftlands: The Magic Revival Moves its Way onto Xbox and PlayStation!

The acclaimed fantasy strategy game Driftland: The Magic Revival is coming to consoles soon. Developed by Polish studio Star Drifters, it blends RTS, 4X strategy, and god game mechanics. It launches on Xbox Series X|S on May 22, followed by a PlayStation 5 release on June 12. The game is already available on PC.


Driftland: The Magic Revival was created by Star Drifters, an independent Polish studio behind games like Danger Scavenger and First Dwarf. The game first came out on PC and now has a 73% positive rating on Steam, based on more than 1,400 reviews. It also received a Metascore of 76 out of 100. Ultimate Games S.A. is responsible for bringing the game to consoles and publishing it.

Move the heavens and rule the world!

Driftland: The Magic Revival is a fantasy strategy game that blends RTS, 4X, and god game elements. Its story unfolds in a world torn apart by a mage war, leaving the continents as floating islands.

You play as a powerful mage who can move, connect, and reshape the floating islands. You begin with one castle and a small area, aiming to grow your territory into a thriving empire.

In the game, you set main goals for your units, and they act on their own to achieve them. You can also recruit heroes who ride creatures like dragons into battle.


There are four different factions to choose from, each with its own traits and playstyle. To succeed, you need to manage resources like food, gold, raw materials, and mana. You can play through a story campaign or try custom skirmishes.

Driftland: The Magic Revival - Key Features:

  • Strategy set in a fantasy world
  • A blend of RTS, 4X, and god game elements
  • Move and reshape flying islands
  • A deep magic system
  • Multiple game modes


Driftland: The Magic Revival launches on Xbox Series X|S on May 22 and arrives on PlayStation 5 on June 12.

Article by: Susan N.


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Battlestar Galactica: Scattered Hopes - PC Review

Battlestar Galactica: Scattered Hopes by developer Alt Shift and published by DotemuPC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 9 minutes


Battlestar Galactica in all its incarnations has been part of the bedrock of Western science fiction for nearly half a century. Alt Shift’s newest entry Battlestar Galactica: Scattered Hopes aims to capture the franchise’s feeling of courage in the face of relentless pursuit and overwhelming odds, and it does it well. While placing the player in command of a Gunstar (think mini-Battlestar) that has more limited resources and capabilities than the titular ship of the show, it balances that against foes appropriate for the scaling to good effect. As you try to hold off waves of attackers long enough for your handful of ships to escape, the game has you counting down the seconds until you can jump to safety, while trying to make sure that you don’t leave anyone behind.

Graphically, Battlestar Galactica: Scattered Hopes draws on the aesthetics of the 2004 reimagining of the franchise, with the vaguely horseshoe-shaped Cylon Raiders leading the charge to try to end your little chunk of humanity. Battles have ships and weapons fully animated, while between-battle scenes use a vignette style of art as you navigate around. From thruster flares to nebula clouds and slowly rotating planets, down to onboard fires and dozens of unique character portraits, Alt Shift have picked out the essential pieces of the franchise to make Battlestar Galactica: Scattered Hopes feel alive.

Gameplay in Battlestar Galactica: Scattered Hopes separates in two main areas: real time (pausable) combat, and fleet management. The player’s overall goal is to survive long enough that their handful of ships can regain the Battlestar Galactica and its main fleet - to do that, however, requires balancing combat performance actively destroying incoming ships with non-combat decisions that determine what resources are available at a given time. When combat starts, you’ll find yourself watching the timer count down until you can jump away from the numerically superior enemy. When you’re in between combats, you’ll be trying to figure out the best way to use your limited time and resources to repair and improve before the next combat round find you again. Oh, and you’ll be trying to balance relations with political factions within the fleet, responding to emerging crisis points, and trying to balance whether paying the costs to resolve an issue today is worth the opportunity costs of forgoing an upgrade or taking a penalty for a few jumps.


Within the combat sequences of Battlestar Galactica: Scattered Hopes, the player’s Gunstar is always anchored in the bottom left of the screen, and the Cylon capital ship anchoring the attack is always in the top right. Accompanying your Gunstar will be two of your half dozen civilian support ships, and between your Gunstar’s onboard weapons and up to three units of combat craft you need to keep everyone alive. A central trope of the franchise is that the attacking Cylons will overwhelm the defenders given enough time, so all combats have a timer counting down. When it completes after a few minutes, your fleet can jump away for another short stint of safety. But wait, there’s more! Your combat craft (fighters, etc.) can’t jump, so you need to get them back on board before you leave, and while you do that they aren’t shooting down enemy craft or intercepting missiles. You do have some weapons on the Gunstar to help, but these aren’t generally constantly active or able to cover everywhere at once, so you have to choose when and where to deploy them for best effect.

Overall, the combat sequences in Battlestar Galactica: Scattered Hopes feel very well tuned to creating a sense of urgency that creeps up on you. In any given one-on-one matchup, your combat craft will generally be able to deal with an opposing Cylon unit with minimal difficulty. Of course, those Cylon units are rarely alone, and the area in which they can approach your fleet to attack your Gunstar or the civilian ships is large enough that you will rarely feel that you have every angle covered. And then they start coming in bigger groups with support vessels that hang back to shoot while you deal with the closest ones first. And then the capital ship starts firing missiles that need to be intercepted. Now your jump timer is about to go off and its POP QUIZ, HOTSHOT - you’ve got two squadrons of your best pilots still fighting in space that will be destroyed if you leave them behind and half a dozen enemy units and a missile coming that will hit your ships if you stick around long enough to dock your fighters. WHAT DO YOU DO?

The moment you jump away, the entire pace of Battlestar Galactica: Scattered Hopes changes. There is no timer, not real-time action that needs to be dealt with. Your panic and adrenaline can subside, and instead you are confronted with the other half of the game - fleet management. Every system you jump into will have a number of points of interest that can be explored or exploited for resources, crisis and decisions that affect your ships, and a limited number of turns available to do them in. You can take your time deciding, however, as there isn’t anything forcing your hand during this phase at least. Also available during this phase is the ability to upgrade your ships, configure and improve your combat craft, buy and sell from traveling traders or isolated stations you encounter, and have conversations with your command staff and trusted people in the fleet. This is also when your civilian ships become more than just dead weight to be protected, as they generate the supplies and material needed to repair and upgrade.


All is rarely well in your little fleet, however from breakdowns on ships never meant to be away from maintenance this long to conflicts among the various factions of people in your fleet, there’s almost always something to grab your attention. Should an empty cargo bay be turned over to your pilots and marines for R&R after risking their lives fighting the Cylons, or should the space be turned into a makeshift hospital to help keep everyone healthy? Should you divert resources to rebuilding an area damaged by a fire immediately, or accept degraded performance while maintenance restores it bit by bit? Different groups will gain or lose influence depending on your decisions, and the overall health and maintenance of the fleet might be impacted as well. The long term implications start to add up - sending in the marines when you heard about a black market ring now means that the remaining black marketeers are starting to work against you, while the military now has more influence and control over fleet operations day to day. I’m sure that’s fine though, right? I mean, what could go wrong with having the military in control of key points throughout your fleet when you need to decide on their next special request? Navigating through decisions and balancing faction opinion and influence becomes some of your main concerns during these non-combat phases,

At the heart of resolving crisis, leading your forces, and investigating points of interest in Battlestar Galactica: Scattered Hopes are your command staff. Notable people, civilian and military alike, they bring their skills and experience to give you options. Some will excel when used in dangerous negotiations, shifting the odds in your favour or eliminating the worse outcome options altogether. Others will excel in leading your combat craft or acting as crew for systems on your Gunstar, making things move faster, hit harder, and generally trying to tilt the balance of power in your favour. Unfortunately, Cylons can look like humans, and so you’ll also have to balance the paranoia in your fleet with the possibility that one or more of your staff are enemies in disguise. If you do find a Cylon agent, however, would you toss them out the airlock? Keep them for questioning? Trust that they still have control of their own actions and let them roam free? Resolving these dilemmas have impacts on morale and crew performance, beyond the direct impact of potentially losing a person you’ve come to count on, and invite you to look beyond the lens of video game into the core questions of ‘what is humanity / what makes someone human’ that the Battlestar Galactica franchise as a whole wrestled with.

As a rogue-like, Battlestar Galactica: Scattered Hopes is built around the idea that what you do during each playthrough can help you on your next playthrough. Each battle you win accumulates Fate points that can be used to unlock upgrades, resources and generally improved starting conditions for future runs through the game. As a result, it's easy to feel overwhelmed on your first run, as you are at the weakest you will ever be. Don’t despair - survive as long as you can, and come back stronger.


Overall, Battlestar Galactica: Scattered Hopes is a game that captures the feeling of the Battlestar Galactica universe, and keeps itself grounded by limiting the player to a small piece of it. This isn’t a game about endless resource gathering and giant fleets, it's a game about the more personal struggle to survive against all odds. Be prepared for combat sequences that will get your stress levels up, and non-combat interludes that make you really think about where every resource is best spent. The space battles are graphically appealing, and the static character art outside of combat works to convey what it needs to, while not distracting from the choices it is asking the player to make. It might not hold my attention for hundreds of hours, but there is quite a bit of replayability here, and it is well worth your time.


Score: 9 / 10


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Memorable Music in Gaming - June Genre - Strategy


Susan N.

It’s that time again! The writers of Chalgyr’s Game Room get together to cover some of our favorite music in video gaming. This month we are bringing the strategy genre to the forefront, and that is no easy feat! While several game genres have subgenres within them, the list of games and the memorable music out of those genres can be a little simpler to narrow down. However, strategy contains RTS, Tactical turn-based, AND 4X strategy games which makes the list a bit tougher to shrink down. I have one for each of those subgenres because it’s impossible to pick only one or two songs in total.

Starting with the strangely easiest subgenre of RTS, I have two picks that are the most memorable pieces. In a move that should shock no one, the first is the track titled “Heart of the Swarm” from Starcraft 2 Heart of the Swarm expansion. It was written by Neal Acree and Cris Velasco, although there are multiple artists attributed to the Starcraft 2 OST. Second, is also a track that should shock absolutely no one, and it is arguably the most memorable track of all time. How do I know this? It’s because I’ve never played a Command & Conquer game and yet I am still familiar with the music. THAT is how legendary Frank Klepacki’s Hell March is. Not only do I know the song, but I also have several OCRemixes of the track as well. I can’t put it down and I also can’t explain why it’s an infectious song.

Under the subgenre of tactical turn-based strategy there are a couple of legendary composers, but only one stands at the top. He is a musical giant. And although it was confusing to some of my colleagues, I’m a fan of Battletech. When Harebrained Schemes and Paradox Interactive released Battletech in 2018, I was all over it. This means that the composer for Battletech is none other than Jon Everist, who has written music for The Lamplighters League, Overwatch 2, Star Wars Outlaws, and Shadowrun: Hong Kong. I can’t pick out a single track for Battletech because there are so many good ones, but if I had to pick something it would be Coronation Day. There’s something to be said about the quiet build before everything goes to hell. This song plays as Kamea Arano ascends the throne and it is also the point where her uncle disapproves of her decisions and launches a coup d’etat behind her back. It’s quite the hook for players. The music effortlessly conveys the rise to power as well as the sinister plot unfolding. The music and the game are top notch in my books.

The last subgenre I’m covering is 4X strategy. There’s a ton of beautifully composed tracks attributed to the 4X genre like Endless Legend, Age of Wonders, Humankind, Sins of a Solar Empire, and many more. However, there are two titans when it comes to music for me and that is Andreas Waldetoft who is responsible for the masterful pieces in Stellaris. The other is Christopher Tin of Civilization IV. I’ve previously talked about how I feel about Baba Yetu from Civilization IV so I won’t go into too much detail. This piece captivated its audience in a big way. There have been very few games where I can honestly say I would open the game just to hear the music. (The other game that has managed to achieve this was Jack Wall’s Theme song to Myst IV Revelation.) Baba Yetu, will always top the list for me. However, Andreas Waldetoft has written some amazing pieces for Stellaris. I particularly love the song called Faster than Light. It begins with a soft melody that builds in the background with long notes. Then, the vocalist enters the track with her beautiful soprano tones. When travelling through the vastness of space to take out your opponents, this song keeps your focus on the objective. And although I haven’t played a ton of Stellaris, the music is simply breathtaking.






Nick

Lind Erebros  – King’s Bounty: The Legend

Mikhail Anatolyevich Kostylev (better known in many parts of the world as Lind Erebros) is a Russian musician and composer who has crafted albums (the Elven Oratory trilogy) and movie soundtracks (two credits currently - Twenty-eight Panfilov's Men and Tanks) alike, but is probably best known for his video game credits, which include Royal Quest, Age of Decadence and three of the Shadow Flight titles.

However, my first experience with Lind Erebros' music was the King's Bounty Series. I absolutely love these strategy games (at least the classic ones - I was less fond of King's Bounty II which Lind Erebros' music did not grace). While the stories told within the games can be a bit strange or even downright goofy at times, the strategy is top-notch and the army building elements are downright addictive. 

Even with those qualities, the thing about these games that always stood out the most for me? The music. Horns and flutes that create both quiet, reflective moments and those punctuated with walls of sound that ratchet up the tension. The first game in the series, King's Bounty: The Legend's soundtrack was the highlight of the game for me. Just give a listen to the song Home Lands, and tell me you don't immediately feel like you're embarking on a magical adventure. The creepy, ethereal sounds of Fear hauntingly reflect dark, dank crypts during your explorations. Last but hardly least, Warlord Horn and In the Heart of Battle are the embodiment of music you would expect to hear as you enter an epic battle.  






Valerie

Duane Decker - MechCommander series 


Remember these? MechWarrior 2, MechCommander 1, MechCommander 2, and MechCommander GOLD? I fell in love with these game series with their awesome mechs, the Real Time Strategy genre, and the beautiful music that created the atmosphere, the workmanship of the mechs, and the progression through the game. Duane Decker is such a powerhouse in music composition for games, television, movies, mobile games, his own albums, as well as licencing production music for TV and films. You can check out his credits here!

In the immortal words of one of the mech pilots, "This is Goblin! Do what I can sir!" Each and every pilot had their own voices that resonated with the gamers that have played the games. The music brought you into the atmosphere of being on your own and having missions to accomplish. The opening sequence, down through the skirmishes, and right to the very end you were entrenched in the mech atmosphere of combat. Nothing says it better than the track where you're lining up your mechs to take down an enemy.

Over the years Duane Decker's mech music has been an integral part of focussing on the work I was doing or just enjoying a few tracks to feel like just me inside my mech towering above the combat field. Each track on MechCommander 1 was related to the mission you were on. I couldn't find anywhere a list of track names. They were all listed as either 'Track 1' or 'Music 01'. The track I just listed is reminiscent of reflecting on what had just transpired after victory. One person listed this title for that track and called it 'Reflections' in the comments.

A big Thank you to Susan N. for whispering in my ear the series we used to play together years ago!

Now as I write this, I am longing to play again. So, while you are enjoying the music feast we presented this month, I'll be pulling out my old game cds and firing up whichever MechCommander or MechWarrior game appears first! Happy Summer Holidays all in North America. It's turning out to be quite the heat wave!

~~~~~

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Memorable Music in Gaming #56 'All Hands on Deck!' Edition

Estimated reading time: 19 minutes


Hamza: Music is a constant in my life. My interest in other mediums come and go, but my deep interest in music remains. I don’t often finish a video game 100%, but I make it a point to go through its soundtrack at-least once. About half the songs on my Spotify playlist are tunes from video games; the numerous articles I’ve written for our Memorable Music in Gaming series is testament to that. 

To me memorable music is just that: memorable, within or without context. It makes you smile when you hear it elsewhere, i.e., the Fallout 3 theme in that ONE scene from the 2024 Fallout TV series. I know I’m talking about the same property in two different mediums… but wow, that moment was a kick in the head. The second Lucy unfurled the NCR flag and the theme kicked in, I got crazy goosebumps.

For this entry you’ll find a lot of love for RPG and RTS soundtracks from my colleagues, which is completely justifiable. They are, after all, crucial in maintaining the precise mood for the next 100+ hours you’ll be spending traveling in those fantastical, sprawling worlds. For my entry I’ll go a rather different route and talk about a genre I’m most familiar with: the humble point and click genre.


Most of the games that fall under this genre have an otherworldly, dreamlike quality to them. They stand out like intellectual conversations and good dreams. Who can forget the hypnotic soundtrack of the original 1993 Myst, especially the Main Theme and Selenitic Mystgate Theme? They’re at-once an open palm invitation to an unforgettable experience. The sleepy and ethereal Valadilene Theme from 2002’s Syberia is as pretty as the cursive, handwritten logo of the game. The very underrated 1996 Gene Machine also has a commendable soundtrack, including this catchy England Theme.

Discworld Noir. Gabriel Knight. Oxenfree. Monkey Island. Beneath a Steel Sky. They all carry with them excellent music, but if I had to cut this admittedly long preamble short and cut to the chase, I’d go with Broken Sword: Shadow of the Templars.

The original Broken Sword is my all-time favorite video game. This is about as flawless a video game can be, every aspect a fabulous diamond facet. Two pieces of dialogue - “I was being indifferent” and “What I say and what I know are two different things” - are part of my daily conversation.

Talking about the soundtrack, it is the ne plus ultra of the point and click genre. Calling an album 100% perfect is dubious, but there exist a few contenders: X-Ray Spec’s Germfree Adolescents, The Velvet Underground & Nico, and Barrington Pheloung’s Broken Sword soundtrack.

The main theme is a wonderful work of art. I swear I automatically start doing a mental flyby of all the major locations in the game, from Paris to Ireland to Spain to Syria to the UK. It is a wonderful start to a brilliant adventure. The diegetic Hotel Ubu theme makes this one-off location arguably the most memorable from the game. This is something Hitchcock would be proud of.

It would be most remiss of me if I didn’t mention all the tracks associated with Nico. Whenever you visit Rue Jarry - a major location where Nico lives - a short scherzo plays upon your arrival every time. When I played the game for the first time back in 2013, these 30 seconds had me convinced that this game and this soundtrack are the finest in the industry. When you enter Nico’s apartment, her theme is a literal breeze of fresh, autumn air. The sophisticated, dulcet tone captures Nico perfectly. Another major theme that plays is when you open the manuscript on her table, aptly named Conspiracy of the Neo-Templars. The hollow, foreboding sounding notes only add to the conspiratorial nature of the discovery.

I think you get the picture by now of how much I love this soundtrack. Every track is a winner, within or without context. Do yourself a favor and play this game NOW!


Nick: I could easily spend an hour or more just writing about several of my favorite gaming soundtracks. The old school Bioware Dungeons & Dragons games (especially Neverwinter Nights), the techno feel of the Mass Effect series, almost anything from The Elder Scrolls or Final Fantasy titles - but I have to narrow it down to just one. As such? I’m going to pull from that last series I mentioned, Final Fantasy X. 

More than two decades later, that’s my favorite Final Fantasy title for a variety of reasons. I think it has the best combination of story, characters, side content, combat, progression and of course, music. This is one of the only video games I have on vinyl record (and it looks and sounds amazing in this format): 

As hard as it was trying to pick a favorite soundtrack? It’s just as hard for me to settle on a favorite song from this one. Whether it is Otherworld’s hard rocking introduction to the game: https://www.youtube.com/watch?v=mWYwmM23Sqs (which is to this day in my rock music feeds) or the more soulful To Zanarkand piano piece, there’s dozens of songs that have an emotional impact on me as soon as I hear them.



Susan: This could really be its own article because I tend to be long winded but also because I love music. Music defines everything for me. So picking just one favorite gaming soundtrack isn’t the easiest decision to make, and yet there can really only be one. While one could argue that I love the Life is Strange soundtrack the most because I’ve often talked about the music used in the games, only one song truly gets to me. The one soundtrack that will always live rent free in my head is Final Fantasy VIII. 

Firstly, it should be noted that everything that Nobou Uematesu touches turns to gold. And looking at this brilliant soundtrack, there are multiple songs that I absolutely adore. Starting from the top is the famous Liberi Fatali which was used as a backdrop song to many TTRPG sessions. It’s perfect for combat music as it builds nicely and keeps a good enough tempo to feel like you’re in an epic showdown. Another song that I love is Balamb Garden which soothes your ears while you wander through the streets of Balamb. Later down the list is Find Your Way which keeps you on your guard while you adventure in areas that can spawn random encounters. It’s both a haunting and beautiful piece that can be used as a backdrop to several gaming situations. 

One of the songs that always gets to me is The Landing. There is something about the song that begins with a simple heartbeat. It adds a subtle baseline to the track while the brass instruments quietly crescendo. Finally, it builds to a quick paced song that lights a fire under your butt. Along those same lines, The Man with the Machine Gun can’t be missed. It’s a track that forces you to keep your eyes on the prize. Besides, who could resist the charm of this song? Also, in keeping with the urgency, I love Only a Plank Between One and Perdition.

Sorceress Edea’s Parade stands out in my mind because of Fithos Lusec Wecos Vinosec. This is partly because it took a while to get the name of the song down. It also lives rent free in my head because of a particularly brutal step chart in In the Groove. (I think I’ve only passed it once or twice. PAIN.) Needless to say, this track is incredibly memorable.

Many of the Chocobo songs are some of the most amusing tracks in history. Although, there is one absolutely GARBAGE version of the Chocobo song found in FF7 Remake that needs to be yeeted into the sun, but otherwise, most of the Chocobo songs can do no wrong. In specific, the playful sound of Odeka Ke Chocobo is great (albeit dated), and I love it. 

Finally, I can’t end my section without talking about Eyes on Me sung by Faye Wong. Combined with the beautiful dancing between Rinoa and Squall, this song really hits me hard. The memories associated with it are both endearing and painful. That said, Faye’s soft voice as she sings the perfectly apt lyrics are nothing short of breathtaking. It honestly makes me tear up when I hear it. But this song doesn’t hit me just because of Rinoa and Squall, it makes the entire soundtrack memorable because Final Fantasy 8 was the first game in the series that actually grabbed my attention. I’m not sure if it was because of the in-game events or the characters in particular, but Final Fantasy 8’s soundtrack is my favorite.



Richard: Picking a favorite or most memorable soundtrack? Man, sometimes that’s harder than a super hard bonus boss. When asked about some memorable pieces, I usually end up with a list of at least twenty different tracks. To me, music is a very important part of both my life, and my gaming experience. To someone who plays multiple instruments, a game’s soundtrack can absolutely ruin an experience if done poorly. On the other hand, if done well I find it can turn a mediocre game into a good game for me.

So what would be the most memorable? Is it something from my early years of gaming, such as Promised Pain from Xenosaga III? Maybe the Man-eating Music Box tune from Trapt? Do we also have any of the Boss Themes from Legend of Dragoon? Maybe some of the radio tracks from Cruisin’ USA, or the character themes from Vigilante 8? These are all good tracks, but are they the most memorable? Maybe, but there are others that are more memorable for me at least. 

It isn’t always the best songs that are the most memorable, but they do certainly make an impact. Tracks like Edge of Green from Radiant Historia certainly made a hell of an impact on me with just how much I felt the impact of the song. Other tracks will hit you in the feels, such as Moonlight from Iconoclasts. That was a track that when played gave me one hell of a gut punch. Or who could forget other classics such as the DK Rap or Gangplank Galleon? Both are classics that most people won’t forget very easily. Say what you want, I think these are more memorable to me in the Donkey Kong series than the Stickerbush Symphony is. 

Rather than that though, the songs that made the biggest impact on me probably boil down to three, if we exclude the Final Fantasy series that my colleagues have already sifted through. So, what is the most memorable for me? What had the biggest impact? Well, let’s start with the third place: Star Wolf’s theme from Starfox 64. This song was the boss theme of the first boss that ever gave me serious trouble in a game. No, I don’t mean the first encounter, the second “hidden” encounter where you have the revenge match? As a kid, that fight was nearly impossible for me, so this song has stuck around a lot because of that. Second up we have Atrocious Raid from Trails of Cold Steel. This was one of the hardest cold opens I’ve seen in a game in quite a while, and it opened with this track. It certainly pops into my head every so often.

So what’s the most memorable track for me? Well, that would belong to the first game I ever did 100% in. Or, maybe it would be 120%? Some of you probably instantly guessed the game, but the track I’d have to choose is the credit’s theme from Spyro the Dragon. Perhaps you may think this is a weird pick for me, given my penchant for boss and battle themes, but this is the track that’s most ingrained in my childhood memories. A track that plays after completing one of my favorite games, the one that kickstarted my 100% completion OCD, and the track that I felt really wrapped up the game at the end. Listening to this as you get a flyby through all the world’s you’ve visited while seeing the credits go by, a sense that you’ve finally finished your journey and are headed home, but still retaining that sense of adventure. The original Spyro trilogy had some great music, but this right here is my most memorable track, and remember: “No sheep were harmed during the making of this game. A few gnorcs, but no sheep.”



Pierre-Yves: Where to start? Nick, Susan and Richard all have solid pieces listed that easily fit the top 10 to top 20. I find as I get older, and the more I play, the more I like which makes lists like this that much harder. 

I would be doing a disservice if I myself didn't mention the Final Fantasy series. Battle on the Big Bridge (YouTube) from Final Fantasy V, The Opera (YouTube) and Dancing Mad (YouTube) from Final Fantasy VI, Final Fantasy VIII’s soundtrack *points to Susan's section*, definitely Otherworld from Final Fantasy X, and finally, Apocalypsis Noctis (YouTube) from Final Fantasy XV.

Where I really wanted to go is in two directions, or stops along a track if you will. The first is Xenoblade Chronicles X. Having originally released on the Wii U where it was almost doomed from the start because of the lack of console sales due to bad marketing, this was one JRPG that should not have been missed. The opening of Uncontrollable (YouTube) held so much emotion as we, the people of Earth, abandoned the planet in an attempt to not be wiped out by an alien race. 

Making it to another inhabitable planet, it wasn't all sunshine and rainbows. If humanity wanted to survive? It had to fight both the alien forces that followed and the often hostile wildlife. This is where Black Tar (YouTube) comes in. Two parts. Heavy guitar. Solid drums. Rap like lyrics and rhythm, it works. It works so well. And then it doubles down on a tone shift halfway through. And this is just the normal battle music!!

The last stop for me on this musical train is Trails of Cold Steel 4. Whether it be from the Trails series or the Ys series, the Falcom Sound Team are incredible and this was very apparent in the Cold Steel subseries and finale. 

Merging various styles, there are three tracks in Cold Steel IV that I have yet to stop listening to. Starting off with Synchronicity (YouTube), you have a Techno or EDM beat that opens up the last entry as you explore the Geofront under the independent city state of Crossbell. It's light, it's fun, it helps drop you back into the mix after the very heavy and tear-inducing conclusion of Cold Steel III.

To the Future (YouTube) continues this trend but adds in a bit more orchestra keeping with the upwards trend that not everything is lost, there's still hope in continuing the fight. I won't lie that because these two tracks were designed for continuous play, they have often been on repeat one after the other. 

But the title to take it all is the Cold Steel IV rendition of The Atrocious Raid (YouTube). Richard mentioned this above, yes, and while the cold open of Cold Steel and its more arranged version are often in my shuffle and my playlists, this last version’s rework just hit all of the notes and the feels. Like its original, once this track starts up, all of the emotions and dramatic tensions rise up making this not only the best part of Cold Steel IV, but of the series and my playlists. 

There is rarely a time where I'll think to myself, not now. There is always time for this track. 



Hayden: I see a lot of RPG love here, so I’m going to go with a different direction. While the genre has arguably fallen away from the limelight a bit, RTS games are what I cut my teeth on and there’s a few gems in there that I think will be instantly recognizable to many people. First and foremost, I give you Hell March (YouTube) by Frank Klepacki, from Command & Conquer Red Alert. The opening to this one with the hugely distinct sound of military drill makes it hard to confuse with anything else, and Red Alert really made a big impact at the time of its release. 

Marching on from there, there is the music that launched a behemoth of a franchise - the first Human track from Warcraft 2 (YouTube). While not a technical tour de force like some of the epic tracks underpinning the JRPGs, this is music that you’ll hear the themes from reflected in later Warcraft titles and expansions, culminating in the behemoth of World of Warcraft that reshaped the MMORPG world and still echoes through almost 30 years after release. 

Out of the RTS genre, I suppose it's time to build upwards with SimCity 3000! The energetic sound of Sim Broadway (YouTube) by Jerry Martin is iconic for builders, but really the whole soundtrack (YouTube) here is full of gems and little audio licks that will make players smile and reminisce. Finally, I would be remiss to skip over Baba Yetu (YouTube) by Christopher Tin. This one at least really stands up to the best of what the JRPGs and really anything else in gaming has in terms of scope and impact, and rightfully drives Civilization IV players forward through the ages.

While RPG’s have already gotten a lot of love in here, there’s two that I have to put forward as iconic. First, Dragonborn (YouTube) by Jeremy Soule is the sound that defines Skyrim for me. The sweeping, uplifting feel of this one really gives you a sense of scale and power to the setting that captures the feel of the Elder Scrolls series, and keeps being replicated on platform after platform. (Has it been ported to a smart fridge yet?  If not, expect it soon!) Also from Bethesda, the main theme from Fallout 4 (YouTube) will apparently always live rent-free in my head. Something about the way the first heavy chords hit always brings me back to the setting, the sun rising above scorched cities and twisted, barren forests. For all the shade that Bethesda gets for bugs and glitches in their games, I’ve frequently found their soundtracks to be rock solid, and that’s a huge boost for me as a player when I'm trying to get immersed into a game world.



Valerie: Atmosphere. That's what music in gaming, theatre, movies and even your own little worlds like home bring to my game playing and my life. Memorable music that leads me along like the carrot in front of the rabbit. It pulls at your heart strings, your tear ducts, heck even your muscles! That's what these tracks do for me on all counts. Like everyone else who's contributed to this article, I too, cannot, I just CAN'T choose just one! I can't even narrow it down to one series either as I have played quite the range!

To start off my contribution I'm currently listening to a mix of Halo game music tracks. There are quite a few good playlists around, but my two all time fave tracks are: Spirit of Fire and The Scorpion Theme. The track labeled Peril comes in third. The use of the full orchestra brings back memories of me during the years that I was learning to play a few instruments and my love of classical music. Those full orchestral sequences can garner a laugh if I am watching reruns of M.A.S.H where Charles Emmerson Winchester the third is nodding his head in time with the music and that ferocious face at the percussion sequence! Man, what game was I playing that that scene just bust giggles out of me that I lost the boss fight? I can't remember, but man oh man, *funny!*.

Another of the many game series in my list is The Legend of Zelda. I had come across a particular piece called Ballad of the Goddess where I could feel the power of that mighty goddess. There is also a track called Molgera Battle with its use of percussion and pipes that are really really catchy. A good seat bouncer I shall call it like Towards the Pantheon battle track (Youtube). I actually get up and dance to that tune.

Music composed by Chris Perkins in Pantheon: Rise of the Fallen can elicit awe and wonder as I start a new quest. It’s the feel of the ambience around me as I walk the forest trail. The track that I am referring to is called 'Terminus' (Soundcloud). Even right down to the beginning of the game where the menu pops up I have felt that sense of wonder. When I played Sands of Aura, the Main Menu Theme (Youtube) literally drew me in and ignited my imagination as I chose my character features and started the game.

With nods to my colleagues here, I am definitely an RPG player with playtime bursts into FPS (think Unreal Tournament), sandbox builder games like Satisfactory, Space Engineers, and the MMOs Guild Wars 1 & 2. Add in RTS of Starcraft II and I think I’m a pretty rounded gamer. I’m not fantastic at the games, but I really do enjoy playing them. As I play, the immersion with the music in each game coaxes me into finding that next treasure, that forgotten cave, or the village where one can rest until the next quest makes itself known. 

I just want to say, with nods to Susan N. above, that a couple of tracks that I play when I am gaming are from two games she also plays: Unreal & Age of Wonders: Planetfall. Back when I was investigating how much it would cost me to get electronic music equipment I was hooked because of my love of the Unreal tracks. When Susan N. did the review for Age of Wonders: Planetfall, bells rang again in the discovery that the same composer from Unreal did the soundtrack for AOWP!! You can hear the soundtrack teaser trailer here in her review. Thank you Michiel van den Bos!

So, when I say I can't choose just one favorite, you can see why above with all that variety and tracks to feast upon! I will say though, that Nobuo Uematsu is a favorite composer and I'll leave you in battle with the One Winged Angel (Youtube).






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Try the Border Pioneer Demo by Yogscast Games Right Now!

Bristol, United Kingdom — October 10, 2024 | Yogscast Games is delighted to announce that Border Pioneer will be joining Steam. Blending city building with RTS gameplay and tower defence, Border Pioneer asks players to build their own kingdom and then shield it from all manner of carnage.


Creating a pixel paradise can be stressful. There’s where to put the castle, which bushes should reside by the lake, and, oh yes, how to tackle the ​​relentless mass gathering of murderous bandits waiting eagerly to burn everything to the ground. 

Each month this rampaging horde will trample over the world they have created and it's up to players to plan their town’s layout for war and peace as they transform a barren world into a bustling paradise.


Players can check out the demo for this town building/RTS indie treat today by heading over to the Steam page here. Keep up to date with this medieval murder sim on X, Instagram, and TikTok.


About Yogscast Games


Yogscast Games was established in 2017, with a simple goal: to work with small teams to develop and publish games which are as fun to watch as they are to play. Its most recent releases have included poker-powered deckbuilding game ‘Aces & Adventures’, the wickedly amoral ‘Trolley Problem, Inc.’ and the wildly successful restaurant management roguelike ‘PlateUp!’ which recently passed 1.5m Steam units sold.

About Yahzj Games


Yahzj Games is a solo developer who has experience in a few fields before making Border Pioneer, including photography, programming, post editing, graphic design, as well as modding Starcraft and Warcraft maps. Their dream was to make their own game and inspiration struck when they saw a new game engine they decided to make Border Pioneer.

Article by: Susan N.
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Untold Tales and Toxic Studio Announces New Military RTS!

11 July, 20024 - Warsaw, Poland | Publisher Untold Tales and developer Toxic Studio has announced Operation: Polygon Storm, a fast-paced, military tactics, auto battler.

Strategically assemble your army from a selection of unique units and abilities to deploy onto the battlefield. Watch your master plan play out as your units advance, attack and take cover all on their own. As the battle progresses you can opt to take control via streamlined RTS gameplay.

A free demo is available now on Steam with the full game planned to launch sometime in August - September 2024.


 

GAME FEATURES
 

  • PLAN, DEPLOY, AND UPGRADE YOUR ARMY OF CHOICE
    Mix and match units from a selection of infantry and armor alongside artillery and air support to push into the enemy's base and fight off any counterattacks. Tap into multiple upgrade trees for each unit and unlock additional abilities to fine-tune your army.
     
  • MINIMAL MICROMANAGEMENT 
    No base building or resource harvesting is required. Focus on the battle as your army can advance, attack, and take cover all on their own. Take command when needed to adapt and control the situation as your units either follow your masterplan or your direct orders
  • STRATEGIZE, REACT AND ADAPT
    Balance your resources to pick an army composition suited for each mission. A deep and complex battle system means you’ll need to react quickly, choose the right mix of soldiers and Killstreak rewards, and utilize complementary unit synergies to gain any advantage.
     
  • QUICK MATCHES
    Each battle takes around 10 - 15 minutes from start to finish with the ability to replay, trying different team compositions, higher difficulties, or faster times. 
     
  • HIGHLY DESTRUCTIBLE BATTLEFIELDS 
    Highly destructible environments, covers, ragdoll physics, and a dash of gore all bring the battlefield to life.


 


About Untold Tales


Untold Tales is an indie publishing label with a focus on games that have an interesting story to tell. We help dev teams successfully deliver their digital masterpieces to a wider audience across multiple platforms. While we don’t focus on any specific genre, our most trusted guiding light is games that offer remarkable joy and narrative.

Presenting the sum total of our experience as some big flashy number feels as useful as a speedrun in a story-rich game. Instead, here’s a selection of titles our team has worked on in the past to give you an idea of what we’ve achieved:

  • The Witcher series 
  • Dying Light 1 & 2
  • Dying Light: Bad Blood
  • Torment: Tides of Numenera
  • The Sinking City
  • Arise: A simple story
  • Aragami
  • Pure Farming 2018
  • God’s Trigger

    Article by: Susan N.
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    A World War III Battle Simulator Now Available On Steam!

    May 23rd, 2024 - Paris, France |  Eugen Systems have announced that after 2 years, 100’s of devlogs, and even more updates and patches, Warno, their highly acclaimed World War III battle simulator RTS, has finished Early Access and launched into version 1.0 on Steam. 

     
    Warno (Warning Order) is a systems deep, highly immersive real-time strategy game from the famed RTS developers behind the Steel Division and Wargame franchises. Set in alternate 1980s during the final years of the Cold War where instead of the fall of the Berlin Wall, the Third World War unfolds between NATO and the Soviet-led Warsaw Pact forces.

    1000 Different Units, 6 Playable Sides and 18 Divisions.

    Compose your army from a massive pool of infantry, armor, support, artillery, air, and logistics unit types. Then strategically deploy and control your forces as you balance multiple battlefield factors that come as close to real warfare as possible.

    Authentic Realism in Gameplay and Multiple Modes

    Meticulously researched and painstakingly recreated, over 1000 historically accurate units are available to pick from, thus creating armies that each have their own unique strengths and weaknesses. Take on the role of army commander for the U.S., West Germany, United Kingdom, France, the Soviet Union or East Germany in various modes from single-player campaigns, online competitive or online cooperative that can range from 1v1 to to 10v10 battles.

    What Comes Next For Warno?

    "We still get 1000's of daily players on our previous games, some that are 10 years old. You only acheive something like that by providing proper post-launch support so we plan to give the same amount of attention and care to our Warno community." - Cedric Le Dressay, Eugen Systems Cofounder
    Eugene Systems will be supporting the game with long-term post-launch support, something they have proven with the level of support given to their previous titles, Steel Division 2 and Wargame: Red Dragon.

    The team has already openly committed to adding more single-player campaigns, more units, more maps, and more operations (curated battle scenarios that can be played in co-op or competitive online) to Warno, both via paid DLCS and some as free updates. 

    A free update pack was also made available to all Early Access owners as thank-you for their support which added additional units and 5 new Divisions for both NATO and Warsaw Pact sides.


    Strong Numbers Already Amassed

    Since launching into Early Access in January 2022, Warno has already amassed a strong player base with 250,000+ copies sold and is currently rated 82% positive on Steam from 7600+ reviews. 
     

    Game Features

    • Experience in-depth and realistic real-time strategy Cold War-era warfare. From tactics to technology and hundreds of painstakingly researched and recreated military units from NATO’s and Warsaw Pact’s arsenals.
    • Get to know each unit in detail in Armory, and use this knowledge to your advantage as you build, customize and fine-tune each unique battlegroup.
    • Witness a battlefield of highly detailed environments and brutal destruction. The latest incarnation of Eugen’s proprietary engine simulates modern combat to the fullest extent.
    • Take on maps and missions in either solo, competitive online or cooperative Each map has a unique set of objectives with a dynamic frontline that directly results in one side’s victory or defeat.
    • Battle against a smart and truly challenging AI or pit your tactics and strategy against other players, from ranked 1v1 to all-encompassing 10v10 battles.
    • Dive into do-or-die Operations or the massive turn-based Army General strategic campaigns depicting some of the hardest-fought “what if” scenarios of a Cold War turned hot. Massive Warsaw Pact armies square off against the NATO formations for a vicious fight across Western Europe.
    • Taking advantage of Eugen Systems’ game experience and previous titles,  a host of quality-of-life enhancements will appeal to new and veteran players alike, from issuing commands during pre-combat deployment to AI-assisted Smart Orders.
    Article by: Susan N.
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