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SUPERBEAT: XONiC - Switch Review


For the last few years Rhythm games have been all the rage especially in social gatherings with the likes of Guitar Hero and Rock Band. Before all of that however, Harmonix made two incredible, yet cult classic, entries to the PS2. Those were Frequency and Amplitude which catered to lovers of Techno and Trace. Superbeat: Xonic for me brings that love back again to today (Nick’s review of the PSV version) with a slew of tracks that I had never heard yet were enjoyable to go through with controls that will over time really test your manual dexterity.

Music, like video games, cinema and literature is hit and miss with everyone so while one may enjoy or fan-love something to death, someone else may not entirely share that view. With that said, if you don’t like this style of music then this may not quite be something for you however if you like a challenge I would say to go for it anyways!*

The interface is clean and simple in order to pick your tracks. The difficulty scaling will let you know exactly where you should start as the more bars there are the higher the challenge. Until you’ve gotten used to what can be thrown at you, working your way up is best advised.


Each of the tracks that you can select give a preview of what it sounds like allowing you to make your choice based off of that regardless of the mode. So even if you aren’t in free play mode, you still have a choice in how you want to go through the tracks in order to score the highest amount of points that you can while being musically entertained.

The controls while brilliant are a test of both visual recognition and manual dexterity. If you think, you’re toast. It’s more reactive than anything else especially when loads of notes are coming your way. Xonic is designed to use both the Up / Down on the left and the “X” / “A” on the right of the switch’s controller. Added onto that is that the joysticks can both be used to hit notes in various directions as well as be used as sliders. You pretty much have a lot of keys and not enough thumbs at times meaning that I’ve still got a loooooong way to go before hitting the hardest tracks. My fingers don’t move THAT fast.

That said though, there’s a build up through the difficulties so learning your controls is one thing but mastering them is a separate task all together. You’ll know exactly how you performed either by the lack of a good music track or your ranking at the end of the notes. Even if you do get a lower ranking you can always go back and try it again and again which isn’t an issue as long as you haven’t heard the track one hundred times already.


The tracks themselves are great though. Varying tempos and styles are all mixed creating a good selection that should appeal to many people. These tracks’ tempo will also be deciding what kind of note styles will be thrown at you which was also neat that not all tracks used or built upon one another for how the notes would come down the corridor. It kept things interesting.

This by far is not the first release of Superbeat: Xonic with it already having released on the PS4, the Vita and the XB1. I think that the Switch is a good place for it as it’s just as enjoyable on the go as it is comfortably at home. With a ton of tracks unlocked by default and more to be unlocked as you progress, Superbeat: Xonic is some good fun with music that you may have not even heard before.

Game Information

Platform:
Nintendo Switch
Developer(s):
Nurijoy
Publisher(s):
PM Studios
Genre(s):
Rhythm
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Sony PlayStation Vita
Microsoft Xbox One

Source:
Provided by Publisher


*Just in case you are wondering what I listen to? Rock, Hard Rock, 70’s Rock, Metal, Heavy Metal, European Metal, Folk Metal… because of a friend of mine... Pirate Metal. Yes that’s a thing. Annnd just about anything else someone has on. I’m generally open minded as long as it isn’t what I personally consider awful. That said it was fun to listen to this style again.
Article by Pierre-Yves
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Oh My Godheads - PC Review


A while ago I had the distinct pleasure of being able to write a preview for Oh My Godheads, and now I have the chance to write a full review. For those who haven’t read through the preview, or have forgotten, OMGodheads is a very interesting mash-up of capture the flag and dodgeball, sporting “the world’s first capture the head action…for 1-4 players”.

OMGodheads has two basic styles of play with two types each, and an extra “challenges” type section. The first gameplay type is the advertised gameplay, where you have a giant deity head that you need to pick up and just generally deal with. Capture the head is basically capture the flag, but with a deity head. You pick up the head, and have to get it into your colour coded zone in order to score a point, all while avoiding other players attacking you, or whatever special ability the head is throwing at you.

King of the head is similar, except it’s a “hold the head for the longest time” to win. Headhunters and last man standing are all about the “PvP style” combat, where you and your friends beat each other up for points, or fight AI controlled enemies for superiority. The last mode available is Trials, which are one off challenges that will get you used to some of the aspects of the game, as well as giving you a sort of improvised tutorial. The challenges can be really easy or really hard, but they’re all a lot of fun.


The game can be easily played with up to four humans, and can be assigned as either controllers or two different sets on the keyboard. I am happy to say that both control schemes work great. There are a bunch of different heads to spice up gameplay, such as one that freezes people in an area around it, or one that sends out homing crows to attack players nearby. There are a bunch of different items you can throw at opponents as well, including exploding pies, as well as items that mimic some of the godheads’ abilities.

With a sizable selection of both heads and playable stages to choose from, there’s definitely a lot of fun to be had. The AI is adjustable, and for the most part is extremely competent in doing whatever difficulty they happen to be set to, and very rarely will do something exceptionally stupid. There’s a lot of adjustability, and the ease of simply jumping in to a game, with some great couch co-op, is definitely an added plus. With all sorts of deflectable exploding pies and various deities, there’s also a lot of variety, even if you play on the same stage or with the same head, the combinations can get quite entertaining.

There’s definitely a lot to like about Oh My Godheads, but little needs to be said. It’s an awesome party game that’ll suck you right in, it’s easy to get used to and easier to play. While simple to learn, there can be a lot of strategy involved, especially since different stages have different aspects to them, such as moving goals or platforms that sink into lava.


A few things I noticed changed from the preview that I was particularly happy to see was that some of the more arbitrarily difficult trials were balanced, and unlockable stages and godheads tell you the unlock conditions when selecting them on the field/head select screen. Each round can last as little as a minute or two, or upwards of ten, given the right (or wrong) combination of heads and fields. Oh My Godheads is a great party game, or a good game to just sit down to for a few minutes at a time. Like me, you’ll probably find yourself playing for a lot longer than you realize.

There isn’t really a whole lot to say about Oh My Godheads, it’s simple and easy to get into, but that’s one of the major draws. It’s fun, addicting, and has a solid soundtrack. If nothing else, one thing is for certain: this isn’t a game where you can just quit while you’re ahead.
Platform:
PC
Developer(s):
Titutitech
Publisher(s):
Square Enix
Genre(s):
Action
Versus
Mode(s):
Single Player
Local Multiplayer
Other Platform(s):
Microsoft Xbox One

Source:
Provided by Publisher


Article by Richard
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Nioh: Complete Edition - PC Review


For all of the success of KOEI TECMO and Team NINJA's Nioh it seems too often that it is brushed aside as "Dark Souls with Samurai" which is a criminal understatement given how good Nioh is. Though well-received on PlayStation 4 when it launched in early 2017, as the year wore on it was increasingly more difficult to hear about the beloved grimdark action-RPG set in an alternate of the late Sengoku Period in Japan (1460's to about 1610) and features stunning level design, weapon and armor art straight out of the Azuchi-Momoyama period. Rounding out the trifecta of excellence is a wonderful story following William, a conscripted pirate on the hunt for Amrita, a golden stone that is found primarily in Japan, and is a dark yet strangely serene experience. A shame that only eight months or so past the PlayStation 4 release that the PC port is at times, marred by technical issues.

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Legrand Legacy Liberates PC on Jan. 24 - News

I'm already sold just off of the trailer as it really brings me back to the stylistic days of the late PS2 early PS3. That said, with a demo available through Steam we'll be bringing you our first thoughts on Legrand Legacy while we wait for the full release later next month!



Legrand Legacy Journeys to PC on Jan. 24

Coming to Nintendo Switch, PlayStation 4, and Xbox One in Q1 2019

Hong Kong - Dec. 7, 2017 - Legrand Legacy, the nostalgic love letter to classic JRPGs from publisher Another Indie and developer SEMISOFT, will arrive on Steam for Windows on January 24, 2018. Legrand Legacy will release on Nintendo Switch, PlayStation 4 and Xbox One in Q1 2019.

In the war-torn land of Legrand, a slave named Finn will rise from humble roots to possibly becoming a savior. After Finn exhibits powers beyond his control in the gladiator arena, an old man buys his freedom. Together they journey to save the man's daughter, which leads them to a prophecy and a greater quest: to save Legrand from the second coming of a conflict that nearly destroyed the world in times long past.

Despite the looming darkness, Legrand is a thriving realm depicted in an art style delicately balancing eastern and western oil paintings. As Finn explores the beautiful world of Legrand he will learn the backstories of allies, uncover side quests, go fishing, and engage in fencing competitions in addition to intense hack and slash battles.

Exploiting enemies' weaknesses and unleashing powerful attacks is key for victory. Craft weapons and unlock new magic abilities as the enemies become fiercer. When the stakes are at their highest, take to the battlefield with an army and conquer foes in tactical warfare.

By recruiting citizens of Legrand to join his party, Finn can upgrade his headquarters, Dumville Castle. As his party expands, Finn gains the services of blacksmiths, shopkeepers, and others that aid his journey. Can Finn and his companions gather the strength they'll need before the world falls to its impending doom?

"Legrand Legacy is packed with callbacks to classic JRPGs, from the modern take on original PlayStation style graphics to music, gameplay and mini-games," says Iain Garner, Director of Developer Relations, Another Indie. "Most importantly, the story is the kind of epic RPG fans crave."

Legrand Legacy will be available on PC via Steam for $24.99 USD. It will have language support for English, Japanese, Mandarin Chinese, Korean and Russian. The game was successfully Kickstarted by 1,000 backers on January 18, 2017, surpassing its goal of£40,000 (more than $53,000 USD).

For more information, please visit the official website, join the Another Indie Discord or follow Legrand Legacy on Facebook and Twitter.

Article by Pierre-Yves
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Oh My Godheads - XB1 Review

With Richard having enjoyed and previewed Oh My Godheads back in April I’ve been looking forward to getting my own hands on it. Now having had that chance, with Richard’s review of the PC version incoming, I took the Xbox version for a spin with my brother Marc and my friend Louis for some rather interesting versus matches.

Oh My Godheads takes the idea of player versus player and kicks it up a notch. With up to four players able to jump into various arenas with different modes there’s no shortage of bloodshed as you aim to claim victory for yourself or your team. And I do mean bloodshed as the cute graphics can get rather graphic as you cut an opponent to pieces!

So what makes OMG (heh I just got it…) different from the rest is that modes like Capture the Flag or Hold onto the “insert object here” modes? They are different in that instead of having inanimate objects you instead have a variety of angry deity heads of various powers. These various heads will freeze you solid, explode upon you or slow down time generally making your life a living hell as long as you’re trying to score a point.


While the modes themselves are familiar how they play out are what is interesting. The various stages available for competitive versus change up how even something like Capture the Head is played. On one icy rivered stage for example your goal for bringing the head lies behind the enemy spawn point, not your own. In another you have to not only get to the goal but also make sure that you’ve triggered the switch in order to make the goal your color. The catch to this? It has spiky statues which will impale you if you stay there even a second too long.

If the angry heads of the gods get to be a bit too much there’s always pure versus modes in order to see who comes out on top. These will really give you a great feel for how to control your character especially if you’re going to act as the defense while someone else carries the head to the goal. There are no particular roles but having a strategy with your partner is quite recommended as long as it’s not a CPU. When they are with you I found them to be lacking. When against you however? Why couldn’t I have that one as a partner!

The only downside to OMG that I think of is that you really needs others to play with you. It is definitely a party game that needs real people in order to show them who’s boss as playing against CPUs just isn’t the same. Outside of that the gameplay is solid and fun to play for good amounts of time regardless of the mode.


Oh My Godheads is a great addition to the living room and a great excuse to have a few friends over for couch multiplayer mayhem. If you’ve been looking for something in order to play and see who really is better than one another, this is a great place to do it!

Game Information

Platform:
Microsoft Xbox One
Developer(s):
Titutitech
Publisher(s):
Square Enix
Genre(s):
Action
Versus
Mode(s):
Single Player
Local Multiplayer
Other Platform(s):
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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Batman: The Enemy Within - Episode 3: The Fractured Mask - XB1 Review


This isn't the worst or the best of the one and a half seasons of Batman that Telltale Games has provided us. It's good, but not great as the story itself feels as though it is setting us up for the last half of this season, but thankfully this is not one of those episodes that just treads water and completely stalls out the plot in favor of some new character introductions.

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Dungeons & Dragons Heroes - Retro Reflections


A friend of mine said games should preferably have sword fighting, magic and brave heroes who risk their lives for a higher purpose. “D&D Heroes” fits that description and if you have played an action role playing game you already know its basic characteristics: plenty of monsters to kill, lot of treasure to collect and many skills to upgrade in a setting which brings Lord of the Rings to mind. As for the story, it is as basic as possible: four noble heroes must save a medieval kingdom from a powerful villain and to accomplish this feat they must explore distant, strange lands and acquire objects of arcane properties.

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Tesoro GRAM SE Spectrum Optical Switch Keyboard - Hardware Review


Tesoro is a longstanding favorite here at Chalgyr's Game Room and with good reason; over the last few years they have consistently put out excellent hardware at incredibly competitive price points. With the latest Tesoro GRAM SE Spectrum, the optical switch technology that they are using that is similar in feel and responsiveness to more traditional mechanical keyboards is light, tactile, and has a few quality of life changes that really make the GRAM SE Spectrum look and feel a cut above the competition.

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SG/ZH: School Girl Zombie Hunter - PS4 Review


Hoo boy, where to begin with School Girl/Zombie Hunter. I suppose I should start off by mentioning that it’s like some weird cross between Resident Evil and Onechanbara, as weird as that may sound. While I have no doubt the developers set out to do…something, it feels as if they stuck their hands in too many pies, while not really committing to any of them. It has all the bases to be: a fan service game, story driven, an action game, or a comedic parody, yet I found it to never really settle on any of the options it had going for it. Oddly enough, the game isn’t really “bad” per se, more of a weird genre limbo type deal.

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Zwei: The Ilvard Insurrection - PC Review


Zwei is a series originally released only in Japan, if I recall correctly, and the sequel Zwei: The Ilvard Insurrection, has made its way to North America, much to my pleasure. Introducing some interesting dual character mechanics, probably taken from the Zwei (German for two), provides a wonderful blend of monster mashing, puzzle solving, dungeon delving, and dancing that I’d be hard pressed to give a similarly done title off the top of my head.

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Sinner: Sacrifice for Redemption Desecrates PlayStation 4, Xbox One, PC on April 25, 2018 - News

We are all pretty big fans of the Soul's series around here and I in particular have been looking forward to Sinner: Sacrifice for Redemption. Not only is it looking better than the last time I saw it (PC Gamer Article from September 6th), it now has a release date and platforms!

Here's the trailer and the press release is below!



Sinner: Sacrifice for Redemption Desecrates PlayStation 4, Xbox One, PC on April 25, 2018 HONG KONG - Dec. 5, 2017 - Sinner: Sacrifice for Redemption, the boss battler action game from publisher Another Indie will come to PlayStation 4, Xbox One, Windows and Mac on April 25, 2018.

Developer Dark Star Studios is a team composed of AAA veterans including a former Ubisoft art director, Konami senior programmer and a Blizzard technical artist.

Lead Adam, a soldier with a dark past, on a quest for redemption. Challenge monstrous embodiments of the seven deadly sins to atone for his misdeeds. Before each trial Adam must sacrifice a part of himself, resulting in a permanent debuff for the rest of his encounters.

Each battle will be more difficult than the last as every debuff lowers Adam's health, depletes his resources or weakens his weapons and armor. Fortunately, an arsenal of unlockable equipment will help Adam compensate for his increasing weaknesses.

What has Adam done to warrant putting himself through such a grueling trial? As he defeats each new boss, his history with these evil atrocities will be revealed.

"Sinnerwill test players' skill in battle, giving them plenty of options to find a playstyle that works for them even as Adam grows weaker," says Iain Garner, Director of Developer Relations at Another Indie. "The feeling of defeating each boss and receiving more of the deep narrative is both rewarding and riveting."

Sinner: Sacrifice for Redemption will be available for $18.99 in English, Spanish, German, Japanese, Russian, Simplified Chinese and Traditional Chinese.

For more information about Sinner: Sacrifice for Redemption visit the official website, check out the Another Indie Discord or follow the game on Twitter and Facebook.

Article by Pierre-Yves
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Critical's Josh Hallaran on 8-Bit Adventures and Tales Across Time - Interview


After recently taking a first look at 8-Bit Adventures 2, we had a chance to talk to Critical Games on what they've done up to now and where they plan to go.
----

Hi Joshua, thanks for taking the time to chat with us! To get this ball rolling, what made you jump into the wonderful world of video game development?

My pleasure – thanks for asking me to chat! I’ve actually wanted to be a video game developer since I was about 5 or 6 years old, thanks to games like Mario 64 and Zelda Ocarina of Time. I specifically remember running around the lobby of Peach’s Castle for the hundredth time, and suddenly noticing that the walls were decorated with painted on clouds (from the original Super Mario Bros.). I asked my Mum who’d painted them there, and she said it would’ve been the people who made the game. That was the first time I realised that there are people who actually *create* video games as a job – and that’s what I’ve wanted to do ever since! Nowadays, though, my motivation is pretty simple: I want to make people happy, and create games that connect with them in the same way that so many classic games have connected with me.

The original 8-Bit Adventures was just about as retro at it gets. How hard did you find it to keep to that style?

As I imagine Jerram (artist on 8-Bit Adventures 2) or any other pixel artist would tell you, I did a pretty abysmal job of keeping to the 8-bit style in the first game haha. Originally, I did all of the artwork for that game – and I’m not an artist, so it looked pretty terrible. I didn’t have much money, but I was able to hire Jerram to create new character sprites for all of the various people in the game. I also found a lot of free-to-use assets with an 8-bit aesthetic. However to make those assets fit appropriately into the game, I often needed to manipulate their sizes, which gives a lot of objects completely different line widths. And even after all of that, there was still plenty of my own artwork in the game, such as the monsters and several tiles (although I did my best to improve them).

So my biggest regret with 8-Bit Adventures 1 is the visual presentation. However, the fact that you’ve asked that question means that it at least evoked the spirit of classic 8-Bit games, and that was ultimately what I was trying to convey...so thank you! And we did get some things right – I used the NES colour palette on all assets, and all of the music and sound effects were NES-accurate!

With 8-Bit Adventures 2, we were really inspired by Shovel Knight’s approach – which captures the spirit of NES games, but isn’t bound by all of their limitations. So we’ve taken a much more accurate approach this time, and there are set rules I try to follow (regarding colour palette, pixel alignment, transparency, etc.). Although it sometimes requires a lot of extra work to stay within those rules – more than I would’ve thought, actually!

On the subject of your original title, what spawned the idea of the pure RGB? Not only did you visually style everything with those three colours but also designed the combat elements around it.

Funnily enough, 8-Bit Adventures 1 didn’t originate as an 8-bit game – or even necessarily an RPG! I was thinking about a concept for a game where all colour was drained from the world, and the player had to restore it. While it started off with a weird Mario 64-style structure (a hub world had lost its colour, and you’d restore it over time by travelling to different colour-themed levels via ‘doorways’), I thought a lot about how to make the colour restoration effect happen, and reasoned that a more limited colour palette would help with that. So I ended up deciding to use the NES colour palette, and from there came the decision to make an 8-bit game. I’d been playing several NES RPGs around that time, and given my familiarity with that genre, I decided it was the way to go. Of course, restoring colour is only a small part of the final game (mainly because I didn’t think the black and white looked very good haha). But it ended up having a massive effect on the combat, as you said; forming a very Pokemon-esque element system that was (relatively) easy to remember and prevented the player from button mashing their way through every encounter. Which was *mostly* a positive thing!

While I was very happy with the direction and style that you took with your second title Tales Across Time, what made you go that direction instead of a sequel to 8-Bit Adventures?

Well, thank you! 8-Bit Adventures 2 was actually already in pre-production before I even considered making Tales Across Time. I wanted 8-Bit Adventures 2 to be a much bigger and better game than its predecessor. However, it takes time to build up a pool of assets near the start of development (and we were still finding our ‘look’), so while Jerram was working on some graphics, I decided to use this time as constructively as I could. Tales Across Time was made because 1) a palette cleanser is always good when you’re working in a creative medium and 2) I needed more money to fund 8-Bit Adventures 2. At the time, there was an indie game competition being held, where you had to make a game in a month. So Tales Across Time was my entry - developed in just under 4 weeks. In fact, the entire 2nd and 3rd chapters of that original version were only made in the last 4 days of development! While it didn’t win the prize money, I thought the concept of designing a game as a series of short stories was a worthwhile idea, so I took the foundation and built upon it for several months leading up to the final release.

Tales Across Time was well paced but "unfortunately short", my words in the review as I wanted more with it clocking in at three-ish hours. That said, any longer than that and the experience would not have been what it was. How hard was it to write three individual "non-connected" stories that systematically built upon one another?

That was honestly the hardest thing about it. You have very little time to introduce, develop, and conclude your characters (especially when you add gameplay into the mix), and that means you have to make several concessions in your writing of those characters – which is the most common criticism I’ve seen of the game. I tried to incorporate the traditional RPG cycle of ‘Town > Dungeon > Town’, so that provided a semblance of structure for the story as a ‘game’. But I knew that, in addition to the individual characters’ stories, I needed some sort of side-narrative which could tie all of the eras together and give the player a pay-off in the end – rather than just concluding each story separately. So once I figured that out, it helped a lot of things fall into place.

Just in general, the animated series Samurai Jack was a big inspiration for that game, because it is excellent at telling very stand-alone, separate stories in a very stylistic way, and in a very short amount of time – while also having a central narrative thread through the protagonist and his mission. While I couldn’t do much in the way of subtle facial expressions or unusual camera angles, it teaches some universal lessons about framing, timing, using music, building tension, and choreographing action. The battles and action scenes were very heavily inspired by it (for example, the silhouette battle in the desert at the end of the first story).

When you reached out to us about 8-Bit Adventures 2 I remember telling you that I had been wondering when we would be seeing something new. How long has your sequel been in the works? Had this always been the plan or did you think of something else first?

Yes, I’m sorry it’s taken so long! 8-Bit Adventures 2 started pre-production a couple of months after 8-Bit Adventures 1 released on Steam – so probably around May 2015. I already had a basic concept before the first game’s release, but I never thought I’d get to use it. However, the positive response I got after releasing the game really made me think it could be worth pursuing. So I turned that basic concept into a full outline for the game (story ideas, environments, character progressions, new characters, the new battle system, etc.) and did some early tests using assets from the first game. Then I contacted Jerram Fahey about doing the artwork, Carfonu about returning to compose a new soundtrack, and programmer Doctor “ibolt” Dhoom about bringing the battle system to life. As I said, I then spent several months on Tales Across Time, but since May 2016, I’ve been working full time on 8-Bit Adventures 2.

Like most developers, I have ideas all the time – most of which sound really good on paper, but don’t pan out when you start thinking about them haha. One of my pie-in-the-sky ideas while working on 8-Bit Adventures 1 was to work on a Doctor Who RPG – because that series hasn’t had much success with video games, and I think there’s a lot of potential there. It’s very unlikely, but maybe one day!

Is there anything you've learnt over time that you wish you had known when you started?

Uh, can I say “everything”? Because pretty much everything haha. I suppose I wish I’d been a bit less naïve at the start about what I had the ability to make. I was too ambitious, and that lead to a lot of unfinished projects early on. I also wish I’d focused on what I was good at. The first commercial game I released was a fairly standard RPG with a few interesting ideas called Path of Thanatos, and the audience to which I released it were very positive. However, from there, I tried to go in a fairly different direction, and when that failed I attempted to make phone games for a couple of years – one of which was successful in terms of download numbers, it just didn’t make any money. So I wish that I’d buckled down and focused on the RPG niche earlier than I did, rather than taking a scatter shot approach. However, I did learn a *lot* about making games in that time, and ultimately that experience paid off in 8-Bit Adventures 1 and Tales Across Time.

So my general advice to new indie developers would be to keep your expectations and ideas in check. And when you find your strengths, keep developing them, rather than trying to expand too early in your career. Facing an unsuccessful project is tough, but the experience and understanding you gained from creating it is always worthwhile.

Because you can't be working on your project all the time, what do you like to do in your off time?

Heh, I’m not always so good at this part. I do often play video games - particularly a lot of RPGs (surprise, surprise). Beyond that, I try to keep up with various movies and TV shows, I enjoy video editing and sometimes make Youtube videos (I have a collection of retro games, so I’ve done a lot of content based on that), I read, do a bit of exercise, and do all the usual stuff with friends and family. Nothing too exciting, but it all keeps me sane when working on a long-term project like this haha.

Finally to wrap this up, is there anything in particular that you've enjoyed playing lately?

Absolutely! I’m a bit behind on releases, but Zelda Breath of the Wild was utterly amazing. And Persona 5 – that game singlehandedly restored my faith in the JRPG genre on console, for the first time since Dragon Quest VIII on PS2! And not only was it excellent mechanically and in terms of its characters; Persona 5’s ability to tackle very dark, mature topics while remaining such a bright and hopeful game was incredibly impressive to me. The ending honestly left me feeling uplifted, like ‘Yeah, I can make a difference in the world too!’ and I think that message has a lot of value – at any time, but especially at the moment. So I highly recommend it to everyone =)

Thank you for taking the time to chat with us and we look forward to seeing the release of 8-Bit Adventures 2 early next year!

Thank you so much! I’m doing my best to get it finished ASAP. And if anyone would like to try the game early, there’s currently a First Look demo available on Steam or DRM-free at: www.8bitadventures2.com
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Visual Novel Maker - PC Software Review


Maker programs are hardly new, but admittedly most of my time has been spent with those of the RPG variety (though I have dabbled in other types as well). To its credit, Visual Novel Maker actually surprised me in some good ways. I had no idea what to expect going into it, but all in alll I found the software pretty accessible while remaining rather powerful for fans of the visual novel genre.

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