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  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

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Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

id Software Announces Doom: The Dark Ages | Revelations DLC for July 7th!

As revealed in XBOX Showcase, id Software is releasing DOOM: The Dark Ages | Revelations, an epic campaign DLC unleashing a new chapter of the DOOM Slayer’s saga, on July 7. In Revelations, we find the Slayer wounded and betrayed, thrust into a merciless purgatory only escapable by confronting haunting truths and forging new strength with the help of a mysterious ally. 


Revelations introduces a whole new dimension of combat: The all-new deadly Chain Spear offers returning Slayers a uniquely satisfying combat system - one that rewards mastery with enhanced power and mobility. Featuring new levels with deeper puzzles, new demons, and new mysteries, the DLC delivers a breadth of new content for players to experience.  

Along with Revelations comes the Ripatorium 3.0 update, free for all existing players. This update adds deeper customization, improved pass code generation, and saving + loading personal presets. Premium Edition or Collectors Bundle owners can access 3 new maps, new demons, and fully upgraded new weapons after completing the DLC. 

Players who purchased the base game Digital Upgrade, Premium Edition, or Collector’s Bundle can access Revelations at no additional cost on July 7.  Base game players can purchase Revelations for $19.99 or upgrade to the Premium Edition for $34.99. 


DOOM: The Dark Ages is currently available on XBOX Series X|S, XBOX PC and XBOX Cloud as an XBOX Play Anywhere title, and XBOX Game Pass, as well as PlayStation 5 and Steam. To learn more, check out the official website at https://www.doom.com.  

Article by: Susan N.
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Lovecraftian Title 'The Sinking City 2' Has New Extensive Gameplay Trailer!

7 May 2026, Kyiv, Ukraine | Today, Frogwares revealed an extensive gameplay trailer for The Sinking City 2. Exploration, combat, and eldritch monstrosities take center stage in the flooded city of Arkham, while the first glimpses of the game’s Lovecraftian horror story are also unveiled.


The Sinking City 2 is set in a Lovecraftian vision of 1920s America, in the infamous city of Arkham. A supernatural flood has driven out all but the most deranged residents, leaving decay and eldritch horrors that roam the streets. Step into the role of Calvin Rafferty, an occult adventurer whose cavalier actions have led to devastating consequences. After a dreaming ritual goes wrong, his girlfriend, Faye, is left trapped in a mysterious sleep. Now Calvin must navigate the drowned streets of a derelict city in a desperate attempt to bring her back. On his quest, he’ll come face to face with a plague of otherworldly creatures, the Slither, who possess and twist the dead into lethal, walking puppets.


Game Features

  • Fight to Survive: Use an arsenal of 1920s-inspired firearms and melee weapons to fight against Eldritch abominations.
  • Explore The Decaying City of Arkham: A world of rotting mansions, flooded markets, and abandoned hospitals that you’ll explore by foot and by boat. 
  • Find and Use What You Can: Scrounge for limited resources and balance a finite inventory as you decide what to bring and what to leave behind.
  • Choose to Investigate Further: Explore your surroundings more deeply and solve optional cases and puzzles to uncover secrets, upgrades, and lore.
  • A Twisted Lovecraftian Tale: Experience a captivating and morally gray story of personal loss, woven through the Lovecraftian mythos of cults, rituals, and incomprehensible creatures.



Continuing to Push the Studio in a New Direction

With The Sinking City 2, Frogwares is fully embracing its original vision to steer the studio toward a “horror-first” approach, designing gameplay that emphasizes combat, exploration, and the rich Lovecraftian setting.

Our idea to take a chance with The Sinking City 2 and create something more in the survival horror genre has really come together. The leaps and progress we’ve made are clear to all of us on the team, and now we’re eager to see how it resonates with players, both new and our existing fans. 

While the genre shift has allowed us to really grow creatively, we’re holding onto the investigative roots we’re known for. We’ve prioritized combat, survival, and exploration, with investigation as a beneficial layer for those who want that aspect of the game. 

And of course, we’ve made sure to wrap everything in a memorable, mature narrative, which our fans know and love us for. This time around, the story is more personal to our protagonist, while still delivering our signature Frogwares take on gray morality and Lovecraftian themes.

— Alexander Gresko, Game Director, Frogwares

Article by: Susan N.


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Star Overdrive Releases on Nintendo Switch April 10th!

Montpellier, France – March 27, 2025. Italian Independent developer Caracal Games and publisher Dear Villagers are proud to reveal their last gameplay teaser before the full release of Star Overdrive (trailer, store, press kit), exclusively on Nintendo Switch, this April 10th, to celebrate their participation in today’s Nintendo Direct. In celebration for being part of this event, the Caracal Games team wants to share a few words:
“As lifelong fans of Nintendo, we are thrilled to have had the chance to collaborate with them to bring our game to their platform, it's a dream come true!” said Tommaso Bonanni, CEO of Caracal Games.

“We can't thank them enough for their continued support and the opportunity to share our passion with fellow Nintendo players!”


Alongside the gameplay teasers, the Caracal Games team also recorded a demo walkthrough video, to share insights and stories about the development behind Star Overdrive as they showcase the first hours of the game.

Watch Tommaso Bonanni, CEO of Caracal Games and Diego Ricchiuti, Game Designer, play the Star Overdrive demo here.

Players will have the opportunity to discover the first hour of content in Star Overdrive, during which they will get a glimpse of the story and be challenged by puzzles and combat while free-riding on their hoverboard in the tutorial zone of a vast alien world.

Players can already pre-purchase the game to enjoy pre-order only content at launch, on April 10th, 2025, as well as a 10% discount, the full price of the game will be $34,99, and the Deluxe Edition at $39,99 which includes 3 styles, 1 design and 50 dyes for the Hoverboard, as well as the digital Original Soundtrack and the digital Manga written and drawn by the Caracal Games team, narrating a prequel story to the Star Overdrive main story.

KEY FEATURES

  • Hoverboard Navigation and Racing: Speed through vast landscapes, perform incredible tricks, and gain the edge in intense combat.
  • Emergent Physics-Based Gameplay: Unleash and combine powers to battle enemies, bend the laws of physics, and solve intricate puzzles.
  • Mysterious and Diverse Alien World: Journey through four uniquely distinct biomes, each brimming with challenges and secrets to uncover.
  • Epic Battles Against Creatures of All Sizes: Engage with unique creatures, from small-scale rivals to towering bosses, each requiring strategy and skill to overcome.

Follow Star Overdrive on social media:

Follow Caracal Games on social media:

About Caracal Games

Caracal Games is an independent game development studio based in Rome, Italy, recognized for its dedication to crafting unique and engaging experiences. The studio began as a small three-person team and steadily grew to a family of ten through the development of titles like Downward in 2017 and OkunoKA in 2018, which laid the foundation for future projects. In 2023, they continued to push boundaries with 2021: Moon Escape, bringing a fresh perspective to retro gaming. The team also collaborates with major publishers, optimizing and porting titles such as Martha is Dead and Blanc for the Nintendo Switch. Awarded the IVGA Best Italian Indie Studio in 2017, Caracal continues to evolve, driven by seasoned developers from both AA and AAA backgrounds.

About Dear Villagers

Based in the South of France, in sunny Montpellier, we are a boutique publishing label composed of a team of twenty people. Open-minded and versatile, Dear Villagers offers handcrafted marketing and production guidance. Our mission: We tell memorable stories through memorable games. We love pixels, but we believe in people.
Article by: Susan N.
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Forever Skies Flies in with A Major Update!

6 September 2024, Wroclaw, Poland | Forever Skies, the first-person, sci-fi survival game that lets players build and pilot a high-tech airship to explore an ecologically devastated Earth, has just released a major new update.



This update brings a range of highly requested community features to the game, focusing primarily on thrilling new combat encounters against hostile enemies.


Players will once again venture beneath the toxic dust to explore a new location, now teeming with deadly enemies that guard rare and valuable resources amid the overgrown ruins of Earth. To tackle these dangers, players can craft a variety of new tools - including traps, mines, specialized crossbow bolts, and armor upgrades - to increase their odds of survival. A stealth approach is also possible for those who prefer to take a quieter route.


 

Some of the highlights of the major update include:
 

  • New Enemy Types for Combat Encounters
  • New Locations and Resources to Discover
  • Expanded Arsenal of Tools and Weapons
  • Improved Inventory Management
  • Suit Armor Upgrades
  • New Airship Decorations and Resources
  • New Artifact Trading System
  • Bug Buddy Companion
  • Further PC Optimizations

This is the 24th update for Forever Skies since it launched into Early Access in June 2023. The game continues to grow from strength to strength and has maintained its 87%+ rating (currently from 3,700+ reviews) since its launch.
 

With the release of this update, the team behind the combat features will join the ongoing development of the planned co-op experience for Forever Skies, which is set for release in late 2024.
 

Forever Skies is now available at a 25% discount on Steam.



    Article by: Susan N.
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    EA Sports UFC 5 Review

    EA Sports UFC 5 by developer EA Vancouver and publisher ElectronicArtsSony PlayStation 5 review written by Nick with a copy provided by the publisher.

    Estimated reading time: 7 minutes


    EA Sports UFC 5 finds its way to the current gaming console generation and makes good use of the improved technology. The formula is tweaked, not overhauled, but it still creates a satisfying fighting game. Those looking for massive changes from UFC 4, however, may be disappointed that more chances weren’t taken with this iteration of the series, but overall, EA Sports UFC 5 is an excellent game.

    I’ve been a long-time fan of both the UFC and Fight Night games (they have some similar DNA in how they work, despite being very different games and experiences), and I’ve been excited to see where things would go using the new hardware. Most of these changes and improvements show up during the actual gameplay. For me, the meat and potatoes of the series is always found in the career mode.

    Here you create a fighter (with both male and female options). There is a pretty robust set of options available at this stage of things, which is great for making fighters that are different from one another. Once the character is created, your character finds themselves in a backyard battle with a relatively no-talent opponent that gives your character a bit of a social media buzz as people recorded it and shared the fight enough that the UFC takes notice of your character. Early on, the proceedings are a bit more story-heavy, which I found quite welcome. I enjoy your coach’s interactions, and the early stages do a great job of teaching you the basics. Frankly, I’d recommend starting up in career mode if you’re new to the series, if only because those early stages will teach you pretty much everything you need to know about the gameplay.

    However, once you get through the story nuggets during the early segments, the career mode becomes a pretty standard gameplay loop of sign a contract with incentives, pick an opponent to fight, enter a training camp for a handful of weeks, improve your character’s skills, fight your opponent and then lather, rinse and repeat numerous times. This allows you to carry on a career arc from backyard fighting nobody to future hall of fame champion.

    Additional modes including Fight Now (basically, set up a quick match, including a Bloodsport / Kumite style endurance match), Contract matches (generated battles that you can complete for bonus rewards) and an online career mode. This one’s an interesting take on multiplayer with the progression elements found in career mode. If you have a good internet connection, this can actually be a lot of fun. Even at higher difficulties, the AI tends to be pretty predictable, but human opponents? They have a way of keeping things fresh.

    Where EA Sports UFC 5 might frustrate fans is in how little of the framework has changed. I was a big fan of UFC 4 when I reviewed it, and by and large the way career mode advances, the way you build your characters up and so on hasn’t changed a whole lot. Given that this title isn’t subject to the same yearly release cycle that games like Madden, FIFA and NHL are, it would have been nice to see a few more chances taken here. Some old annoyances are still around from before, like trying to learn a new skill without realizing you don’t have the base skill without any kind of a warning that you are about to waste your time and points. Also for some reason there were numerous instances of me trying a match or training session and the camera inexplicably would pan back just a bit, outside of the ring, putting the fencing of the octagon between the camera and fighters. This was really distracting when it happened, and it happened about a third of the time I did a fight retry. Still, most of what made the last UFC game so enjoyable is still here and with enough polish that I still enjoyed what EA Sports UFC 5 had to offer.

    Where this iteration really shines is in the actual gameplay. For starters, the visuals have received a tremendous boost on a handful of fronts. Bringing EA Sports UFC 5 into Frostbite engine has made for some fascinating moments during the game. There’s always been a sense of risk versus reward when playing, as going in for strong blows can leave your fighter tired faster or even exposed to a powerful counter attack that ends the match prematurely. These physicals and collisions are well represented in the Frostbite engine.

    I really appreciate the new cut system. You won’t get much out of this if you have the difficulty set low and you’re just pounding your way through opponents in the first round, but for those who have an appropriate challenger that goes multiple rounds? The hundreds of variations of bruises and cuts a fighter can receive is truly impressive. The variety of injuries that can show up, and the way they can continue to worsen throughout the match while impacting your fighter’s health feels very authentic. There’s even a cut doctor who can come in once in a while to make sure that the fighter’s good to go after sustaining too much damage to the face.

    Not everything has worked out perfectly in the transition to the Frostbite engine, however. It’s not incredibly common, but every now and again you get some really kind of goofy limb animations. Not so much during the fighting itself as in the aftermath. There’s a fantastically cinematic replay that happens at the end of matches that really show off the engine’s visuals. You get a slow motion look from multiple angles that show the last blow of the match. These feel appropriately weighty and devastating. However, there are times when the player lands in a decidedly unrealistic way when they ragdoll to the mat. The most egregious example that comes to mind was when I put an opponent out on their back, and somehow their arms both folded up under his back. It looked really weird and I’m pretty sure shoulders don’t move like that without getting ripped out of their sockets first. It was a strange ending to what had been a satisfying flying knee to the face that ended the match.

    Another area where EA Sports UFC 5 feels improved is the ground game. The controls are more streamlined and reactive, and feel less like a button mashing mini-game that always seemed out of place within the rest of the fighting. Upright clinching could probably use more love, as there’s not a whole lot of depth to it, but I really appreciated how much better the ground grappling felt. One more slight tweak from before is how the spin attacks work, using two buttons to start a spinning motion and then the right sequence of follow-up button presses to pull off the move. It makes sense to me that they would make this aspect of the gameplay a bit more challenging to pull off, as everyone seemed to love those flashy, powerful spinning kicks and backfists in the prior game and they felt a bit overpowered as a result.

    The good news for fight fans, is that EA Sports UFC 5 is the best sports combat game on the market, and it’s not even close. It’s benefitted from the improved tech of the current consoles and both the gameplay and presentation are improved in multiple areas. However, it would be nice if this felt a bit less like a next generation update of UFC 4. Sure, that was also a really good game, but I would have enjoyed seeing a bit more done with some of the modes, especially the career one. Maybe there’s some actual storytelling that could be done with the Kumite battles, some decisions to be made along the way, I don’t know. It just felt as though the story got off to a fairly strong start and then sort of evaporated in favor of the contract, train and then fight gameplay loop that hasn’t changed much from the last release. Those quibbles aside, EA Sports UFC 5 is an easy game to spend a lot of time with, as the core fight gameplay is truly enjoyable and has me lowkey holding out some hope that we get a new Fight Night in the somewhat near future as well.

    Score: 8 / 10

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    ARMORED CORE VI FIRES OF RUBICON Available Now for Pre-Order

    In ARMORED CORE VI FIRES OF RUBICON, players will pilot their mech in fast-paced, omni-directional battles, taking advantage of their mech’s mobility both on land and in the air. Pilots can also explore a breadth of playstyles and combat styles through various customization options, dramatically alerting play strategy, maneuverability and battle style. Players will also take down powerful enemy bosses through a wide variety of offensive and defensive tactics at close and long range.

    Check out the launch trailer here: https://www.youtube.com/watch?v=kQJb8He0pYA



    A mysterious new substance called Coral was discovered on the remote planet, Rubicon 3. As an energy source, this substance was expected to dramatically advance humanity’s technological and communications capabilities. Instead, it caused a catastrophe that engulfed the planet and the surrounding stars in flames and storms, forming a Burning Star System.

    Almost half a century later, Coral has resurfaced on Rubicon 3, a planet now contaminated and sealed off by the catastrophe. Extra-terrestrial corporations and resistance groups fight over control of the substance.

    ARMORED CORE VI FIRES OF RUBICON puts players in this desolate world, where they infiltrate the planet as an independent mercenary and find themselves in a struggle over the substance with rival corporations and rogue factions.

    Pre-order now on PlayStation, Xbox and PC: www.armoredcore6.com


    Article by: Susan N.


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    One More Gate: A Wakfu Legend, A Strategic Deck Builder Opens The Early Access Gates!


    Roubaix, France - October 11, 2022 -
    They say that the greatest adventures don’t need to be written down to survive the ages! Inspired by Ankama’s multi-million dollar transmedia franchise (TV series, comic books, and video games), One More Gate: A Wakfu Legend, a rogue-lite deck-builder featuring an explosive combination of exploration, RPG-elements and strategic turn-based combat, launched its Early Access today on PC, via Steam and the ANKAMA Launcher. The Nintendo Switch version will be released in early 2023.

    The detailed roadmap is available here. It contains the celebration program that is awaiting the game’s fans!

    In One More Gate, players will experience the adventure of Oropo, a mysterious Eliotrope (portal creator), founder and leader of the Brotherhood of the Forgotten, a group of divine children abandoned by their creators. They will have to juggle between 3 types of cards - and combine them to create devastating combos in order to defeat their opponents. To become more powerful, players will be able to buy cards and upgrade their decks by visiting the town where they can also rest between runs and interact with the charismatic characters of the game - they will also gain strength by simply leveling up, so no run is in vain. Lastly, a special gauge called the Wakfu gauge grants a temporary supreme power, once it is maxed out.    

    The gates of the Early Access are finally opened, alongside a plethora of content, such as:

         2 dungeons to discover and explore.

         70 runes to combine to create dreadful combos.

         A quest system designed for the fearless ones.

         Different types of merchants and items to acquire.

         A cozy Inn, where players can edit decks and view their own collections.

         A remodeled interface following the players’ feedback collected during the demo.

    The game will get updates throughout Early Access, with the launch version allowing access to 3 dungeons, and over 100 cards and runes.

    One More Gate key game features:

         Discover the “World of Twelve” universe and the adventures of Oropo
    Pass through the portal and explore vibrant procedurally generated levels. Choose the smartest path, fight fantastic creatures, and take part in events that will make you stronger… or not.

         Grow stronger and master the powers of Wakfu
    The natural energy of Wakfu is unique to the World of Twelve. You must learn to use the variations in its flow to your advantage if you want to defeat the most fearsome creatures.

         Meet eccentric characters and complete quests
    From a dojo master to a body-building granny, the One More Gate universe is full of unique characters you will meet and learn to love as they send you on increasingly tricky missions in exchange for fabulous loot.

         Collect cards and create destructive combos
    Crush monsters, open chests, spend kamas to buy a peddler’s wares… There are many ways to expand your deck with the help of the 40 cards available in the game. Players can expect over 100 + cards at launch.

         Each run is unique
    There are countless secrets waiting for you to discover: gems with unexpected powers, divine blessings, and dangerous curses. 

    One More Gate: A Wakfu Legend is available in Early Access on Steam and via the ANKAMA launcher. More information is on the official website.

    Join the conversation via Discord here

    About the Ankama Group

    Ankama is an independent company that creates, publishes, and distributes works of entertainment worldwide. From video games to board games, and animation to manga, it controls the production chain of its creations from A to Z. Known for its MMORPGs and the animated series DOFUS and WAKFU, part of a vast universe called the Krosmoz, it released its first full-length feature film in 2016, DOFUS – Book I: Julith. Its many other creations include the Krosmaster Arena board game and figurines; the mobile video games Tactile Wars, King Tongue, DOFUS Pogo, Nindash and WAKFU: The Brotherhood for smartphones and tablets; and manga and graphic novels such as Mutafukaz, Shangri-La, City Hall, Radiant, and Freaks’ Squeele. Since 2004, the Ankama teams have been applying the principles of transmedia and creating universes that they develop through stories across multiple media, to offer their communities of players, readers, and spectators a full and immersive narrative experience across all popular platforms. At Ankama, every story is unique, but they are all interconnected. To get an idea of what’s going on at Ankama, take a look at DOFUS Touch, the tablet and smartphone version of DOFUS, released in late 2016; Krosmaga, the collectible card game combining combat and strategy; Season 3 of the animated series WAKFU, aired on France 4 and Netflix France in 2017 (and worldwide from April 2018); and the movie MUTAFUKAZ with Orelsan, Gringe, and Redouanne Harjane, released in cinemas in France on May 23, 2018.

    http://www.ankama.com/


    Article by: Susan N.



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    Defend the Rook - PC Review


    Defend The Rook
    by developer One Up Plus Entertainment and publishers Goblinz Publishing and Maple WhisperingPC review written by Hayden with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Defend The Rook by developer One Up Plus Entertainment and publishers Goblinz Publishing and Maple Whispering bills itself as “a roguelike tactics board combat combined with tower defense elements.” Beyond operating on a grid and being turn-based, however, there really isn’t much roguelike here - no permadeath or procedurally generated endless dungeon levels await us here. Instead, Defend The Rook welcomes players into a series of playing fields that strongly resemble chess boards with terrain blocks, and gives them control of exactly four moveable pieces - the eponymous castle-like Rook, and three nameless heroes known simply as the Warrior, Rogue and Sorceress.

    Gameplay is turn-based, with no timers or other restrictions to hurry the player along on the default setup. Each piece can move and attack by default, and the player can use a few off-board actions to help their pieces and hinder opponents. The player wins by surviving through multiple waves of enemy pieces, and loses if the enemy manages to destroy the Rook - simple, straightforward and easy to grasp conditions.

    While some of the off-map actions the player can perform can place static AI-controlled towers, traps and barricades, there are never enough of these provided that any meaningful portion of the map can be turned into a maze like a true tower defense game. To further drive home the point that this is not a tower defense game, barricades and towers placed by the player are open to attack by enemy units - a direct difference from most tower defense games where the attackers mindlessly shamble like cattle between the players walls.

    One Up Plus’s game design hits an interesting note in how they have made the player’s pieces synergize together. Each piece starts with at least one special effect, and more can be unlocked as the player progresses. Often, these effects are positioning-dependent - like a character healing adjacent static structures (towers, barricades) when they end their turn next to them - which gives a refreshing extra layer to a game that would otherwise risk devolving into “move next to the enemy, smash, end turn, repeat”.

    My only gripe with this system is that the abilities show up quite quickly at the start of the game and aren’t easily referenced on the game board, making it harder for a player to learn how to use their pieces to their best advantage. If this was a deliberate design choice, it isn’t one that I personally agree with, but it admittedly does force the player to pay close attention to what they are doing and rewards those who can hold onto a mental list of all the conditional abilities their pieces have.

    The art style and UI design for Defend The Rook is generally quite clean and pleasant to look at. The majority of the player’s time will be spent looking at the chessboard-like battlefield in an isometric view, and a few issues inevitably spring from this style. Most notably, pieces and terrain can occlude items ‘behind’ them from the player’s perspective, and while the front piece turns translucent when the player mouses over the occluded piece, it is still possible to miss seeing a small enemy piece behind a larger sprite, or having the normally visible stat block hidden out of the player’s view. Given that the playing field is of quite limited size this isn’t often too bad of an issue as it is less likely the player will have lost track of a piece moving into an occluded position, but it is still an item worth noting.

    In summary, Defend The Rook leans successfully into a mix of movement and interpiece synergies to keep players engaged with its turn-based action. Don’t expect the classic tower defense tropes of militarized mazes and mindless hordes of minions, however, as this plays more as an evolution of chess than a tower defense game. Good for players who want a lightweight tactics game, but avoid it if you are just looking to watch hundreds of peons march into your custom-built meat grinder. Overall a fun game to play, but I doubt it will make a lot of player’s ‘best of 2021’ lists as few of its features really stand out with a “wow” factor to make it truly memorable.

    Summary

    Defend The Rook leans successfully into a mix of movement and interpiece synergies to keep players engaged. Don’t expect the classic tower defense tropes of militarized mazes and mindless hordes of minions, however, as this plays more as an evolution of chess than a tower defense game. Great for players who want a lightweight tactics game, but avoid it if you are just looking to watch hundreds of peons march into your custom-built meat grinder.

    Score: 7 / 10




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    Swords of Gargantua - PS4 / PSVR Review

    Swords of Gargantua by developer Thirdverse Inc and publisher gumi Inc.Sony PlayStation VR review written by Nick with a copy provided by the publisher.

    Estimated reading time: 5 minutes


    Swords of Gargantua is one of those games I was holding out a lot of hope for, because if there’s a single activity in VR that I get excited about – it’s anything to do with swords. I’m a big fan of fantasy, so I’ll take a sword over a gun in gaming almost every time. It is one of those experiences that has a ton of potential in VR, but the premise still needs to be executed on well and put into an engaging game. Swords of Gargantua manages to get parts of this right, but the whole just never really came together for me.

    Things kick off rather well, with a rather lengthy narrative introduction. The story that is teased had potential, as it details a god-like arena putting you against a variety of different creatures. There is some excellent imagery in the beginning, but most of it dissipates once you actually start to play. The story never really goes anywhere from there, and instead you’re left in what amounts to an arena / horde / wave game where you take on numerous enemies without really looping back to that initial teased narrative.


    The actual gameplay mostly sees you walking around a large arena, engaging in enemies as they appear to challenge you. The idea of blocking, swinging – all of this plays into the game’s visuals and surprisingly solid control scheme. The weapons at times seem a bit floaty, but honestly this is not meant to be an authentic sword fighting simulation as it has several elements such as powering up your weapon over time and temporarily boost it. The tracking however, was sometimes literally hit and miss for me. There were times I clearly felt like there should have been a collision of weapons / shield / body that did not occur.

    Thankfully this was more the exception than the rule, but it was sometimes frustration when it happened. It should also be noted that you need a decent bit of room to play as well as you will be swinging your arms about. One nice design choice by the devs that I want to call out is the way they dim / blacken the edges of the screen when you’re moving. It helps to reduce the potential for motion sickness, which is not something I normally get – but you can turn that option off and I did to try it out. I found myself not necessarily nauseous – but it was more comfortable leaving it on, at least for myself.


    There is a decent variety of enemies, some of which are more interesting and challenging to engage with than others, but they do help to keep combat somewhat fresh. During stages, there are basically a couple of modes of play. You either have to find and eliminate all of your enemies in the stage or there is a defend the tower variant as well. A few more modes / objectives (perhaps capture-the-flag-like, or something involving resources and construction) would have added more to the actual gameplay and sense of progression. Instead the initially entertaining gameplay gives way to a good deal of repetition after a couple of hours.

    There are different weapons that can be earned throughout the game, and while there is a solid visual variety. I would have liked to have seen more, or some sort of an experience / upgrade system to provide a slightly better carrot to dangle as part of the progression to stay engaged. One-handed, two-handed, shields, sword, mace - there are some option here. In the end though, the actual weapons seldom felt all that different from one another when in use, and it came away feeling more cosmetic than impactful.


    There is a multiplayer component that lets you work with others in the arena. I don’t tend to lean into multiplayer a lot, but even so struggled to find others to play with during my time with the game. They are out there, and mechanically speaking it is all fine with voice chat that allows you to communicate effectively while you hack your way through the enemy legions.

    Lastly, the presentation is solid if unspectacular. Music and sound effects are generally fitting, if not overly memorable. Visually the different weapons and enemies are well represented, but the environments are someone lacking. I suppose that should be expected given the nature of the arena setting, and I suppose this gets back to the beginning where I thought the development team did a pretty good job setting the stage with its initial scenes, but gave me little else in terms of variety for both the story and the visuals.

    Summary

    Swords of Gargantua is one of those games that feels like a missed opportunity. There is some solid potential to have an interesting story, but the narrative bits never really develop. I am a pretty easy sell on the idea of a VR melee combat game, and to its credit Swords of Gargantua handles pretty well the majority of the time, but there just is not much reason to continue playing after awhile. Progression is shallow and the gameplay really never develops in a meaningful way.

    Swords of Gargantua is a perfectly adequate game without a lot of incentive to keep coming back for more. It's a perfectly average VR experience, but I had hoped for a bit more.

    Score: 5.5 / 10





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    AeternoBlade II - PS4 Review


    Having essentially reset time and erased the atrocities that she set out to seek revenge upon in the first AeternoBlade, Freya is once again going to have to solve her way forward through time puzzles in order to save the world from an evil that she unwittingly unleashed by "setting things right" in the first adventure. Met with those she saved and new faces alike, this new adventure will have you playing as more than Freya and the puzzles have stepped it up a notch as what one playable character can do? The others can’t.

    AeternoBlade II is the platformer metroidvania sequel to Corcell Technology’s AeternoBlade that originally released back in 2014 for the 3DS. Having been re-released over the years on the PS Vita, the PS4, XB1 and the Switch, the performance had been smoothed over and the accumulation of this experience was clear to see in the sequel. Releasing natively for the current generation of consoles and the PC, this latest adventure runs very smooth and was a pleasure to experience even if it felt a bit slow to start off.

    If there's one major flaw to AeternoBlade II it's that the story almost feels like it was tacked onto the gameplay to give some context. It honest never feels like it's enough to really mean anything which is unfortunate because the level of importance it carries is huge. As either Freya or the other two newly introduced playable characters Bernard and Felix, each will be fighting for their own reasons but other than a high level “this is why”, it never really gets into it more than that. It’s basically a case of the gameplay is supposed to tell half the story but more often than not, it doesn’t because other than save the world, there really isn’t any.


    Instead, you'll have a few quick lines of text or some neatly and we'll done 3D cutscenes that comes with their very own QTEs... that I kept forgetting about and game overing because of it. If anything else, keep your hands on your controller! Thankfully if you do die and game over because you didn't hit the prompt fast enough, it's a quick enough loading back in at the spot you failed instead of having to do the whole fight over again.

    As for fighting though, it’s a lot of fun, which is great, because you’ll be doing a lot of it. While things feel a bit less metroidvania than the first, things open up a bit once you’ve gotten out of what I’ll consider the tutorial which makes up for roughly the first 15% of the adventure? You aren’t just thrown to the wolves. Instead, you’re taught how to survive one character and AeternoBlade time bending function at a time.

    Freya, who acts as your introduction, or re-introduction if you’ve played the first, is a sword wielding badass who reacquires the ability to rewind time around her while she can keep moving forward. If things get a bit too hairy, she can even rewind herself backwards in order to not die because you missed judged a giant fireball when your health was next to nothing. Up next you have Felix who basically has a chain sword acting something like a mix between a Castlevania Belmont and Allucard. Able to use his chain sword to latch onto out of reach places, he gains access to make clones of himself to be able to tackle enemies essentially simultaneously. There is a trick to this, but more on that below.


    Finally, you have Bernard that is a bit slower than the other two but who is much more powerful and can simply smash his way through an enemy's shields and through blocked yet breakable gates. His powerful build leads into interesting combinations as with the power of the AeternoBlade, Bernard can stop time and really lay into an enemy. So between the three, Freya, Felix and Bernard all have the advantage in certain situations, and disadvantages in others such as there are enemies that can only be hit while rewinding time. Can’t rewind time? You’ll need to hope you get lucky or simply keep running to the next area.

    Bridging things together though, events will eventually lead to Freya getting the other powers of the AeternoBlade back so that she can get more done. While her weapon and “power” stay the same, she does get to start doing other things such as being able to latch onto a further point in order to haul herself up. What I appreciated is that it starts to happen early, but not too early so that you do get to enjoy the other characters a bit and what they can bring to the table.


    Finally, while nothing really new to the style, but always nice to have, AeternoBlade II switches between 2D platforming and combat to 3D combat for certain challenges and boss fights. This change, like the QTEs can take you a bit by surprise at times because they aren't exactly being declared but they showcase that even if the gameplay is being switched up, the quality is not being dropped. If there was to be one issue with this change, it's that targeting is done with L3 and when you're locked on to something massive, you'll often not see it's other arm or tail coming at you so being careful with when to lock on will be important.

    Overall, AeternoBlade II may not be winning any awards, but it shows off a decent progression for the studio that made what could also be a cult classic as many that I’ve spoken too have never heard of it, and those that have, enjoyed it even with its limitations. Changing things up with different characters that have different abilities and a “lighter” storyline than one simply hell bent on revenge, this end of the world tale is worth taking a look at for fans of platforming and metroidvania puzzles.

    Game Information

    Platform:
    Sony PlayStation 4
    Developer(s):
    Corecell Technology
    Publisher(s):
    PQube
    Genre(s):
    Action, Platformer
    Mode(s):
    Single Player
    Other Platform(s):
    Microsoft Xbox One, Nintendo Switch, PC

    Source:
    Provided by Publisher




    Article by Pierre-Yves
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    Project Nimbus: Complete Edition clear for takeoff on Nintendo Switch - News


    We are happy to bring you news that Project Nimbus is finally out for the first time in North America! Inspired by some old schooled series like Gundam and Macross, I'm happy to say that after a few hours in, I'm loving it. So while I'll have my review soon, in the meantime here's the original announcement trailer



    and the new launch one!



    PROJECT NIMBUS: COMPLETE EDITION CLEAR FOR TAKEOFF ON NINTENDO SWITCH 

    INDIE MECHA HIT LAUNCHES TODAY ON ESHOP 

    Tokyo, Japan, May 16, 2019 — Japanese publisher GameTomo today announced that Project Nimbus: Complete Edition is now available on the Nintendo Switch eShop. Project Nimbus is a high-flying action mecha game inspired by classic mecha like Macross and Gundam as well as games like the Ace Combat series. The Nintendo Switch version features content that has never been released in Western markets, a move sure to delight its cult of followers in Europe and North America. The game is available on the Switch’s eShop for 15.99 GBP, 17,79 EURO, and 19.99 USD with a special 10% discount for the first week to celebrate the launch of the title.

    Project Nimbus: Complete Edition features pulse-pounding, high-speed combat across a variety of theatres of war across a futuristic Earth. Three main factions duke it out for control over scarce resources using Battle Frames, powerful combat suits that can field a diverse array of fantastical weapons. New to this release is the enhanced Survival mode that pits players against never ending waves of enemies, challenging them to succeed against impossible odds. The new WARFRONT mode further elaborates on this formula by adding multiple objectives and missions to the survival gameplay, forcing the player to make tactical decisions as they rise through the ranks.

    The launch trailer for Project Nimbus highlights the breakneck speed of its combat, the variety of its locales, and the strength of its exotic weaponry. Character dialogue ups the stakes as the game draws you into the heart of the conflict between the last organized states on Earth and their struggle to survive against each other.

    Project Nimbus Key Features

    • High-speed battle action, piloting heavily armored Battle Frames through the war torn skies.
    • Twenty-six missions in a variety of locations, including floating cities, ocean fortresses, mountain bases, futuristic prisons, and battles in space.
    • Over a dozen playable Battle Frames with weapons including smart missiles, energy blades, particle cannons, floating energy shields, railguns and autonomous psychodrones.
    • A sprawling storyline with battles between three different factions over a war-torn futuristic planet: the US-led CFN, the Russia-led UCN, and the shadowy terrorist Children of Fallen Nations.
    • Complex bosses each with a unique fighting style, including orbiting nuclear battle mechs, bands of deadly pilots, and weaponized flying ships.
    • Missiles, rail guns and cannons for long range combat...energy blades and blade rushes for melee!
    • Bonus Survival Mode lets you choose from an entire hangar of Battle Frames, and then you must battle endless waves of enemies with increasing power.
    • WARFRONT mode includes massive replayability with six unlimited mission modes including Base Defense, Interception, and Assassination. Six levels of pilot (including Legendary) and Battle Frame customization will keep you playing for hours more.

    About GameTomo

    GameTomo is a team of dedicated indie developers and publishers located in Tokyo, Japan. GameTomo curates best in breed indie titles and hand-picks consequential games appealing to both Western and Asian audiences. Visit them at www.gametomo.co.jp


    Article by Pierre-Yves
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    Subdivision Infinity Jets to Switch, PS4, XB1, PC in 2019 - News


    Fast paced and amazing colors, Subdivision Infinity looks amazing. Check out the trailer below because it will probably do more justice than me going on and on about it!

     



    Subdivision Infinity DX Takes Off on Nintendo Switch, PlayStation 4, Xbox One, PC in Early 2019

    SYDNEY, NSW – Oct. 2, 2018 – Subdivision Infinity DX, the immersive and pulse-pounding sci-fi 3D space shooter from developer Mistfly Games and publisher Blowfish Studios, will blast onto Nintendo Switch, PlayStation 4, Xbox One, and Windows PC in early 2019.

    Step into the cockpit of an intergalactic fighter and explore the great expanses of outer space. With more than 40 engaging story missions and sidequests spanning several star systems, Subdivision Infinity DX is an action-packed journey brimming with dogfights, boss battles, and more set against the stunning wild outer reaches of the cosmos.

    The story begins when contractor Sgt. Jed Riddle is brought in to investigate a mining facility that has mysteriously gone radio silent. A tense shootout ensues, leading Riddle to take a closer look into what exactly is going on and the dark secrets lurking in the shadows.

    Beyond the core narrative and exhilarating feeling of piloting a nimble spacecraft on the fringes of the galaxy, Subdivision Infinity DX features an array of optional content to allow players to explore the stars to their hearts content while taking on bounties, mining asteroids for rare minerals, unlocking new ships, and crafting increasingly powerful upgrades along the way. 

    "Exploring outer space in Subdivision Infinity DX is an absolute blast," said Ben Lee, founder, Blowfish Studios. "We look forward to allowing players to live out their sci-fi fantasies in the game when it launches for PC and consoles early next year."

    Blowfish Studios will showcase Subdivision Infinity DX at PAX Aus 2018 alongside other titles from the publisher's catalogue. The game will support English and Russian language options.

    To learn more about Subdivision Infinity DX, please visit the game's official webpage.

    Article by Pierre-Yves
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    Monday Night Combat - Xbox Live review

    Monday Night Combat was an Xbox Live game I picked up with Limbo and the latest Lara Croft game some months ago. I played through Limbo a couple of times and posted a review on that, and still have to put some meaningful time into the Lara Croft game, but now that I’ve played some Monday Night Combat, let’s talk a bit more about it.

    I thought I would try and preface my reviews a bit more talking about the modes and the overall game, and then break down into the actual scores at the end and see how I like the slight modification to format. Monday Night Combat is an over the top shooter where the objective in the protection of or taking out of a Moneyball, a target that is a glorified piñata with tons of cash in it. This is no Call of Duty or Halo, and you have a simplified objective that is more important than rattling off some headshots.

    The Blitz mode is a cooperative mode where you (and some friends if you want them to hop in) fight off wave after wave of incoming bots. There’s defense guns you can set up and improve upon as well as your own powers you can upgrade, giving the game a sort of tower defense and 3rd person shooter feel at the same time. The better you do, the more money you earn. The more money you earn, the more turrets and upgrades you can afford.

    Crossfire is an online versus mode that is a blast, but loaded with chaos too. Once again you have turrets and you can upgrade yourself as you attempt to take out the other team’s moneyball. Both games require that you be fast with your upgrade decisions while being a quick, accurate aim too. There’s a fair amount to do between matches too. You can make customized classes that have various ‘sponsorships’ or perks that give you some small bonuses while playing. The better you do, the more between-match cash you accrue. There’s also a ‘leveling’ system as well, which is kind of a fun addition.


    Graphics – 8:

    There’s a graphical style here that’s wonderfully cartoony. This game was not meant to compete with Modern Warfare or Battlefield, and the graphics help to give it a unique feeling that really works for the game. If they tried to be ultra realistic it might have come across as a weak, lightweight attempt, but by making things a bit more comically over-the-top it feels fresh. Animations are solid and the overall team color schemes are good, though I did see some slowdown during frantic online activity and the zones themselves do lack some visual variation.


    Sound and Music – 6:

    I’m going to hit this one a bit. Music’s okay I guess, not memorable but it doesn’t get in the way. The game’s sound effects are okay as well, though I never really noticed it feeling as immersive as those found in higher end shooters that make outstanding use of my surround sound. The announcer’s voice kind of grated on my nerves and he was really repetitive.


    Gameplay – 8:
    The menus are easy to navigate, and once you know what you want to do with your upgrades, it’s pretty easy to do them quickly. The actual combat mechanics are not as precise as some of the top shelf games, but they don’t quite have to be to function well. The classes all feel unique as well, which helps lend some variety to the action. Some of my online games, as I mentioned in graphics, can slow down a bit when the action really heats up, and that can be rather annoying. It can also take a long time to connect to matches, but I never had issues with having to drop out of a match once one started.


    Intangibles – 7:

    The leveling system is nice, and I liked the customization options. The different classes add some variety to the game and give you a reason to try different things. The online play helps out a ton, since the single player offline mode is okay, but not nearly as fun as the more chaotic co-op and competitive modes. The lack of maps and additional modes really hurt though, and the lack of variety in sounds and arenas do give a sort of ‘been there, done that’ vibe after awhile.


    Overall – 7.5:

    I enjoyed the game overall. It was fun, and there were goals that kept me coming back for more and tweaking my contestant. I mentally found myself thinking this was Smash TV for the current consoles, or at least a lightweight version of what a fleshed out modern Smash TV could be (I loved that game in the arcade). I came in to this game with modest expectations at the time, having decided to take part of an Xbox promotion at the time to buy 3 games. I picked up Lara Croft and Limbo and then waffled between Monday Night Combat and Castlevania for awhile, but finally opted for Monday Night Combat and definitely did not regret it. It lacks serious depth, but it fits my occasional need for a quick sit down and shoot something fix.


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