Experience France in the Year 1643 on Steam with Cozy Narrative Game The Abbess Garden
Journey Through Hidden Memories of the Gardens Between on Meta Quest and SteamVR!
“Our hearts are full of warmth as we launch today Hidden Memories of The Gardens Between” says Simon Joslin, co-founder of The Voxel Agents. “ It brings us great pride to watch newcomers and fans return to a world filled with love and excitement. We truly feel this magical expansion was only possible by way of VR and Mixed Reality on Quest to truly feel with one a world such as The Gardens Between.”
About The Voxel Agents
Announcing New IP from Young Indie Studio Baby Robot Games Coming Soon!
This fast-paced, story-driven stealth platformer combines stunning visuals and innovative third-person shadow merging mechanics in a morally grey universe. The game introduces an innovative mechanic to the stealth genre: the ability of merging with the shadows (or Shadow Merge), that gives the main character Ayana an extraordinary level of mobility and strategic options to infiltrate into her enemy domains and find out what happened to her people.
“When we started this adventure 5 years ago, we couldn’t imagine that what started as a love letter to stealth games would grow this much and turn into such a solid project. It has been a long and difficult journey, pandemic included, but after a lot of love and effort we are finally here. It is a dream come true that this is going to be our first game for many of us. We really hope you enjoy it, and can’t wait for you to become one with the shadows on April 10th!” - Alejandro Marquez (Game Director at Baby Robot Games).
MAIN FEATURES
Become one with the shadows.
Combine agility, powers and gadgets.
Play your way.
Define your legacy.
Explore a dying, beautiful world.
ABOUT BABY ROBOT GAMES
Spiritfarer - PC Review
Spiritfarer by developer and publisher Thunder Lotus Games—PC (Steam) Review written by Susan N. with a copy provided by the publisher.
Estimated reading time: 8 minutes
Gameplay
We are introduced to Charon at the beginning and he is exactly what we expect. This is a surprise because all the other characters change forms where we do not. No matter, we are thrown into the thick of things with Charon's boat, a special light granting us powers, and our first passenger kicks things off.
Before we can progress, we have to tidy up the boat. Getting rid of the boxes and leftover items serve to build a guest house for new passengers. Though, later on, each character will want their own.
Our next trip is to Albert's Shipyard for boat upgrades, which includes everything from speed boosts, to light additions, and to enlarge the vessel. At this point, we know that each upgrade requires specific items collected from various locations in this world.
Spiritfarers' gameplay is unique in that farming, cooking, logging, mining, and fishing are all required to succeed. First and foremost, the characters need food to survive. Then we have to cut logs into planks to construct or improve buildings. Finally, each character has objectives to complete before they can be brought to the Everdoor.
Early on, Gwen (the first passenger) introduces players to one of the mini-games. Most mini-games are initiated by individual characters while in certain areas of the map. For example, there are black circles on the map with a shooting star image. It contains bright jelly, an upgrade material for the kitchen. To activate the mini-game for bottled ectoplasm, players need to have discovered a different character. And should a player enter an area without having unlocked the event, they won't be able to get the resource!
A Couple of Pros and Cons
One of my primary issues of Spiritfarer is the idea that in the late game, the pacing is off. I don't mind the fact that players can take their time with different quests, but spending hours traveling the world without having the ability to get some of the resources is what slows its pacing. Notably, ectoplasm can't be found unless players have discovered a particular character that is not found by normal means. Thus, Stanley did not come onto my ship until many weeks had passed in the game.
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| I also love that there are D&D references in Spiritfarer! |
One of the best features of Spiritfarer is arguably the character's stories. We learn that not all characters are proud of their choices in life. Others are content with themselves by the time they reach the end. We learn that characters are crass, or quick-witted, or fell in love with the wrong person. Each character has their charm which leads to our personal feelings about these people when we take them to the Everdoor. I laughed with Gwen's dialogue because of lines like this: "People like you are the reason we have middle fingers." (That biting wit... LOVE IT.) I cried with the departure of Alice. And I was shocked at the passing of another character.
All told, Spiritfarer is a fantastic game. Thunder Lotus not only brought a game to the market that positively sheds light on the subject of death, but they did something even more remarkable. They paid tribute to their staff by remembering friends and family members who had traits like the characters in the game. Talk about caring about your employees, their dedication to Spiritfarer surpasses many games because of what it means to their people. How can one not appreciate this kind of action?
Graphics and UI
Players can use a keyboard or controller for their experience. I opted to play on the controller since I used a TV for much of my playthrough. It's easy to access the quest menu and the inventory because of the keybind layout. It took some getting used to holding up on the analog stick to catch a zipline.
The top right-hand side of the screen shows the day-night cycle. This is useful for knowing when Stella (your character) needs to wake up her guests. It's also useful to know when players can set the boat to travel (for some reason, it isn't allowed to travel at night.) Because of this, players can't see the world map unless they are at a bus stop or able to access ship navigation - another minor nuisance.
I appreciate Spiritfarer's graphics style. When Stella meets different characters, they look like a humanoid covered with a sheet. Upon arrival on the ship, they can transform into a frog, a hedgehog, a lion, a bird, or a snake. All characters are genderless and are defined by their dialogue and demeanor. This is because there is no voice acting. For some reason, I always thought of Atul, your uncle, to be a woman. He just had the enthusiasm and outlook on life that seemed more feminine. I don't know why I assumed that considering he tells you he's your Uncle.
Another element of the graphics that I enjoy is the attention to detail. When players are inside mines, there are visual indicators that there is a hidden pathway leading to collectibles or other characters. After a character passes through the Everdoor, they are commemorated in the sky as a constellation. Depending on where players are on their boat, at night time you can visibly see these constellations.
Music and Audio
The first thing to note about Spiritfarer is the fact that there is no voice acting, meaning that players have to read the dialogue. The most we get are small noises from the characters like a 'hmm' sound when interacting with them. However, what sells the game, other than the subject matter, is the music.
Max LL (Maxime Lacoste-Lebuis) is a Canadian composer who has been in the music industry for nearly a decade. His music has been played by the Montreal Metropolitan Orchestra and has been featured in games, films, and other projects around the world. Max LL is a long time composer for Thunder Lotus Games and has worked on other notable soundtracks like Jotun and Sundered. His experience with music and sound design is a brilliant addition to Spiritfarer and I'm here for it.
I found that his compositions never outshine the serious theme of the game yet it is fitting and beautiful. The music pops out during key moments like bringing characters to the Everdoor for maximum emotional effect. It's no wonder that his compositions appear in several games developed by Thunder Lotus. Below, I've linked the soundtrack to Spiritfarer. Have a listen!
Spiriting Final Thoughts
I find that Spiritfarer is an amazing game that almost flew under my radar. It tackles the topic of death with care and this made me appreciate more because I'm still affected by a family members' passing. I love that each character has a story and a personality, sucking you into their world. However, the greatest feature of Spiritfarer is the fact that the entire game is a tribute to their staff by modeling the characters after Thunder Lotus family and friends who've passed on.
Also, I'd like to add that Thunder Lotus took care of another aspect of game development, especially with a topic like death, and that is developing a game that is ambiguous about religious belief. Even though we take characters to the Everdoor, the game developers don't assume what players believe exists about the afterlife. And as a person who doesn't believe in the normally accepted vision of 'God', I appreciate the fact that the developers don't make assumptions for its players.
Summary
Spiritfarer is a fantastic game that deals with the topic of death but it's much more than that. It is an unforgettable experience. Players connect with the characters before taking them to the Everdoor, or their final resting place. Thunder Lotus treats the subject with care and Spiritfarer serves as a special tribute to the developers' friends and family who have already passed. Overall, I found myself enjoying my 40-hour playthrough of this somber and amazing game. Thus, I give it a 9 out of 10 so don't miss the boat on this title!
Score: 9 / 10
The Inner Friend Releasing on Consoles!
Montreal, Quebec, April 16, 2020 — Montreal based developers PLAYMIND are proud to announce their award-winning game The Inner Friend will be coming to consoles on April 28th, 2020. Owners of Microsoft’s Xbox One and Sony’s Playstation 4 will be able to experience the critically-acclaimed story of self-discovery and catharsis. The soul-searching experiment gets even better this time around with a new alternate ending, which will also be available as an update to the Steam version.
The Inner Friend originally launched on PC in 2018 and won a series of awards at conventions and independent gaming festivals including Best in Play at GDC Play 2019, Best Experimental Game at TGS 2018, and Best in Show at the Montreal Indie Games Festival 2017.
The story of The Inner Friend takes you on a journey through a fragmented dreamscape, led by a mysterious Shadow. Horrifying monsters stalk The Shadow’s memories; the player must evade and fight them while dealing with obstacles and puzzles in the darkness of The Shadow’s mind.
Watch the new release date reveal trailer for The Inner Friend on consoles below.
“We at PLAYMIND are very excited to be able to share our game with a brand new audience on Xbox One and Playstation 4. While we are very proud of the accolades The Inner Friend has received, we think the best validation of our work comes from our fans that have allowed us to continue to make games. We can’t wait to welcome another wave of enthusiastic players to our community”, says Emmanuel Sevigny, founder and CEO at Playmind.
Key Features
IMMERSIVE STORYTELLING: Immerse yourself in a visually-driven narrative with a minimalist interface
AN EERIE ADVENTURE: Journey through a surreal world inspired by childhood nightmares and psychology
DIVERSE GAMEPLAY MECHANICS: Overcome obstacles, solve puzzles and defeat nightmarish foes
RECONNECT WITH YOUR INNER CHILD: Earn the Shadow’s trust to unlock new challenges and pieces of the story
COLLECT ALL ARTIFACTS: Rebuild the Shadow’s safe haven to save him from his darkest fears
The Inner Friend is currently available on Steam, and will be released on Xbox one and PS4 for $14.99 on April 28, 2020. A 10% discount will be offered to all pre-orders on Xbox one starting on April 16 and extended to PS4 users in North America from April 28 until May 4, 2020 with 20% off for Playstation Plus subscribers worldwide.
Supporting Assets and Links
The Inner Friend Official Site
About PLAYMIND
PLAYMIND is a gaming and digital media studio that has its finger on the pulse of digital culture. PLAYMIND is a genuine studio of the 21st century. For more than 15 years, PLAYMIND has specialized in the design and development of digital media. They combine strategic analysis and prototyping with cutting edge technologies to create strong, immersive experiences. We focus on mobile, VR, AR, console, event-based video games, digital interactions, and immersive environments for advertising, museums, events, world fairs, and performances. PLAYMIND’s first self-published IP, The Inner Friend, released in September 2018.
Article by: Susan N.
Rain of Reflections - PC Review
Introduction
Welcome to a dystopian cyberpunk-esque world where players take on the role of Wilona who lives in a world where humans have become completely infertile. She is a scientist that has been helping to work on the problem in order to keep humanity alive - herself included. To achieve this, Wilona enters a dialogue with her mother to move out of OneCity into a place where the ministers' role will not be diminished. Instead, players are tasked with helping the only natural born child left escape from the experiments, ignoring your mother, and beginning your adventure.Gameplay
Rain of Reflections is a point and click story based game that has some elements which are not used in many games of its type. There are plenty of titles that rely on the choices that players make in order to show off the premise. In RoR, players not only get to choose dialogue options - that will alter the course of the game - they can stealth through encounters, and hack into various systems! In fact, even though there are all three of these elements in the game, I rather enjoyed my experience... Until I reached the end of the episode... I NEED TO KNOW MORE. YOU CAN'T JUST LEAVE US LIKE THAT! *Ahem* Excuse me... Let's talk about the Encounters, the hacking, and the story.Encounters/Combat
The encounters in RoR are turn-based, so players get a certain amount of movement squares, motivation, and abilities to deal with. Wilona is able to perform two actions per turn - in fact, so can her friend Luca when they meet up later in the game - where players can choose to attack, speak, or move. She is able to speak or move twice per turn but is only able to attack once per turn.Wilona has a special ability that is introduced to at the beginning of the game, which is a cloaking ability. It only lasts for one turn and dissipates at the start of her next turn. It's best not to stand in line of sight of enemy bolts (re: security) or pay the consequences! Anyways, the cloaking ability does not consume an action, meaning that players can cloak, move, and then shoot - which is really handy if you ask me! If, for some reason, your character is sighted after uncloaking or moving, then encounter does not automatically fail - a feature I appreciate. Players are able to continue to play the game as long as they don't die. (I mean, this should be an obvious statement, but you never know...)
When players are with Luca, and the two of them are in combat together, they can use a speak command as one of their turns. This is another important feature of the game because speaking can do one of three things: boost their own morale, boost the morale of the party members, or decrease the motivation of the enemy bolts. Each of these are integral to the survival of Wilona and Luca as the game progresses forward, especially because of the way 'health' is handled in RoR.
Unlike most games, the health bar is actually a motivation bar and it is the driving force of the encounters in RoR. It is an all in one package way of running encounters without creating a complex combat system. With it, players can deal damage or heal themselves without the use of multiple extra abilities, whereas traditional games where attacking and healing are separate abilities an require cast times or line of sight. Because motivation can either increase or decrease during an encounter, the use of multiple abilities beyond cloak, move, attack, or speak is completely unnecessary. It also means that developers had an easier time creating an easily balanced combat system. As one would expect, motivation can increase from pep talks and hiding behind cover. Motivation will decrease if players are shot, robbed of their cover, or taunted by the enemy bolts.
While the encounters are not particularly complicated in RoR, they are unique to this game, making it a combat system I enjoy.
Hacking
In RoR, the hacking is both interesting and highly irritating at the same time. But before I explain why, let me explain how the hacking is achieved in RoR.There are three types of hacks:
- Sound puzzles,
- Racing puzzles, and
- Rubik cube-like puzzles (honestly, this is the best description I have of it.)
The Story
In RoR, the story is the driving force of the whole game. Players begin in Wilona's apartment in OneCity where she is leaving to rendezvous with Luca. Their objective is to let the last human born child free of the scientists who've been trying to make sense of her existence. Wilona is one of the scientists which is why she knows of the child's life - she interacts with her regularly. On the way out the door, Wilona receives a phone call from her mother, that players find out is the Minister. Players learn that she is calling because there are 'terrorists' in the city, which are threatening enough that the Minister has arranged for an escort out of the city. After calming her down, Wilona continues her initial plan of freeing the little girl before her escort arrives.The tension between the two doesn't go unnoticed, and further solidifies itself as a major issue when Wilona runs into some Bolts (security and escort) on her floor, leaving her with little time to escape unnoticed. In playing through the story, players are introduced to the hacking system and encounter system in the game. They are also presented with a variety of dialogue options that can be used to adjust the games course. And the whole while, players are simply trying to save this poor little girl stuff away in a lab somewhere...
Along the way, are various characters that are well thought out and fairly three dimensional - at least for the time you interact with them. Throughout the story, players are able to interact with some of these characters, if they wish. Doing so will sometimes make sections of the game easier or harder depending on what players choose in dialogue. And I found that interacting with many of these characters shows that the world is well thought out. At first I had focused more on the hacking or the encounters but really, the story is what pulled me through all the way. In fact, by the end of the episode "Set Free", I screamed at my computer because that should not be the way it ends! I need to know more! You can't just leave us hanging like that! DAMN YOU (in a good way)!!!!!
Anyways, since I had that kind of reaction, it shows me that Lionbite Games has put together an excellent story that is engaging and different from others of its kind. I need the rest of these episodes to find out more about this world. NEED IT!
Final Thoughts
Overall, I am really glad to have played Rain of Reflection. It may be an episodic game but I absolutely enjoyed it. The graphics were extremely well done, the music was absolutely breathtaking, and the gameplay was unique. It's story is one that I need to see the end of, and I can't wait to see what happens to this universe. Because of my experience with the game, I'm going to give RoR an 8 out of 10.If you want to know more about Rain of Reflections, which only has three episodes planned, please check out the website or purchase it on Steam. Please note that Rain of Reflections recently updated to be only 9.99 Euros for each episode, $10.99 CDN, and $9.99 USD.
Lionbite Games can be found on Facebook, Twitter, and YouTube, so be sure to follow them!
Game Information
Platform:
PC
Developer(s):
LionBite
Publisher(s):
LionBite
Genre(s):
Adventure,
Turn-based
Mode(s):
Single Player
Other Platform(s):
NA
Source:
Provided by Publisher
Article by Susan N.
New Jack the Ripper Game Dance of Death: Du Lac & Fey Releases
London, UK - Friday 5th April, 2019: Salix Games is very excited to announce that its ambitious adventure Dance of Death: Du Lac & Fey launches on PC today.
A suspect and corrupt mainstream media? A culture tainted with misogyny and discrimination? A world where sex and sexuality are unnaturally and unhealthily buried? All make an appearance in the game’s branching and gripping narrative, as the game’s two leads try and track down the infamous Jack the Ripper.
Lifted from Arthurian Legend, the two main characters - Du Lac and Fey find themselves in new forms and, indeed, a new time, taking with them the pains of their past lives as they trail the path of death left by Jack the Ripper. In the midst of their investigations they also encounter a Whitechapel local Mary Kelly, a young woman with special gifts who may hold the key to the entire mystery…
Be warned, investigations are anything but linear, with an extensive branching narrative, the crucial choices the players make lead to unique - and potentially unexpected - conclusions.
Dance of Death: Du Lac and Fey has been crafted by a team that, collectively, has worked at the likes of Lionhead and Rocksteady. Jessica Saunders, founder of Salix Games, is very much accustomed to high production values and branching narratives with here experience in the industry and she is keen to highlight that the story - which sends players back in time to the 19th century - is still in line with modern day challenges and topics.
“We can’t wait to see what people think of ‘Dance of Death’,” says Saunders. “This is an opportunity for gamers to experience a truly unique and mature narrative that doesn’t shy away from exploring human themes in a historical world. We want to mix up the adventure genre and provide a crafted experience that accurately represents Victorian London in all its gritty glory, but also add a slight magical element to it - bring a fresh new flavour and perspective to the Ripper case.”
Saunders continues, “It was imperative that we give a voice to those in the investigation that you would often ignore. Most mediums will focus on the murderer or investigation itself, but we felt the essence and detail of an engaging story exists in the people that surround the crime. "
Developed by a team of true artisans in games, acting, art, sound, and music, and brimming with quality, Dance of Death: Du Lac & Fey features:
- An absorbing and atmospheric tale of a 19th century London being torn apart by the murderous Jack the Ripper
- Netflix Original production standards - this is a quality adventure with a bold story to tell
- Three playable characters, - immortal knight Sir Lancelot Du Lac, the cursed sorceress Morgana Le Fey, and the Ripper’s last victim Mary Kelly - each of whom has their own demons to take on in play
- Crime scene investigations tailored to the skills of the three main characters, encouraging players to adapt their approach
- A multi-branching story where in-game decisions impact on each character’s resolution
- A wide array of NPCs designed to show what real life was like in 19th century Whitechapel
- A cast of amazing voice actors, including stars from Dragon Age, Penny Dreadful, Black Mirror, and Game of Thrones
About Salix Games
Salix Games was set up to create incredible worlds to be explored and fascinating characters to meet while you are there. Above all we want to tell great stories and craft meaningful experiences that stay with you long after you’ve finished them.With Salix’s headquarters based near Guildford, the majority of the team works remotely around the world, with each member bringing diversity, passion and expertise to the games we make.
Article by Susan N.



































