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Showing posts with label WSS Playground. Show all posts
Showing posts with label WSS Playground. Show all posts

BLADE CHIMERA - PC Review


BLADE CHIMERA by developer Team Ladybug and WSS Playground and publisher PLAYISM and WSS Playground—PC(Steam) review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 7 minutes
Are you in the mood for a new Metroidvania title with a cyberpunk setting? Do you want to fight with gun and sword in a post-apocalyptic style future Osaka against demons from myth and fantasy? Well then, look no further than BLADE CHIMERA!


Our story here revolves around Shin, a man who is a demon hunter for the church and a man who has lost his memories. On a mission, he ends up forming a partnership with one of the demons, Lux, who can turn into a sword and has control over the flow of time. Together with Lux, Shin wants to learn more about his past, while striving to protect those he cares about in the present.

BLADE CHIMERA is a very interesting title because it combines a lot of aspects from other metroidvanias together while adding it's own unique twist. For those unfamiliar with the term metroidvania, BLADE CHIMERA is a 2D action adventure type game with a focus on both combat and exploration. First let's talk about the movement and exploration. You have basic movement options to start, a jump, a dodge roll that you are invincible during, and you are able to grapple up ledges if you are close enough to them. Once you have partnered with Lux, you can also affect the terrain around you. Perhaps this means reverting traps to their pre-activated state, maybe it's rebuilding a wall or floor allowing you to take cover, or maybe it's breaking down a wall or floor, allowing you to pass through. Additionally, there are grapple points you can swing from using Lux's power.


More movement and exploration options will become available to you as you continue to play through the game. You can unlock new abilities by spending the points you earn on leveling up. Some of these are combat related, and some are exploration related. Need an extra jump? The ability to slide under small gaps? These can be purchased with those level up points. Another nice ability is the ability to warp to any map tile you've visited, barring certain areas or at specific times, as long as it wasn't the last area you visited. Extremely handy. You can also put markers of various colours on the map in order to denote items you weren't able to get on your first pass through or areas that are blocked off because you don't have something you need to get through it yet.

In terms of combat, BLADE CHIMERA takes a bit of an interesting turn from the usual. You have two weapon equipment slots and a predetermined action button for using Lux as a sword. In terms of your equipable gear, I definitely preferred to have a melee weapon and a ranged weapon. Yup, you get guns, and they're actually incredibly useful. At least more so than in most other metroidvania titles with guns or ranged weapons. The guns have infinite ammo, but a set number of shots per clip that you need to refill by taking a short break from shooting to reload. The reload is pretty fast though, so it isn't debilitating. Each gun, and melee weapon for that matter, has it's own type and will behave differently. For example, a shotgun and assault rifle behave very differently and have different ammo capacities.

As for Lux's sword, it has a number of interesting uses. You can shoot it into walls to use as a foothold, plant it in the ground to spawn a shield to keep bullets and some enemies out, or if you fling Lux at enemies she can actually recover health for you depending on how you use her. All of these come together to make a very unique feeling combat system that can combine different mechanics to make fights more in your favour. It also gives the developers a chance to utilize some of these aspects to play around with some of the options available to make the boss fights feel more unique.


The development team has also done a good job blending a retro type Castlevania style graphics with enough modern updates to the style where it doesn't look outdated. The soundtrack choice also lends itself really well to both the setting and the themes for the areas you visit are very fitting. Combined with the design choices and aesthetic design really work well with the art and soundtrack to make the game really lean well into the setting. There are a myriad of different and interesting areas all with their own themes, both aesthetically and mechanically, and it provides a nice change in pace and scenery each new area transition.

BLADE CHIMERA features a number of mechanics that come together nicely to hold the game together past just the main storyline. There is a surprisingly large amount of gear you can find to equip, both weapons and accessories. The accessories can be used to increase stats or give alternative benefits, such as better movement underwater. There are a lot of sidequests available as well, and they are all easy to accept, and almost always come with an area scope indicated on the map where you need to be in the general area for. A really cool facet of these sidequests is that, upon completion, you are usually given an interesting fact or information pertaining to either the world setting or hidden items or enemies to find. In addition, there are hidden puzzle pieces around the map. Collecting these will allow you to access doors closed that require a certain number of them. Usually you will get some good pieces of equipment behind them. On a final note here, you can unlock memories of the main character when unlocking new abilities, giving you some interesting insight into Shin's and Lux's background.

While I did thoroughly enjoy BLADE CHIMERA, there were a few aspects that were either annoying or somewhat frustrating to deal with. First up is that you can get juggled by bosses a lot. Like, there were a few boss fights I lost because I literally just got tossed around for my entire health bar. While this isn't that bad once you learn the boss's attack patterns, it certainly is super frustrating at the time. Speaking of difficult, the last few bosses? Pretty dang tough. The post game last boss especially was the second time ever I've had to shove healing items down my throat mid battle just to keep in the game. Second time ever. Thematically the fight is pretty solid, combining three major aspects of the game for the fight. But good lord does a slip up cost you more than half your health bar, it's brutal. Not saying I don't like a challenge, just that the difficult curve kinda spikes at the end, so be warned. 


Other than combat, there were two exploration based issues I had. The first is that walking down a slope does some iffy things to your jump. Sometimes it works, sometimes it doesn't. This only ever hit me bad once when trying to access something a little early, but it was a little annoying nonetheless. Lastly, and I don't know if this is intended, but there were a few puzzles and platforming sections I skipped or did didn't do properly simply by abusing the warp function. I have no idea if some of those were supposed to use the warp to your advantage or not, but I know at least one near the end of the game definitely wasn't intended.

Overall, I have to give BLADE CHIMERA a stellar rating. The controls and exploration/combat are pretty tight and fluid, the amount of customization available for your own playstyle is nice, and there are a lot of bonus objectives for you if you're interested in it. BLADE CHIMERA uses an interesting time based mechanic to provide it's own twist to the genre. The storyline, aesthetics, and playstyle all come together to create a very well crafted world. BLADE CHIMERA will be a great addition to any fan of metroidvania or Castlevania style games. Go check out BLADE CHIMERA if you're interested!


Score: 9 / 10


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Touhou Luna Nights - PS4 Review

Touhou Luna Nights by developer Team Ladybug, WSS playground and publisher WSS Playground, PLAYISM—PS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6.5 minutes
Those of you who have been around here may know that I'm a fan of Touhou, both the official games and the fan games. Today I get to tell you about Touhou Luna Nights, a title that released on PC back in 2019, and now has a console port! A wonderful metroidvania with Touhou themes and gameplay elements! Without further ado, let's get started!
 
Now, those of you who have no knowledge of Touhou may not really get everything reference and plot-wise, but no worries if you aren't familiar, as most everything is self contained, to a certain degree. Everything else you need to know can generally be inferred as well. For those with no knowledge, I'll provide a bit more. Touhou Luna Nights starts out with Sakuya, a maid working for Remilia, the vampire owning the Scarlet Devil mansion, finding herself in a somewhat unfamiliar area. Turns out that Remilia is testing a new playground out, and has created a sort of game where Sakuya must fight her way through the fake world she is in to make it to the top of the mansion.


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

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


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

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


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

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


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

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

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


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


Score: 9.5 / 10


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Dimension Tripper Neptune: TOP NEP - PC Review


Dimension Tripper Neptune: TOP NEP by developers Idea Factory, Frontier Works, tiny cactus studio, WSS playground and publisher Idea Factory International—PC (Steam) review written by Richard with a copy provided by the publisher.

Estimated reading time: 3 minutes 


We're back again with another Neptunia spin-off! This time we're taking a look at a 2D isometric rail shooter. Buckle up all you Neptune fans, cuz it's time to take a look at Dimension Tripper Neptune: TOP NEP.

Just so you are aware, TOP NEP isn't very large, or long, consisting of five stages that you can clear in about 15 minutes. That said, there isn't really any plot either. Basically, you play as older Neptune, with some sort of flight gear, and you go around shooting and slashing down enemies of Gamindustri. There are also coins dispersed throughout the stages, and collecting them will add a helper to shoot at things with you for awhile.

Playstyle is pretty basic, with a shot attack, and a slash that will also act as a sort of counter move if enemies get too close. Basically, most of the time you'll want to shoot at enemies, but if they get too close, or charge at you, you can use the sword attack to beat them back. You can also swing to clear bullets. Stages will progress through enemy waves, followed by a boss.

Visually, Top Nep has a retro style reminiscent of old SNES or NES titles, with a remixed soundtrack to match. The soundtrack takes existing Neptunia tracks and remasters them with a more chiptune sort of feel. Top Nep is quite fun, but it's also really short and pretty easy. You have two different game modes, one where you can exchange score for lives if you die, and one where you can't. I never ended up below half health, even on my first run, so it isn't all that difficult, and like I mentioned earlier it's really short, only taking about 15 minutes per run.


Honestly, I have to say that Dimension Tripper Neptune: TOP NEP feels less like its own title, and more like a minigame you'd see in one of the main titles. Not as bad as the Neplunker stages or Stella's dungeon, but it really doesn't feel like it should be its own thing. On the other hand, Top Nep is actually a lot of fun, and it got a lot of my positive nostalgia feelings going. Despite what you may think, retro isn't always a good thing, because while all those loved aspects come back, so do the bad. Fortunately, these retro style Neptunia spin-offs tend towards the more positive aspects, just like Top Nep has.

Summary

Overall, I have to say I really liked this Nep-Nep spin-off. While Dimension Tripper Neptune: TOP NEP might not be long, it's definitely a really fun rail-shooter. It's also pretty cheap, so it doesn't feel like you're losing out really either. The soundtrack is good, the gameplay is smooth, and while it is rather short, you can always aim to beat your high score on subsequent runs. Top Nep gets 8 puddings out of 10.

Score: 8 / 10 puddings



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Physical Version of Record of Lodoss War: Deedlit in Wonder Labyrinth Available for Pre-Purchase on Some Consoles!


Paris, France, November 23, 2021
- French publisher Red Art Games, in partnership with Japanese publisher PLAYISM, is very excited to announce the launch of the physical package version of 2D action-exploration Record of Lodoss War: Deedlit in Wonder Labyrinth on Nintendo Switch for €34,99 and on PlayStation 4 and PlayStation 5 for €29,99 on November 23rd at 10am CET!

Each version purchased from the Red Art Games Store before January 1st will also include an artbook (translated in English) and an OST CD as special gifts, which are expected to be released in January 2022.

Red Art Games is also acting as publisher for the North American package version, to be distributed by Red Art Games’ historical partner Video Game Plus from their store starting November 23rd.

Record of Lodoss War: Deedlit in Wonder Labyrinth – Nintendo Switch, PlayStation 4 and PlayStation 5 Trailer

Record of Lodoss War: Deedlit in Wonder Labyrinth is a 2D action-exploration "Metroidvania"- style game developed under the close supervision of original creator Ryo Mizuno, depicting the previously unknown story of Deedlit and the events leading up to Record of Lodoss War: Diadem of the Covenant.

Deedlit awakens suddenly in a mysterious, unknown place.

Where am I? Why am I here?

With nobody around to respond, her questions are met with only silence. Seeking answers, Deed eventually sets off on foot, alone…

Features:

●     Sword and Arrow Attacks

●     Swappable Equipment

●     Swappable Elemental Spirits

●     Raise Elemental Spirit Levels

About PLAYISM

Japan’s oldest indie publisher, PLAYISM is known in the West for supporting popular indie games such as Gnosia, Idol Manager, Tasomachi: Behind the Twilight, Touhou Luna Nights, Fight Crab, Record of Lodoss War -Deedlit in Wonder Labyrinth-, the La-Mulana series, Bright Memory, and DEEEER Simulator among other titles.

PLAYISM’s motto is “Bringing a Different Breed of Indie Game to the World”. To learn more, visit the PLAYISM official website and follow @PlayismEN on Twitter.

About WSS Playground

WSS playground is the name of the proprietary indie game label of Why So Serious Inc.. Creating games is a form of "play", and there is no human activity more serious than "play". As an indie game label, we aim to make the world into a "playground" by creating "play" that maximizes the power and potential of each individual creator.

https://whysoserious.jp/en

About Team Ladybug

Based in Japan, Team Ladybug are the talented developers of legendary indie titles Touhou Luna Nights and Shin Megami Tensei: Synchronicity Prologue.

http://teamladybug.info/

About Kadokawa Corporation

Since its foundation, the KADOKAWA group has expanded its business, revamping its business categories with the changing times. The basic strategy of the group is to develop its own global media mix. That is, the group creates a variety of forms of Intellectual Property (IP), including books, movies, animation, games, UGC (User Generated Content), etc., and sells them worldwide.

https://group.kadokawa.co.jp/global/

About Red Art Games

Red Art Games is a publishing company offering physical versions of video games only available in digital and in limited edition on Sony PlayStation 4, and Nintendo Switch. This year, Red Art Games has entered the world of digital publishing with its first-ever release: Sturmfront - The Mutant War: Übel Edition and now, Arietta of Spirits available on Nintendo Switch, PlayStation 4 and Xbox One, and Microsoft Store! Visit www.redartgames.com / Twitter (@REDARTGAMES)

Article by: Susan N.

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