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Showing posts with label third person shooter. Show all posts
Showing posts with label third person shooter. Show all posts

Retro Reflections - Warhammer 40,000: Space Marine

Warhammer 40,000: Space Marine by developer Relic Entertainment and publisher THQ—PC retro reflection written by Hamza. Game release year 2011.

Estimated reading time: 9 minutes



Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.

For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!

Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.

As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.

If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.

The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.

Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.

In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.

Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.

Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!

The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.

Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.

In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!

Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.


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Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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Survival Horror Fans Patiently Await The Sinking City 2 Release Until First Half of 2026

21 October 2025 | Kyiv, Ukraine | Today, Frogwares announced that The Sinking City 2, their upcoming Lovecraftian survival horror game, will be shifting its release window to the first half of 2026.


While no official release date had been set previously, the team had initially been aiming for a potential surprise 2025 launch and had even been hinting at that to fans. 

However, they’ve now decided it’s best to clearly communicate that they need to take more time to finish the game on their own terms. The main reasons for this decision are the ongoing war in Ukraine and the significant genre shift the studio is undertaking with The Sinking City 2 compared to their previous titles.
"Developing a game during a war isn’t something you can ever really prepare for, but something you need to keep adapting to. At one point, we were losing power for days as drones and missiles hit our power grid. When that tactic stopped working, it became mass drone swarms every other night, going from midnight until dawn. You work all day, then spend the sleepless night listening for explosions, and somehow still need to function the next morning… These things all slowed us down regularly to the point where it just doesn’t make sense to try to rush what we have left to meet a date that we no longer feel is worth chasing. How moscow’s tactics to terrorize civilians will change again as winter comes is anyone's guess, so we’d rather be ready to adapt again, knowing we’re able to take our time. ” - Sergiy Oganesyan, Head of Publishing, Frogwares


The studio also noted that developing a fully fledged survival horror game for the first time brings its own set of new learning curves.
“Switching to survival horror for the first time has been a whole new kind of challenge for us in itself, too. We’ve been making investigation adventures for more than twenty years, but survival horror asks for a completely different kind of design thinking. Tension, pacing, combat, etc. We’ve always loved the genre as fans, but once you start building it yourself, you realize how much you still have to do. It’s exciting, but it definitely makes development slower.” Alexander Gresko, Lead Game Designer, Frogwares

The move to a 2026 release window does not come with an exact date, as the team acknowledges that circumstances can change at any moment.
”We don’t have an exact date set for 2026 yet, but we thought it was better to at least share what we do know. We’d rather be certain than announce something now only to move it again. Rest assured, we’re currently aiming for the first half of 2026, so it’s a matter of months, not years.”  - Sergiy Oganesyan, Head of Publishing, Frogwares

The team has also said they will be sharing a lot more from the game as it enters the final stages of production, with today’s news coming with 13 new screenshots showcasing the game’s setting, enemies, and signature Lovecraftian atmosphere.
“Alongside the 13 new screenshots shared today, we’ll also be showing a lot more gameplay over the next few months to let everyone see how development is going. The Sinking City 2 is the first time we’ve done big, private beta tests with our community so early in the development process, and their feedback has been instrumental in shaping the game. Because of this, we’ve actually been a lot less stressed about showing stuff publicly to try to gauge reception. But we're keen to now start showing more people what we’ve been working away on all this time.” - Anna Bieniek, Senior Social Media Manager, Frogwares

 


ABOUT THE GAME

The Sinking City 2 is a survival-horror game, set in a Lovecraftian 1920s United States. In the infamous city Arkham, a supernatural flood has driven out all but the most deranged residents and brought decay and Eldritch monsters to the streets.

Fight to Survive: Use an arsenal of 1920s-inspired firearms and melee weapons to fight against Eldritch-inspired admonitions.
 
Explore The Decaying City of Arkham: A world of decaying 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: Solve optional cases and puzzles that let you investigate your surroundings deeper to uncover secrets, alternate options, and more lore.
 
A Twisted Lovecraftian Tale: Experience a morally grey and captivating story focused on personal loss and woven around the Lovecraftian mythos of cults, rituals, and incomprehensible creatures.
Article by: Susan N.
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Wild Americas: Steam Next Fest, Free Demo

Wild Americas, an indie title from Upsetter Studios, has been selected as part of Steam's Next Fest, June 10-17!


The demo will be free to play, so check out our Steam page!

A live gameplay session will take place with Q&A for any gamers who want to know just how awesome we plan to make Wild Americas.

Created by a team of 3, this action-adventure, 3rd person shooter is a handcrafted thing of beauty. Creator Matt Bruns had this to say. 
 
 
"We want to be as transparent as possible with our gamers about Early Access, and the planned evolution of the game and IP. Our intention is to build long term relationships with our gamers, as Wild Americas continues its evolution."
 
Early Access, June 18, "Our $5 Early Access provides a large, open-world area to explore, hunt, scan and survive. I am excited for you to step into the boots of a GeoCorp Geologist and explore the hills, valleys, caves, and tunnels created.”

-----

Relevant links for game:

upsetterstudios.com

 

 

Article by: Susan N.



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Orcs Must Die! 3 - XB1 Review


Orcs Must Die! 3
by developer and publisher Robot EntertainmentMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes


Orcs Must Die! 3 brings the franchise’s trademark quirky humor with its combination of tower defense and action back for another round of chaos – and I’m happy to be here for it!

I have been a tremendous fan of the Orcs Must Die! franchise since I stumbled onto the first title in the series. I picked it up cheap for my PC many moons ago, and loved both parts 1 and Orcs Must Die! 2 (you can read the review here if you’d like). We just won’t talk about Unchained… But if you were a fan of the earlier titles, odds are you will find this newest release to be quite satisfying as well.

The premise is actually quite simple, as are the game’s earlier stages. It is a tower defense game, operating under the familiar design of enemies entering the stage and you doing what you can to prevent too many of them for reaching the exit – generally located somewhere on the opposite side of the stage. Similar to other games in the genre, your enemies will walk along somewhat predictable predetermined paths and you use automated devices to prevent them from succeeding. Much of the ‘just one more try’ replay value of the genre is predicated on learning the stage and understanding what your enemies are likely to do once they enter the level, and that holds true here.

However, where this series takes a sharp turn from most of the games in the genre is in how the action is presented and the level of hands-on involvement you have. Instead of just setting up towers or traps to do all of the automated combat for you while observing from a god-like omniscient overhead view, you are instead trust into the role of an actual character. As such, Orcs Must Die! 3 is presented in a third-person view that sees you oftentimes finishing your enemies off manually using more manual means like guns. Because you can’t be everywhere all of the time though, those traps are still required.

If you want to spend your hard-earned orc-slaying money on traps to the left, you can then man the right side of the field when they split up and approach the exit from a couple of different directions or entrance points. Basically traps help you to compensate for not being able to have your character everywhere at once. Walk the ones you can’t deal with personally through movement-slowing tar pits and you can dispatch the orcs in front of you while still having time to go deal with the slowed ones afterwards. That is the constant seesaw battle taking place throughout the game.

The earlier stages are pretty straightforward, but it doesn’t take long for the complications to increase as you get into the latter levels when you have different types of enemies, more routes for them to traverse, more ways for them to enter the level and so on. The visuals, sound effects and music are bright, energetic and add a lot to the presentation. It is easier to get caught up in the environments with the third-person perspective pulling you into the fray in a way that more traditional tower defense games can’t.

There are a few different modes of play, though admittedly the single player story mode is where I spent the majority of my time. But with new War Scenarios that try to create a massive battle with much grander scale, you see some new weapons you get to leverage that don’t appear in the single player campaign. You can also dabble in an endless mode that is exactly what it sounds like, and a scramble mode that gives both you and your enemies random modifiers to keep the action a bit more unpredictably fresh.

The primary gameplay hook here is getting more money to purchase newer traps and upgrades, plus personally I just hate it when one or two enemies slip through. I win the stage, but I have  tendency to go back and try to get the perfect score on those stages. That’s probably a good thing, as there are not really that many levels (just under two dozen), so the developers are expecting you to play and then replay stages to better your previous efforts.

Still, beating the story campaign takes less than a dozen hours, so replaying levels or participating in one of the other modes to land on leaderboards is where Orcs Must Die! 3 will see a bit of continued longevity. That theme of ‘I just wish there were a few more levels’ trickles into the weapons and enemy types too. On the one hand, it is probably a good sign that I want ‘just a bit more’, because it means I’m enjoying what is there. On the other, a little more variety would help to stave off the repetition that can settle in during really long waves of enemies or when you’re replaying the same level for the fourth time.

Summary

Orcs Must Die! 3 is a welcome addition to consoles. Tower defense is one of my favorite genres, and there are not a lot of great games representing the genre on consoles. Orcs Must Die! 3 is a pretty great game. It’s vibrant and funny, with the right combination of strategy and action that kept me coming back for more. A bit more content and variety would have been appreciated, but what is here was still very enjoyable.

Score: 8 / 10


 








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TennoCon Attendants to Witness Gameplay Reveal of The New War Expansion in Warframe This Weekend!

LONDON, Ontario – July 12, 2021 – Developer and publisher Digital Extremes (DE) invites Warframe players to witness the first-ever gameplay reveal of the highly anticipated The New War content expansion during the fan-favorite TennoLive broadcast of TennoCon on Saturday, July 17. Virtual attendees of the 6th annual player event, are encouraged to watch The New War world-reveal live on Twitch, July 17 at 5PM ET to claim a Prime Warframe. DE will also host an in-game Relay event where Warframe players can unite with friends from around the world, including the award-winning Canadian studio, for a one-time interactive preview event featuring a sneak peek of exclusive new content.

Old enemies will emerge to wage The New War in the highly-anticipated content expansion first revealed at TennoCon 2018 in DE’s hometown of London, Ontario, surrounded by thousands of players, before transitioning to a virtual event in 2020 due to COVID-19 health and safety protocols.

“As most players know by now, we’re bringing The New War back to TennoCon! It’s going to be a special moment for all of us, as it’s been a while since we first discussed this expansion with players. We truly hope Tenno will enjoy a day dedicated to them and the memorable experiences we’ve shared together in Warframe”, said Sheldon Carter, Chief Operating Officer at DE. “There’s plenty of new and exciting reveals to be made, but players will have to tune-in to TennoLive to find out more. We have an engaging and interactive broadcast planned that will provide something for everyone, plus there’s a Loki Prime Drop.”

For more information on The New War tune in to TennoLive and for real-time updates and access to official Warframe assets during the event, follow @DigitalExtremes on Twitter.

For several years, TennoLive has been the can't-miss, direct-to-player announcement platform of choice for DE and the global Warframe community, engaging nearly half a million people for some of Warframe’s biggest reveals.

“We’ve spent a lot of time talking about The New War on Devstreams and at past TennoCons. We’ve shown cinematics, added in-game messages and lead ups, and now the wait is over… we are so excited to finally provide some answers and give everyone a small piece of what’s to come with The New War. We’re thankful for the patience of our players and we look forward to seeing their reactions to some of our big reveals in the chat”, said Rebecca Ford, Live Operations and Community Director at DE. “Their support creates this event, it gives players all over the world the opportunity to celebrate together each and every year. And this year, we have a special in-game preview event that players will appreciate.”

DE is rewarding players with several premium and exclusive items for watching. Additionally, players will be treated to new reveals from Lotus voice actor and event host, Rebecca Ford and special guests Steve Sinclair, Scott McGregor, Geoff Crookes, and Sheldon Carter during TennoLive. Visit www.warframe.com/tennocon for additional in-game items and redemption information, plus a detailed schedule of events, programming and merchandise.

Twitch and Steam Drop During TennoCon

     Vastilok Gunblade Weapon

     Awarded for watching thirty consecutive minutes between 12:30 p.m. ET - 5:00 p.m. ET

In-Game Relay Event Reward During TennoLive Segment

     Tannukai Longsword Skin and Armor Set

     Awarded at the end of the TennoLive in-game Relay event, must be present to qualify

Twitch and Steam Drop During TennoLive Segment

     Loki Prime Warframe with Slot

     Awarded for watching thirty consecutive minutes between 5:00 p.m. ET - 7:00 p.m. ET


About Warframe

Warframe is an award-winning, cooperative, third-person, looter shooter with frenetic and visceral combat, set in a constantly evolving and expanding sci-fi universe. Players collect and master a sprawling arsenal of different Warframes - each with their own unique abilities - as well as weapons, companions, mechs and even pilotable starships, and personalize them to look and play exactly the way you want with an endless array of customization options.

Warframe can be enjoyed solo or in squads of up to four players. Players embark on cinematic quests across dozens of planets, three Open Worlds, and even the depths of deep space, battling a nefarious, ancient evil that threatens the fate of the Origin System.

To keep up with the latest updates, be sure to follow Warframe on Twitch, YouTube, Twitter, Facebook, and Instagram or visit www.warframe.com. Warframe is available free-to-play on PC, Steam, Epic Games Store, PlayStation®4 and PlayStation®5, Xbox Series X|S, Xbox One and Nintendo™ Switch.

About Digital Extremes

Founded in 1993 by James Schmalz, Digital Extremes ranks as one of the world's top independent video game development studios. Originating with the co-creation of Epic Games' multi-million unit selling Unreal® franchise including Unreal and Unreal Tournament, Digital Extremes went on to develop Dark Sector®, BioShock® for the PlayStation®3, the BioShock 2 multiplayer campaign, and The Darkness® II. The studio reached critical and commercial success with the free-to-play action game, Warframe®, supporting a global community of 60+ million registered players across all major core gaming platforms. For more information about Digital Extremes, visit www.digitalextremes.com.


Article by: Susan N.



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Hentai vs Evil - PS4 Review


Hentai vs Evil by developer Axyos Games and publisher EastAsiaSoft Sony PlayStation 4 review written by Richard.

Estimated reading time: 3 minutes


Oh boy, it's time for one of those titles. The ones I've always joked about, but never thought I'd ever actually play. That's right, it's time to review “Hentai vs Evil”.

Let me start off by letting you know that there is no real plot. From what I can tell, there's been a zombie apocalypse instigated by grim reapers, with orcs thrown in. They've kidnapped abnormally busty girls for...reasons, I suppose? There's only three maps and two gameplay modes, neither of which have any story, so I'm just taking a guess. Hentai vs Evil is a third person shooter that...works, I suppose you could say. You have two game modes: rescue and survival. In rescue, you need to kill 12, or more, reapers and get to the cage holding a girl captive. The first two times you do this you unlock new characters. For survival mode, you see how long you can survive against waves of enemies.

Hentai vs Evil plays pretty simple. You pick up a gun at the beginning of a round, you shoot, you reload with your infinite ammo, you run, you...sort of jump, and you “aim”. I won't lie, the game is super simple, super easy, and isn't a whole lot of content. There are only three stages, combat is basic, and there isn't too much to it. I had the platinum for this game in about thirty minutes of game play. The aim function is basically pointless, as you don't really even aim any different. There's, like, a 5% zoom rate and that's it.

The jump is also just for fanservice really, as you get no height, it looks dumb, and all it really does is allow you to look up the skirt. The enemies are fairly squishy, with the zombies going down in a few shots, the orcs in about half an assault rifle clip, and the reapers in about a full clip or two, depending on headshots. There are also two possible temporary upgrades you can get by shooting these floating ammo crates in the sky. One upgrade basically turns all your shots into one-hit kills, and the other adds a burn effect to your shots.

There are a number of issues I found while playing, including a lot of instances of enemies clipping through, well, everything. Walls, other enemies, the floor. Lots of excitement. Also, the enemies seem to basically infinitely spawn, especially when you aren't looking. Or when you are. I literally ran into a three man group of spawning reapers. It was a little dumb. Two pro tips by the way: you can't swim, and shot distance is really far. If you get shin deep in water, you're dead. And you can fire really far, often to your detriment as you may nick a few enemies in the back, and then they'll start chasing you down. Also, reloading is a bit of a nuisance. While you can hold down fire to continuously fire, if you reload, then you can't keep holding fire, which is a bit of a nuisance.

In terms of graphics and music, there isn't too much to say. There's a lot of character customization, mostly boob and thigh size, but also clothes and other options. The music is pretty much just the one track, which is fine really since the game is so basic.

Summary

Overall, Hentai vs Evil was better than I was expecting. It definitely wasn't good, but it certainly wasn't as bad as I was expecting it to be. On the plus side, it's also pretty dang cheap. The game has a lot of room for improvement, but it isn't broken or unplayable. If you can stand the potential embarrassment of having this title in your library, you may as well take a look at it!

Score: 6.0 / 10







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Returnal - PS5 Review


Returnal
by developer Housemarque OY and publisher Sony Interactive EntertainmentSony PlayStation 5 review written by Jim with a purchased copy.

Estimated reading time: 6 minutes


The tagline for the 2014 Tom Cruise movie Edge of Tomorrow was Live Die Repeat. You could use the same lines to describe Returnal, first-party Sony exclusive developed by Housemarque who are known for their smaller indie games like Resogun and Nex Machina, which is a game where you will live, die, and repeat. With Returnal being their first big-budget game but does it stand up to Sony's other big titles?

Returnal tells the story of Selene who crash lands on an alien planet while following a white shadow signal. Selene sets out from her busted ship to find this signal but along the way, you will die and then you learn that the planet changes and you have to start over from your ship. You also learn that there used to be sentient life forms that inhabit this planet. You will see statues and bodies of these "xenotypes" and now Selene not only is trying to make her way to the signal she now tries to figure out what happened to these aliens and why when you die you start over and the world changes. This makes the story a science fiction thriller with a tiny bit of horror mixed in mostly in the atmosphere the game gives but I would be lying if I said I didn't jump at least once.

Returnal's gameplay is a mix of third-person shooter, roguelike, and bullet hell. The shooting feels good and even pressing the L2 trigger halfway to aim feels right thanks to the adaptive triggers. Pressing the L2 button all the way ready the alt-fire. All the guns you find will have an alt-fire and each time you find a gun even if it is the same you are already carrying could have a different alt-fire. While talking about the Dual Sense control the Haptic feedback in this game is amazing I could feel pretty much everything Selene does from running to getting hit. Now the roguelike comes in from the world-changing every time you die. You will always start in the same place but the layout will be different every time. You also lose everything you have collected in your last run only starting with your handgun.

Guns do not have to be reloaded but they can overheat after firing so many shots without a rest. Each gun has varying numbers of shots. When you overheat a gun you can press the trigger at the right time to overload the gun and you can use it faster. It's much like when you reload a gun in Gears of War with pressing at the right time for a quicker reload. As you use your gun you will gain proficiency making any new gun you find have better stats. And finally, we have bullet hell for a third-person shooter there can be a ton of enemy fire coming at you at one time making combat hectic and fun.

The boss fights are hard and will have you running from a ton of colorful shots coming at you. Even with having to start over so many times I never got tired of playing Returnal on each run you never know what you may find in the way of upgrades, items, and parasites. Parasites are well parasites you can attach to yourself for one buff and one debuff you can only have five at one time before it will randomly detach one of them for a new one. You can get rid of them only with a certain item or a machine that I rarely see. You can find items from chests and defeated enemies you can also find fabricators that use Obolites that you collect from enemies and find around the environment to buy items and or upgrades.

The other type of currency in the game is Ether, Ether is a permanent currency that you keep even after dying. You can use these at Reconstructors that let you respawn once without starting over and at a Cthonos that shows up near the crash site shortly in the game the Cthonos makes a random item that you have yet to discover. Ether also can be used to cleanse malignant items and chests. Malignant items and chests can be picked up without being cleansed but will cause a suit malfunction. Suit malfunction will add a random debuff and a condition to get rid of the malfunction like opening so many chests or doing so many Melee kills. getting three malfunctions will cause a critical malfunction where you will not trigger another ill effect but will destroy a random item you have.

As you explore the planet you will find other dead Selene's and you will find a voice recording slowly telling the story of what is going on on this strange planet. You will also find Selene's house that you can enter once in a while and tells more backstory on Selene. These segments are short but are played in first-person giving you an emersion that seems right at home in a horror game. The game was is also best played with headphones on. I have a 3D audio set that sounds amazing. The rain hitting Selene's helmet, the enemies, sounds in the environment are all so well done.

The game being a PS5 game is beautiful there can be so much going on at one time on the screen with no slow down or lag. The enemy designs are cool to look and the xeno lifeforms that lived there before have a unique design. I liked finding the Xenoglyph Ciphers that let you translate Xenoglyphs. Xenoglyphs are writings the Xeno's left long ago that tells what happened to them.

There is real satisfaction when you can finally beat a boss and advance. It's like a souls game but with lots of shooting and running. There is some mild platforming but nothing too hard you will find a much harder time in the enemies than anything.

Summary

Overall Returnal is another amazing first-party Sony title that hits all the right notes. Although the game crashed on me once and that makes you start from the crash site again I did enjoy my time. Just make sure you have a few hours to play if you don't use the PS5's rest feature you will have to start a new cycle when reloading the game. It may be early still but Returnal is definitely on my game of the year list as of this writing.

Score: 9.5 / 10


 




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