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Showing posts with label Tactical RPG. Show all posts
Showing posts with label Tactical RPG. Show all posts

Aether & Iron - PC (Steam) Review


Aether & Iron by co-developers Chaos Theory Games and Seismic Squirrel and published by Seismic SquirrelPC (Steam) review written by Hayden with a copy provided by the publisher. 
 

Estimated reading time: 6 minutes

This is a game that drops you straight into a story and setting out of a noir film. Filled with shady characters hiding mysterious pasts and painful secrets, Aether & Iron wastes no time with a barrage of immersion-breaking tutorials that want you to press WASD and fiddle with the mouse wheel to control the camera. Instead, your tutorial comes piece by piece as you complete the first chapter of the game, hiding instruction behind impeccably on-tone voice acting and gorgeous tableau. 

Aether & Iron leans into an aesthetic partway between old noir detective films, retro art-deco sci-fi imagery, and just a touch of steampunk. On the character side, there is plenty of visual contrast between the working stiffs with stained coveralls, the high-society elites in impeccable suits and dresses, and our smuggler protagonist in her interwar style that combines detective and mob enforcer - all of which reinforce a very class-stratified setting.  In Aethor & Iron, if you want to get ahead you don’t just climb a social ladder, you literally go up. In this version of New York, society doesn’t just create metaphorical islands, it has made literal ones, floating via giant gravity-controlling ‘aether engines’. It literally stratifies the city’s social order in a way that reinforces both how low you are at the start of the game and how you can try to claw your way up.


As visually stunning as this is, however, don’t expect a lot of animation on the screen.  For most of the game this plays as a narrative RPG - a large static splash background image on which the player can point-and-click the item they want to interact with, a sidebar for quest text, decisions and dice-based skill checks, and often an image of the primary character speaking in the scene. And I do mean speaking! There is a huge amount of voice acting in the game, and at least in the base English version I was hard pressed to find much deviation between the voice acting and the text lines. The extent and quality of the voice acting actually brought out one of my few annoyances with the game: I’m personally a fairly fast reader, and this meant at times I would be done reading a block of text before the voice over for the same piece was, leading me to either have to stop and wait while it caught up or click forward and in doing so skip some of the wonderful work that was done here.  Whether or not that’s a concern for anyone else however, is going to be entirely down to personal taste.

The place where there is animation, however, is combat. There’s a bit of a stereotype that no action movie is complete without a car chase, and Aether & Iron seems to have taken that to the extreme. You don’t dodge around behind crates and try to sneak between pillars here - no, not even close. If there’s combat, it's in cars as you race down city streets, shooting at your target in between (or through, if you’re unscrupulous) innocent bystanders. Action is turn-based as the combatants speed along, with each vehicle having a customizable loadout of weapons, armor and special equipment. Bystanders, road splits and merges, falling debris and construction works all create hazards that keep the challenge fresh. Certain quests will also require in-vehicle action, doing things like trying to disable a train running alongside the road while simultaneously trying to ward off the local authorities.

Did I mention customization? Aether & Iron lets players choose from a variety of vehicle, from light sedans that slide around the road like metallic piranhas to large transport trucks that can conceal flamethrowers, miniguns and all sorts of fantastical heavy weapons (and maybe an entire bank’s worth of ill-gotten loot). Each member of the player’s party drives their own vehicle in combat, with their skills and abilities determining what vehicles they can drive and influencing the options available each turn. Of course, you can also customize the paint job on your vehicles, and in my case I was soon burning up the streets in a fleet of vehicles sporting a flashy yellow-and-black combination that fell somewhere between ‘angry taxi’ and ‘overgrown hornet’.

Beyond the cars, each character in your crew can level up over time and put points into various skill trees that unlock bonuses in and out of car-combat. From bonuses on skill checks to automatic vehicle repairs and free counterattacks, you’ll never have enough points to have everything you want all the time. Well, not on a single character, at least. By carefully balancing out the skills of the people in your crew, you can cover most areas if that’s what you want. Or maybe it's better to go all in and get really good at one thing? You’ll have to play for yourself to decide.

Deciding. Now that’s an interesting part of the game for sure. While Aether & Iron casts you in the role of a smuggler, there’s nothing that says you have to be a certain kind of smuggler. You want to play it like a persuasive fast-talker who always seems to bend the deal their way? You can do that. You want to play hardball with threats backed up by a copious amount of lead? You can do that too. However you play it, you’ll have to live with your choices and their consequences. Killing someone now might ensure they can’t be a threat later, but might turn those that knew them against you. Showing mercy to an outmaneuvered foe on the other hand might keep your body count down and your profile off the authorities radar, but can leave you open to later betrayal. Either way, you’re going to have to deal with the results down the line, so think hard before you pull the trigger - but not too long!  Beyond the moral choices, there’s another element as well. While many scenes give you the option to interact with a variety of objects, observations and people, you never know when something might trigger another activity, forever preventing you from learning what was behind Door #2.

Overall, this is a clear story with choices that feel like they matter. Top-notch voice acting and eye-catching visuals are coupled here with enough character and vehicle customization to make each playthrough different, and I’m looking forward to having a chance to replay the game to try a different route. The main story scenes might not have as many flashing lights and sudden jump-scares as some 3D over-the-shoulder detective games, but the gorgeous tableau art keeps you immersed in a consistent style in a way that running a character around to poke into every broom closet and washroom stall never could. An extremely solid narrative RPG and well worth your time!

Summary

This is a clear story with choices that feel like they matter - Aether & Iron is already quietly stealing away with my time like a mysterious stranger in a trench coat!  Top-notch voice acting and eye-catching visuals are coupled here with enough character and vehicle customization to make each playthrough different. A very solid narrative RPG that will take every minute you can give it, and maybe a few more!



Score: 9.5 / 10



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Become a Guild Master in Tactical RPG on PlayStation 5

Our Adventurer Guild is launching on PlayStation 5. This tactical RPG puts players in the role of a guild master. Created by a solo developer, the game combines guild management, questing, and turn-based combat. The PS5 release date is March 3. Previously released on PC, it has 95% positive user reviews. Our Adventurer Guild is also available on Xbox One and Xbox Series X|S.


Our Adventurer Guild was developed by the one-person studio GreenGuy. First released on PC in 2024, it recently arrived on Xbox One and Xbox Series X|S. Ultimate Games S.A. prepared and published the console versions.

The game has received strong player reception. On Steam, Our Adventurer Guild currently holds 95 percent positive reviews based on over 2,800 opinions.

Create a Powerful Guild

Our Adventurer Guild is an independent tactical RPG where the player leads a guild of adventurers. The main storyline focuses on rebuilding the guild and restoring it to its former glory.

Gameplay centers on managing the guild and completing quests with turn-based combat. The player is also responsible for character progression and crafting.

Our Adventurer Guild features procedurally generated maps for missions, with exploration elements and turn-based combat. Gameplay includes random events, skill checks, and resource gathering. Items obtained during missions can be used to craft equipment.

Turn-Based Combat and Character Development

The turn-based combat system in Our Adventurer Guild uses advanced mechanics. Players face dozens of unique enemies, and battles feature the Bravery system, which allows riskier, more powerful attacks.

The game offers broad options for character development, training, and customization. Players should consider the relationships, moods, and backstories of individual heroes. Proper synergies can positively affect characters during combat.


Our Adventurer Guild – Key Features:

  • Tactical RPG;
  • Turn-based combat;
  • Guild leadership and management;
  • Character development and customization;
  • Item crafting.

The release date of Our Adventurer Guild on PlayStation 5 has been set for March 3, 2026.
Article by: Susan N.
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One Person Indie Studio GreenGuy Launched Our Adventurer Guild on Steam and Xbox Consoles!

Our Adventurer Guild was developed by the one-person indie studio GreenGuy and launched on PC in 2024. The console versions are being prepared and published by Ultimate Games S.A.


On Steam, Our Adventurer Guild currently holds 95% positive reviews, based on over 2,800 player ratings.

Become the Guild Master


Our Adventurer Guild is an indie tactical RPG with strong guild management elements, centered around a guild of adventurers. Players take on the role of the Guild Master tasked with restoring the guild to its former glory. The narrative focuses on rebuilding the guild and features a notable dose of humor.

Gameplay revolves around managing the guild, embarking on quests with turn-based combat, character development, and crafting.

Missions and exploration take place on procedurally generated maps. During adventures, players encounter random events, enemies, and skill checks. Resource gathering is important, as items collected during quests can be used in crafting to create useful and unique equipment.

Win Battles and Shape Your Heroes


Tactical encounters feature advanced turn-based combat mechanics and dozens of unique enemies. Battles are further enhanced by the Bravery system, which allows heroes to take greater risks and push beyond their limits.

The game offers extensive options for character progression, training, and customization, including attributes, classes, skills, and appearance. In Our Adventurer Guild, players must also monitor the moods, relationships, and personal stories of individual guild members. These elements directly affect interactions between heroes during combat.


Our Adventurer Guild – Key Features:

  • Tactical RPG gameplay
  • Turn-based combat system
  • Guild leadership and management
  • Character development and customization
  • Item crafting

Our Adventurer Guild launched on Xbox One and Xbox Series X|S on January 27, 2026. The game will be released on PlayStation 4 and PlayStation 5 in the coming months.
Article by: Susan N.
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Guards II: Chaos in Hell - PC Review


Guards II: Chaos in Hell by developer Battlecruiser Games and publisher HeroCraft PCPC(Steam) review written by Mike with a copy provided by the publisher. 
 
Estimated reading time: 5 minutes

Published by HeroCraft PC and Developed by BattleCruiser Games “Guards II: Chaos in Hell” begins with a journey into Delaware… no, I’m kidding. Hell is our central location as the player takes charge in this turn based lane combat strategic adventure against all types of enemies straight from the very depth of Hell itself. The Sequel of the original “Guards” Developed and Published by HeroCraft PC is a far cry from the earlier 3d top down graphics of the original. Replaced with pixel style everything, and I do mean everything. The art and backgrounds show a deep love of environment settings, world building, atmosphere and the unique enemy/Hero designs shine through immensely in layers.


Guards II begins the story of a young magician summoning a Ifrit, a powerful spirit or demon from Middle eastern folklore often linked to the element of fire, the ifrit offers him a deal. 
The Devil had united all Kingdoms of hell in a effort to invade the human world. Not wanting this to happen, he proposes to the young magician to aid in causing chaos in the kingdoms of hell to thwart the invasion. With no hesitation, the wizard agrees to help, summoning heroes into the realm to assist in the mission. 

My initial first impression of this well-structured turn-based title had me on a nostalgic memory trip as the pixel graphs and easy to adapt control interface felt very inspirational if not reminiscent to the early days of commodore 64 titles. I found myself slightly surprised at how simple and complex a game could be made in such a manner where halfway into a battle it feels less like a tower defense and more in the ways of a type of Chess re-imagined! 

In Guards II you start in control of the placement of 4 of the player pieces in a lane with combat as a turn-based defense against swarm after swarm of enemies. You begin with the Young Wizard, the Demon hunter, the Alchemist, and the Warrior Princess. Each hero is unique with their own attacks, defenses, strengths and weaknesses as well as their own Upgrade trees to level up as you progress through the various kingdoms of hell. Utilizing each hero to defeat the waves of enemies per kingdom requires some strategic planning and organizing of short range, mid range and long range attacks so as to prevent any of the summoned heroes from falling in battle. There is also an upgrade tree which will allow the heroes to become stronger and more resilient to various factors in the long road ahead.


The combat is turn-based as you are allowed the ability to swap two Hero characters on the battlefield before the attack/defense phase plays out. Certain enemies will be weak to the Alchemist bombs as they cause some fire damage, whereas other enemies will have a harder time dealing with the Warrior Princess in close quarter fights. Upon winning a few kingdom regions of the map, you will unlock the ability to upgrade overall skill powers that swing favor in battles to your entire team, and unlock more Heroes as you progress deeper into the depth of the kingdom map. At the time of this writing I have advanced to the 5th kingdom of Hell after trial and error with swapping out heroes to either take blunt force, resist curses cast by enemies or simply made enough mistakes to understand and adapt each hero's strengths to advance forward through these trials of chaos.


Every turn, you exchange two heroes positions. Heroes that are moved into the resting zone get healed. A hero who moves out of the resting zone executes their special move. The Archer has a barrage of Arrows damaging all enemies in his lane, the Alchemist tosses a potion to heal teammates, and so on. All other heroes in each lane perform their normal attack in the action phase. The game loop is to figure out which sequence is best to eliminate the required amount of enemy units, or to take down the bosses. However, if any of your heroes are defeated in battle, you lose the match and are prompted to try again or head back to the staging area. Utilizing the rest zone behind the primary 3 attacking heroes will keep your units healthy and in fighting order. The summoned heroes do different attack element types such as fire, magic, or death, and different enemies are weak/strong against different damage types. Think Chess with Rock Paper Scissor mechanics. Heroes have different attack ranges, so some trial and error is bound to occur as you learn as the battlefield changes kingdom to kingdom. 

Tutorials are explained by the Ifrit through text dialogue and don't overwhelm the pick-up and play approach of this game. In a matter of minutes you may find yourself jumping back into completed kingdom zones to understand and defeat enemies with alternative strategic placements. The difficulty levels can be chosen by the player, introducing replay-ability of completed kingdom regions in the event the preceding battle was just too quick or easy. The challenges get progressively more difficult as you progress deeper into the kingdoms and enemies have larger health pools. Weaknesses and strengths fluctuate as progress is made. There are 4 tiers of difficulty that can be changed per level to the players preferences.

The music is beautifully crafted and well composed, even when in battle mid way through a fight I find the soundtrack suiting and enjoyable at every phase. Each enemy as well has unique animations for surrounding, attacks, defense, taking damage and death. The battles are well animated sprite work that show a great dedication to the art teams dedication toward keeping the theme and feel of the characters in the setting environments players will encounter without feeling like they are out of place. The style choice is not only appealing but easy on operating systems for this game to run smoothly, even on a low end graphic PC. I highly recommend this title to anyone looking to have a challenge and appreciate the time and energy placed into pixel animations, well worthy of wandering off the regular treaded path of larger name titles to appreciate a unique and original style of this development team.

If you have a knack for a thinking game matched with a classic strategic turn-based experience, this title is well worth diving into to keep your brain thinking 5 steps ahead as you fight through the levels of the kingdoms of Hell, or die trying. The design and music are  just the icing on a well made cake.


Score: 7 / 10
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Flint Treasure of Oblivion Setting Sail for PC and Consoles on November 14th!

Paris, France – October 29, 2024 – Microids and Savage Level are thrilled are excited to unveil a new exclusive sneak peek of the upcoming tactical RPG, Flint: Treasure of Oblivion. The video offers over 4 minutes of commented gameplay, giving players a detailed look at the game’s mechanics, pirate-themed world, and role-playing depth.


In Flint: Treasure of Oblivion, players will explore immersive environments by interacting with local inhabitants to progress through the story and unlock additional quests. Throughout the exploration, players will have to collect cards with items linked to the story as well as Tactics. These cards allow Flint and his crew to level up, gain new weapons, and improve their dice rolls and attributes like defence, dexterity and health. Through this gameplay system, players will be able to use accessories, skills and attributes in combat phases.
 
Before setting out on adventures, players will need to assemble a diverse team by choosing from the pirates they have recruited in the various classes each with their own specific skills set including Surgeon, Freebooter or Helmsman. Different sailors can complement each other and combos can be performed by pairing two members of the same class, creating situations that can change the course of a fight.

Battles in Flint: Treasure of Oblivion emphasizes strategy. Players can take advantage of the environment by using verticality to fall on an opponent from a high point, or push a barrel to topple an enemy and take the advantage.

The game incorporates a strong tabletop role-playing dimension, with success in combat based in part on the results of dice rolls. These can be mitigated by the skills of team members and strategies adopted in combat, enhancing players' chances of success. This luck factor also applies to exploration phases, such as opening chests or certain narrative sequences
 



About Flint: Treasure of Oblivion


Get ready to embark alongside Captain Flint, his first mate Billy Bones, and his crew of sea wolves in search of a legendary treasure promising freedom and fortune. With its original narrative using traditional comic book expression, Flint: Treasure of Oblivion invites players to immerse themselves in a historically documented pirate adventure sprinkled with fantasy elements.

The game will be available on PC, PlayStation 5 and Xbox Series X|S on November 14, 2024. 
 

About Microids


Microids is a French video game publisher. Founded in 1985, Microids’ editorial strategy now focuses on 4 major areas: adventure games, racing games, retro gaming and games inspired by iconic titles. By collaborating with renowned studios and authors (Revolution Software, Sloclap, Oddworld Inhabitants, Pendulo Studios, Eden Studios, Go Nagai, Charles Cecil, Benoît Sokal, Paul Cuisset…), Microids has become a major player in international video games. Taking inspiration from legendary titles, Microids reaches a wide audience and creates original adventures which give gamers the chance to play as some of their most beloved characters.

Visit our website: http://www.microids.com/
Find Microids on LinkedInInstagram, Twitter, and Facebook
 

About Savage Level


Founded by two brothers Aurélien and Maxime Josse, seasoned veterans in the video game industry, Savage Level develops games that focus on immersing players in rich universes with profound but accessible gameplays while emphasizing on artistic direction deeply rooted in traditional arts.
Article by: Susan N.
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Tactical RPG Lost Eidolons: Veil of the Witch Releasing in Early Access on November 5th!

El Segundo, California– October 10, 2024 | Today, Kakao Games and Ocean Drive Studio are delighted to announce that Lost Eidolons: Veil of the Witch will be launching into Early Access on November 5. 


Spin-off to the beloved Lost Eidolons, this tactical RPG takes the genre one step further by incorporating roguelike elements for a truly unique experience. Players will embark on a quest to uncover their memories and regain what was lost. Inspired by cRPGs of yesteryear, players will be battling against hordes of the dead on their quest across this forsaken island.

With 9 playable characters, from a weathered mercenary to a prideful scholar, players will fall in love with this ragtag team of misfits inadvertently tasked with saving the world. No playthrough is quite the same, thanks to a mix of session-based upgrades and choice-driven encounters that will shape the world at the behest of a mysterious witch. Can she truly be trusted or is this deal as cursed as this wretched isle?



But players won’t have to wait until November 5 for their first taste of what Lost Eidolons: Veil of the Witch has to offer. The brand new demo featuring the entire first of the game’s three acts, 200+ skills and hundreds of upgrades is available on Steam right now and throughout Steam Next Fest! Discover what awaits on this cursed island today!

About Kakao Games


Founded in 2016, Kakao Games is a leading publisher of online and mobile games, responsible for releasing titles including Pearl Abyss's Black Desert Online (serviced in North America and Europe until early 2021), KRAFTON’s PlayerUnknown's Battlegrounds (serviced in Korea), XLGAMES's ArcheAge (service in North America, Europe and Oceania), Nimble Neuron's Survival MOBA Eternal Return (serviced in North America, Europe and Oceania), Kong Studios' Guardian Tales (serviced in North America, Europe, Latin America and Oceania), and Nineark's Eversoul (serviced in North America and Europe).

About Ocean Drive Studio


Ocean Drive Studio, a subsidiary of Kakao Games, is a company dedicated to developing and servicing games that resonate with global fans who love the same genres that their developers know and are passionate about. The studio gained attention with the release of its first game, the turn-based tactical RPG Lost Eidolons, on Steam, PS5, and Xbox. Building on this success, they are working on the second game in the same genre, Lost Eidolons: Veil of the Witch, as well as other titles including the roguelite shooter Section 13, the physics-based sandbox survival game God Save Birmingham, and an action RPG based on the IP Sword Master Youngest Son. Ocean Drive Studio aims to deliver unique and engaging gaming experience to gamers around the world through these diverse game genres. 

Article by: Susan N.
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Burden of Command Coming Out in 2025!

October 14th, 2024 | Can you be a leader of men? This is the quintessential question that Burden of Command is asking. 


Burden of Command is an emotionally authentic tactical leadership RPG. You’re a company Captain in the historical Cottonbalers. Fighting psychology as much as bullets, you must build respect, trust, and battlefield experience to bring your brothers safely home. It's an interactive "Band of Brothers"!

Features:

  • Master the Psychology of the Battlefield - Demoralize the enemy, inspire your men. Build trust and respect to overcome their natural fear of death. All based on painstaking study of real combat psychology.
  • Realistic WWII tactical leadership - learn to suppress the enemy, flank them, and finish them. Good tactics earn you trust, and respect, and an enemy surrender. Bad tactics earn death for your men.
  • Life and death decisions - get a soldier killed, lose them forever (permadeath). Your choices, their consequences.
  • A leadership RPG - guide your men through personal crises and combat stress. How you treat them affects their Mindsets. Mindsets change how they speak and think, and how they perform on the battlefield. Lead well, and forge a brotherhood willing to follow you to hell and back.
  • The Burden of Command - Lead your unit through a narrative-driven campaign of 18 turn-based, tactical battles. When will you risk their lives for the mission, or withdraw to preserve them?
  • Face the same decisions they did - Painstakingly recreated historical battlefields and forces from period accounts, satellite imagery, period maps, and aerial reconnaissance. Military historian Professor John McManus, official chronicler of the Cottonbalers regiment we follow, playtests and advises us.

YouTube – Official channel of Burden of Command


Industry Recognition


“...Aiming to be an Interactive Band of Brothers”

- Forbes

“Burden of Command is a tactical RPG that aims to capture the personal experiences of war [...] there's a strong commitment to historical authenticity”

- PC Gamer

“…designed to show players the complexity of leading people into battle […] it might offer a level of realism rarely seen in such games."

- Stars and Stripes

“Burden of Command is in a class by itself. I know of no other game that brings history to life with more accuracy and immediacy. Highest recommendation!”

- Dr. John C. McManus, Curator’s Distinguished Professor of US Military History

“The sweet spot for games with narrative is the place where writing meets design. Burden of Command plants its flag right at the heart of this sweet spot.”

- Alexis Kennedy (Dragon Age, Stellaris, Fallen London, Sunless Sea, Cultist Simulator)

“It's like Band of Brothers and XCom had a baby.”

- Task & Purpose

“But I’ve never come across a game that sounds quite like Burden of Command before.”

- PC PowerPlay

“I am incredibly excited for games like Burden of Command. [...] This looks to be the type of game that focuses more on the feeling it leaves you with than anything else, and that has me excited…”

- Destructoid

“I simply cannot wait for this. It’s going to be a masterpiece.”

- Dark World Gaming

“Burden of Command says it all in the name – it’s the first World War 2 game I’ve ever experienced where the emotional struggle comes from the top and bleeds right down into the trenches.”

- Chris Avellone (Torment, KOTOR 2, Fallout 2/New Vegas, Divinity)


Green Tree Games LLC


We're a small indie driven by our passion for the drama that is history. We bring to bear an unusual combination of military, classical art, psychology, and AI experience. That being said, most of us are doing this in our free time working from locations across the globe. We'll need your help getting this right.

Article by: Susan N.
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Tactical RPG Metal Slug Tactics Releasing in Fall of 2024

PARIS (Sept. 30, 2024) - Publisher Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4) and developer Leikir Studio (Rogue Lords, Synergy) today released a new, in-depth video look at Metal Slug Tactics, the grid-based tactical RPG adaptation of the iconic run-and-gun franchise. Metal Slug Tactics will be released in Fall 2024 for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.


In the video, Leikir Studio reflects on childhood memories of playing the series in arcades. The team bonds over a shared fondness for the METAL SLUG universe, which Dotemu and Leikir Studio hope to instill in new players and evoke from series veterans when they storm the battlefield in Metal Slug Tactics.

The combat of Metal Slug Tactics takes place in an isometric view, a fresh, reimagined approach to the side-scrolling action for which the series is famous. A change in perspective that affects gameplay and visuals alike, Leikir Studio worked in collaboration with the franchise’s legendary original pixel artists to ensure Metal Slug Tactics authentically captures the spirit of the series’ stunning visuals. The video also explores Metal Slug Tactics’ introduction of new elements to series conventions, including the shift to tactical play, randomization to boost mission replayability, unlockable skills, and roguelite-style progression. It all adds up to a unique and imaginative way to enjoy the world of METAL SLUG.

The classic characters of METAL SLUG return in Metal Slug Tactics, armed with unique abilities that capture their signature personalities and influence each fighter’s approach to combat. With new mechanics such as SYNC team attacks that can be capitalized on through clever field positioning, and a home base-style armory where players select a squad to send into battle, Leikir Studio and Dotemu have transposed the feel of run-and-gun action into a tactical RPG while retaining the series’ DNA of fast-paced gameplay.

Both a respectful homage to an all-time classic and an imaginative new way to celebrate the renowned series, Metal Slug Tactics channels the timeless METAL SLUG aesthetic through gorgeous pixel art and fluid animation. The game’s highly replayable battlefields combine shuffled layouts from handcrafted terrain sectors with subtle roguelite elements, pushing players to adapt and overcome unpredictable clashes as they master dynamic, strategic combat.

Wield classic METAL SLUG weapons, leveraging skill trees, perks, and a super-charged adrenaline system to outwit and demolish the flanks of the series’ signature villains. The action is accompanied by an original soundtrack featuring music from Tee Lopes (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Sonic Mania, Streets of Rage 4’s Mr. X Nightmare DLC). Metal Slug Tactics is wholly developed by Leikir Studio with support from Dotemu and access supplied by IP owner SNK.

For the latest on Metal Slug Tactics, visit https://www.metalslugtactics.com/, follow @Dotemu and @LeikirStudio on X, and wishlist the game on Steam via https://store.steampowered.com/app/1590760/Metal_Slug_Tactics/.


About Dotemu

Dotemu is a French video game company specializing in bringing back the best video games and legendary pop culture licenses on PC and modern consoles, to create neo-retro experiences carefully crafted for fans around the world.

The Dotemu team has published and developed a number of global top-sellers across both PC and console, including the award-winning games Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4, Wonder Boy: The Dragon’s Trap, other great development and publishing work from Dotemu includes Windjammers 1 & 2, Pharaoh: A New Era and more. Dotemu is currently working with Leikir Studio on Metal Slug Tactics, with more announcements planned for later 2024 and beyond.

Learn more at http://www.dotemu.com.

About Leikir Studio

Leikir Studio is an independent studio based in Ivry sur Seine, France. Specialized in system games, we are passionate about carrying projects that we are passionate about.

We are the creators of the ruthless Isbarah, the warm Wondershot, the robotic I AM LEGION, the diabolical Rogue Lords and the sublime Synergy. Today, we’re putting all our energy and talent into Metal Slug Tactics to honor the hours of joy we had on this mythical license.

About SNK

Headquartered in Osaka, Japan, SNK develops, publishes, and distributes interactive entertainment software on a global scale. Known for such franchises as METAL SLUG, THE KING OF FIGHTERS, and SAMURAI SHODOWN, SNK continues to focus on its rich console game and arcade history.

©SNK CORPORATION ALL RIGHTS RESERVED.
    Article by: Susan N.


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    King Arthur: Knight's Tale, is coming to consoles in 2024

    Budapest, Hungary - November 9, 2023: NeocoreGames is thrilled to announce that its critically-acclaimed dark fantasy role-playing tactical game, King Arthur: Knight's Tale, is coming to consoles in 2024. Fans will be able to immerse themselves in the mystical realm of Avalon from February 22, 2024, when the game launches digitally for PlayStation 5 and Xbox Series X|S.

    A unique hybrid between turn-based tactical games and traditional, character-centric RPGs, King Arthur: Knight's Tale is a modern retelling of classic Arthurian mythology filtered through dark fantasy tropes, and presents a compelling twist on the traditional tales of chivalry.

    The game originally launched on PC, following a successful Kickstarter campaign in 2020 that earned the game a devoted and passionate fanbase. Since its original PC launch, the game has been lauded by critics, described by RPG Fan as “a top-notch tactical RPG” and “the definitive King Arthur game.”

    Console Release Date Announcement Trailer | King Arthur: Knight's Tale

    Console features

    • Graphical options: Players can choose between a Quality Mode offering 4K visuals, or a Performance Mode that prioritises framerate.
    • Local PvP: Challenge your friends on the battlefields of Avalon in local multiplayer.
    • Haptic Feedback: PS5 players can get closer to the battlefield than ever before, thanks to haptic feedback support for the DualSense controller.
    • Xbox Achievement and PlayStation Trophy tracking.


    Support for this console release will continue long after launch with seasonal content, optional skirmishes, and more features coming at a later date

    Set in a dark fantasy world based on the Arthurian myth (and our previous King Arthur strategy games), this Tactical / RPG hybrid begins right after the famous battle of Camlann, with a twist:

    You are Sir Mordred, the nemesis of King Arthur, the former black knight of the grim tales. You killed King Arthur, but with his dying breath, he struck you down. You both died – and yet, you both live.

    The Lady of the Lake, the ruler of the mystical island of Avalon brought you back to end a true nightmare. She wants you to go on a knightly quest. She wants you to finish what you have begun. Kill King Arthur – or whatever he has become after she took his dying vessel to Avalon.

    About King Arthur: Knight's Tale

    •     Your Fights: Control a small team of heroes and fight grueling, but satisfying battles with a deeply engaging, tactical turn-based combat system. Choose from more than 30 heroes across six diverse classes and combine hundreds of skills and artifacts to assemble an efficient team.
    •     Your Heroes: Gather your own Knights of the Round Table and send them on knightly quests. These heroes are the most important resources and the most complex gameplay elements at the same time. But beware! Death is always final! You must manage them at the Round Table accordingly, planning ahead before going into battles. The character progression system is designed to be as deep as in the traditional RPGs: heroes level up on unique skill trees and the complex loot system provides unique options to fine-tune their tactical capabilities. Each hero has a distinctive personality and their loyalty is constantly changing through the decisions made by the player –  in certain cases they can even leave the Round Table and turn against you.
    •     Your Kingdom: See the entirety of Avalon presented on an Adventure Map, observe all the territory, select your missions and explore various places. Management in King Arthur: Knight’s Tale focuses on rebuilding Camelot and expanding the mystical Stronghold with new buildings that each unlock various upgrades, and also offers different ways to heal up and manage the heroes of the Round Table.
    •     Your Legend: Play as Sir Mordred, the former nemesis of King Arthur. Explore the mystical island of Avalon, venture on knightly quests and make decisions in various encounters where you'll need to make moral choices, as in most RPGs, which all have impact on the story and your Morality. The end of the campaign opens up new endgame content for the bravest of all: tough new challenges appear on the map with challenging, mythic boss fights and random quests, loot, and character progression ultimately leading to the banishing of Balor, the monstrous god-king of the Fomorians himself.
    •     Beyond the Legend: Complete more than 50 unique points of interest on the Adventure Map, including 20 story missions and various side quests, taking place on diverse terrains. Journey to dark castle dungeons and the forests of the Sídhe, all built by using photoscanned environments and complemented by high-quality mocap animation, then rendered inside a modern PBR engine utilizing DirectX 12 to support strong, atmospheric effects. Challenge seven enemy factions, fight more than 50 types of enemy units, and overcome ten incredible boss fights throughout your quests.

    About NeocoreGames

    NeocoreGames is an independent video game development company founded in 2005 with its headquarters located in Budapest, Hungary. Best known for The Incredible Adventures of Van Helsing series and Deathtrap and currently working on Warhammer 40,000: Inquisitor - Martyr and Warhammer 40,000: Inquisitor - Prophecy, the very first Action RPG set in the Warhammer 40,000 universe. NeocoreGames also developed Crusaders: Thy Kingdom Come, The Kings’ Crusade and the King Arthur: The Role-playing Wargame series.

     

    Article by: Susan N.

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    Miasma Chronicles Review

    Miasma Chronicles by developer The Bearded Ladies and publisher 505 GamesPC (Steam) review written by Robert with a copy provided by the publisher.

    Estimated reading time: 4 minutes


    Hi folks! T1ckles from Chalgyr's Game Room here to chat about a solid little "tactical RPG" that we were lucky enough to get our hands one, but before we do, please remember to like, comment, and subscribe for more!

    I'd like to start this off with a resounding "thank you" to both The Bearded Ladies and 505 Games for providing a key for Miasma Chronicles. While I won't be getting into details about the mid- and late-game, there will be spoilers for the introductory level so please consider this your spoiler warning.

    Taking on the role of Elvis, you're a young man who ,with the help of his trusty robot companion, Diggs, are trying to find a way to open a Miasma rift in an effort to save, "Moma." Though gorgeous and, to some degree, possessing of some quality voice-acting, one of the biggest issues I have with Miasma Chronicles is the use of the term, "Moma."  Whenever any character, Elvis included, says "Moma," it sounds a bit like it's a darker picture into fetishes that I myself am not comfortable with- it's pleading-sounding and just weird and REALLY off-putting.


    While I didn't run into any crashes or game-breaking bugs, I did have an inconsistent framerate throughout the entire game. It's most notable right as you load into a new environment, or if you're transitioning between in-game cutscenes and gameplay itself.

    The rig I'm using is powered by a Ryzen 9 5900x, Radeon 7900 XTS, 64GB RAM, Samsung NVMe M2 drive, and am only running at 1440p- I shouldn't really be seeing slippage/hitching, but it's certainly there and can be seen throughout this video. Noticeable stutter is there.

    Audio quality (rather than the actual spoken dialog) is excellent; Diggs sounds slightly synthesized and hollow (as he's a robot, that makes sense). It was thankful to Elvis' smooth delivery, that I was able to make it through the cringiest dialog (I know it's personal preference, I just struggle as someone in their 40's to call my mom, "momama"- it's just gross. Fortunately the quality of the acting is exceptional and certainly helped me get past the weirdly cringe-worthy dialog.


    The background music wasn't bad, but about 3-3.5 hours into the game I actually turned the music down. Not because it was bad, but rather because I felt most-immersed into the post-apocalyptic playground that Miasma Chronicles can be, when just listening to the juvenile banter between characters. In retro, looking back I'm a bit startled at not recognizing it sooner, but I half-wonder if The Bearded Ladies used Bioware's Dragon Age franchise as inspiration- Take, for example, the Miasma gates and the Rifts in Dragon Age: Inquisition. The heavy, if a bit immature at times, party-based banter and relationships feel like they'd be right at home in an early Bioware title.

    That's not a bad thing- Bioware is who they are today because of those formulas and there's no shame in adapting what works into your own creations. While I consider them inspirations at best, it's pure conjecture on my part. I personally see some parallels between Miasma Chronicles and the greats that came before it. This leads into the general feel of Miasma Chronicles. Outside of the cringe-y dialog and frame-dropping optimization issues, Miasma Chronicles isn't a bad title- very, very far from it. It's simply more of the same; change out a couple character models and you might not be able to tell the difference between playing it and Corruption 2029. While I'm a fan of the gameplay mechanics and worldbuilding that Bearded Ladies have done with each of the different releases, I can definitely see how others may feel a bit tired/burnt out with the lack of major feature diversity between Mutant Year Zero: Road to Eden or Corruption 2029.

    However, I do think it important to note that while each release hasn't been ground breaking or earth-shattering, what it does bring to the table, it does very, very well. Miasma Chronicles, like its two predecessors, were excellently balanced and the environment art is absolutely top-notch. What I wouldn't give to be able to get a full-control camera utility to take some virtual photography shots...


    In all, if you, like me, are sitting around waiting for the next XCOM or Xenonauts 2 to drop, Miasma Chronicles is an absolute treat to play and will leave you with plenty to do in the meantime! I happily give Miasma Chronicles on PC an 8 out of 10!

    Thank you again to both The Bearded Ladies and 505 Games for providing us with the software key and an opportunity to review Miasma Chronicles!


    Score: 8 / 10

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    The Last Spell - PC Review

    The Last Spell by developer Ishtar Games and publishers The Arcade Crew, DANGEN Entertainment, Gamera Game, DotEmuPC (Steam) review written by Hayden with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    There is a steady stream of AAA games on the market that try to wow you with how smooth and realistic their graphics are, how jiggly their physics models are, how perfect the flouncing of their title character’s hair is - and in doing so hope you overlook how bland and mediocre and stale-as-last-week’s-leftovers their mechanics and plot is. The Last Spell isn’t that. There are no fancy graphics here to hide behind, no Hollywood A-list voice actors to pin a plot on. The Last Spell makes its stand on its gameplay, and it does it well. Graphically, Last Spell would feel at home among early isometric strategy games from decades ago, but don’t let appearances deceive - this is absolutely a game that understands modern game design trends and meets players where they are today.

    Thematically, Last Spell presents the player with a devastated world trying to survive magic-as-weapon-of-mass-destruction gone wrong. The player takes control of various isolated hamlets in turn, fighting not to win overall at each location, but simply to survive. Well, at least to survive long enough for those mages that have survived to cast their contribution to the eponymous “last spell” - an attempt to avert magical catastrophe by removing magic itself from the world. This sets us up for a turn-based game where the player alternately fights off ever-growing waves of monsters and hastily slaps together defenses and infrastructure to resist the incursions. Once a given area’s contribution to the Last Spell has been successfully cast, the player jumps to the next settlement, providing a perfect reason for the game to strip away the beefed-up economy and defenders that you’ve just finished with since you’re making a large geographic jump. While the game uses an extended introduction sequence to build the world around the player, there are additional pieces of the story unlocked between each settlement, and sometimes even between each wave of monsters.


    Outside of combat, The Last Spell provides an opportunity to build defenses, infrastructure that will benefit the player in future build phases, and upgrade the heroes that will be used in the combat phase of the game. Balancing gold production for equipment purchases, building materials for infrastructure, and civilian workers to run everything, the player needs to act strategically. While it is always tempting to try to upgrade a hero now instead of later, spending the resources this turn might mean you need to forgo a building upgrade that would have a far greater impact in the future. Of course, putting off those upgrades to your heroes might mean that you don’t get a “next build phase” if you get overrun by the monstrous horde in combat…

    Combat in The Last Spell is turn-based, with monsters approaching the player’s settlement from one or more directions that are clearly indicated during the start-of-combat setup time. Movement is grid based, with the encroaching enemies moving fairly predictably towards the core of the settlement where the settlement’s mage(s) are working on their enchantment. The player will have a team of heroes available across various melee, ranged and magical specializations that have to thwart the attack, buying one more day of life for everyone in town.


    It’s an easy premise to grasp, but inevitably it’s not that simple. The enemies approach from within a deadly mist that surrounds the settlement, and over time that mist creeps closer to the settlement itself. Coupled with more monsters, stronger monsters, faster monsters, flying monsters, additional attack directions, and the occasional boss monster with special mechanics, this is not a cakewalk. Once you realize that you have 5 heroes under your control, three directions that monsters are spawning in, and upwards of 40 monsters on the field to deal with and more about to appear when you hit ‘end turn’, the pressure really starts to amp up. Further driving this is that if any of those monsters make it inside the settlement, your people will start to panic.  Too many scared people losing faith in your ability to protect them, and your post-battle rewards drop. Those rewards are often the very materials you’re going to need in the following non-combat phase, so you really start to realize that if you can’t keep them safe, the townsfolk won’t help you!

    To aid replayability and let the masochistic players among us thrive, The Last Spell both carries progress towards equipment/achievement unlocks between runs (win or lose) and lets the player customize elements of difficulty. Within a limited number of slots available, the player can aid (or impair) the abilities of their heroes before starting at a given settlement, with additional options on how to modify conditions being unlocked through play. Yes, as mentioned before you can actually make it more difficult through this system, although with the existing difficulty posed by the oncoming hordes I would personally look askance at anyone who thought that was actually a ‘fun’ idea!


    Overall, The Last Spell is a really well built tactical turn-based battle game. Cloaked in graphics reminiscent of something out of the late 90’s or early 2000’s, The Last Spell is clearly confident that it needs no pretty faces or Ultra-HD resolution art assets, and with good reason. This is a solid game with a clear premise, intuitive interface and a good balance between giving the player time to think and putting the pressure on through the tactical situations they face. Retailing at $32.50 CDN at the time of review, The Last Spell clocks in at just under half the price of blockbuster AAA titles, and claims to offer over 40 hours of gameplay in its campaign - which is more than some of those same AAA titles can deliver! A solid 9/10, The Last Spell obviously knew what it aimed to deliver, and cleanly hit that mark.



    Score: 9 / 10



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    Shattered Heaven Preview

    Shattered Heaven by developer Leonardo Production and publisher Leonardo InteractivePC (Steam) preview written by Hayden with a copy provided by the publisher.

    Estimated reading time: 6 minutes



    Shattered Heaven is a deck-builder tactical RPG with extensive story elements, set in a world trying to limp towards redemption. Taking command of a team of three heroes, the player must forge a path through dangerous dungeons and defeat competing hero teams to emerge victorious. The game employs a mix of exploration (including traps and choices that can impact your path), crafting and story sections to keep the player pushing towards the finish.

    Even in the early build that was bestowed on us to preview, this is a game that keeps you playing, and has no signs of major bugs or issues that would be a cause for concern.

    Combat

    Shattered Heaven showed us four major levels of interaction as we progressed through it. First, the combat screen. Done as a 2D turn-based system, players will have to balance the costs of playing each ability on each character’s turn. Each character is given a limited number of Action Points (AP) that they can either spend or save for later turns, and cards may take AP, health, or other costs when played.

    For example, some powerful abilities may result in random hex cards being added to the character’s deck. When drawn at the beginning of subsequent turns, these hex cards will usually result in a debuff - but the benefit you got initially might just be worth the cost later on.

    In classic RPG fashion, combat won’t end until all enemies have been reduced to zero health. The three characters the player controls are each initially inclined towards a particular type of combat role. This can be changed over time through customizing their card decks and choosing different talents. At the end of combat, the player will receive three new cards, and must give one to each character.

    This choice is surprisingly important, as I did not see any way to later trade cards between characters. You can choose how to build your decks between dungeons, but each character’s deck can only be composed of cards that that character has collected. If you want to turn your tank into a damage dealer, for example, your choices after battles need to reflect this to give them the cards they need to fill that role.

    Exploration

    Second, Shattered Heaven uses a tile-like map for dungeon exploration. The party can only move one tile at a time to an adjacent map piece, and each new tile entered has a chance of being a combat, an event (including traps), or just an empty room. Events frequently offer a choice to the player in how to resolve them, and potential outcomes are clearly presented.

    For example, a tile containing a trap event may give options to try to dodge the trap or use an item to try to disarm it. Both options will show the respective chances of success, making it clear to the player what they are choosing between. Other events may have no real “right” answer, offering a choice between two different debuffs for example. These sorts of choices with no clear right answer are a recurring theme in Shattered Heaven. Overall, this reinforces the idea of a broken world where there really is not a clear way forward for anyone.

    Art and Graphics

    Third, Shattered Heaven gives us some extremely beautiful 2D art scenes for locations as hubs for activity. The central cathedral in the game serves as the home base for the player. From here players will access dungeon selections, get quest information, buy and sell at merchants, craft, improve characters and more.

    Leonardo Productions has done a great job in maintaining a consistent environmental aesthetic here, and these scenes really reinforce it. The impression is of a once-beautiful world, now drained of most of its color and the vibrancy of life. This isn’t to say that the game is rendered entirely in drab sepia tones. Individual characters and monsters still use colorful palettes, but the environment as a whole provides that impression.

    Story

    Much of the story in Shattered Heaven is delivered via dialogue, using a 2D art style common to many RPGs. While much of the dialogue is a simple read-click-read format, there are also times when a choice in how to proceed is presented. Will you trust your childhood friend - who is now a competing hero - with your true thoughts, or deceive them? The conversation proceeds differently depending on your choice, giving more replayability to the game. After all, don't you want to see how else things could unfold?

    Customization

    As a deck-building RPG, Shattered Heaven makes sure that players have control of what is available to them. New cards are collected after each battle and dungeon, and the contents of the decks can be configured between dungeons. Each character’s deck must always contain 20 cards, with a few limitations on how many high-rarity cards you can include. Some of these limits can be relaxed through crafter upgrades (more on that below). Overall however, there will always be tough choices to be made on what does and does not get included.

    Crafting

    Crafting is a key component of Shattered Heaven, and several different resources are used in the game to support this. The most common are ‘bones’, which serve as the basic coin of the realm here. Merchants will accept these for common items and temporary in-dungeon buffs, and these are gained after most combats.

    More rare are ‘black bones’, which serve as the currency to upgrade character abilities and reduce restrictions on deck-building. Beyond this, the game provides a plethora of ingredients and reagents that can be collected and purchased. Used in creating potions and other items, everything comes down to aiding your party’s progress in dungeons.

    Conclusion

    Shattered Heaven is already in a good state even with significant time before the game hits public release. Game mechanics seem well developed and balanced, and the game’s graphics and visuals have a strong and consistent theme. In terms of audio there are hints that there may be sections with voiced character lines, although this did not yet seem complete in the Act 1 development build we had access to preview.

    Based on what I’ve seen here, Shattered Heaven is definitely a title to add to your wishlist. An expected release date in October 2022 based on their Steam page is also a pleasant surprise, beating the date from the original Kickstarter by two months. As the latest entry in a chain of solid releases, Shattered Heaven looks set to be another great addition to Leonardo Interactive’s stable of games.

    Summary

    A deck-building RPG, Shattered Heaven is a tactically challenging romp in a world drained of hope. Solid mechanics and gorgeous art even in early development builds give us confidence that this project from Leonardo Interactive is one to put on your wishlist now. Crafting, customizable decks, multipath dungeon exploration and an interesting story will land on target with players looking for fun when this releases in October 2022.

    Score: N/A


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