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PQube Announces Warborn - A New Turn Based Tactics Games for PC and Consoles!


PQube (London, UK) - October 15th, 2019 - PQube and developer Raredrop Games Ltd. are charging their laser rifles as they announce turn-based tactics game Warborn, releasing Spring 2020 for Nintendo Switch, PlayStation 4, Xbox One and PC! Join one of the four unique factions and their fight for control with 90's Japanese animation inspired mechas, going head-to-head in close-up battle cutscenes!
 
In Warborn, you assemble and command an army of elite units wearing technologically advanced suits of war, also known as Variable Armour. Observe from a top down view of the various maps made up of different hexagonal terrain tiles, call the shots and watch the action unfold in dynamic mid-combat cutscenes!

Once you have the basics of Warborn's tactical combat down, you can test your skills in various game modes:
  • Campaign - Experience the story behind each of the four factions in exciting missions!
  • Skirmish - Practice your tactics against AI opponents with adjustable difficulty
  • Online Multiplayer! - Face-off against players from all over the world in Competitive or Casual online matches!
  • Map Editor - The hexagon layout of Warborn's maps makes for a very accessible Map Editor that let's you get creative yourself!

Stay tuned for more information on Warborn!

Warborn is part of our line-up at EGX London 2019 and will release for Nintendo Switch, PlayStation 4, Xbox One and PC in Spring 2020!

For more information and the latest news, follow us on Twitter, Facebook, Twitch, Instagram and our official website: http://pqube.co.uk/

Chat with the developers and get all the latest updates on the Warborn Community Discord server: https://discordapp.com/invite/QfKSH4K


About Raredrop Games

Raredrop Games is an independent game development studio based in Bristol, UK. The company was founded by Joshua Regan in 2015 in the pursuit of creating independent games reminiscent of the late '90s and early post-millennium classics.

In 2016 the studio released “To The Throne” for iOS, a Game Boy inspired minimalist puzzle game. More recently the studio has also assisted on external projects such as No More Robots' “Not Tonight”.

At present Raredrop Games is developing the mecha strategy game “Warborn” for PC and console with help from frequent collaborators Tom Waterhouse and Luke Thomas. Visit: https://www.raredropgames.com

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong.

As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate.

PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games 




Article by Susan N.
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Mary Skelter 2 - Switch Review


Mary Skelter: Nightmares was perhaps, or is still perhaps, one of my favorite Dungeon Crawlers of all time. Hosting a cast of Princesses thrown into the roles of Blood Maidens with the ability to combat nightmares, and perhaps find a way out of living dungeon known as The Jail, there was blood, gore, new features to revamp the entire style and a hell of a storyline to boot. Taking things back from the top, forget everything you know about Mary Skelter: Nightmares except for the fact that Mary Skelter 2 is going to be its own wild ride with new twists from the very beginning.

Starting off at about the same point of Little Red Riding Hood busting Jack and Alice out of their cell, things don’t go quite as planned this time around. Switching protagonists for Otsuu and The Little Mermaid, Alice goes into skelter mode and things just go to hell right then and there. Injured beyond actual healing, Jack basically dies in Little Mermaids arms but instead of letting go, he becomes a nightmare himself intent from finding Alice and protecting any of the other Maidens that they come across.

For those not acquainted with the original, Mary Skelter is a party based first person dungeon crawler that uses real time elements in the dungeons to step up the gameplay from simply being puzzle based. Using a party of up to five, each Blood Maiden brings a unique skill that can affect the environment such as cutting down side fences to blowing up cracked walls. Adding one last layer above the rest, Jack acted as a support for the Blood Maidens both in and out of combat.


Having Jack change from being a human to a nightmare makes for quite a few changes in both the gaming mechanics and storytelling. Story wise, Nightmare Jack is a massive hulk of power muscle that unlike the rest of the Jail's nightmares, has mostly retained who he is and will put himself in harm's warm for any Blood Maiden. Being a nightmare now though he can no longer really speak “English” so he instead speaks through Otsuu who seems to have a knack for Nightmare speak.

This change, other than being a big one, works because of how Otsuu decides to comport herself. Acting as Little Mermaid's Prince Charming, and dressing the part, Otsuu acts as the party leader for everyone and the glue that keeps them all together as Jack once did. Working as the Central point however, Otsuu still takes the stage as she also guides Nightmare Jack in combat instead of "you" controlling his supportive actions.

Mechanically, other than being smoother as this is the second time around, the changes in story that I'll only glimpse at will change how your party approaches dungeon crawling in the beginning hours. Not wanting to spoil it as it makes a significant difference, shops and all of your blood modifications will not come in early and it'll make sense as you start to explore The Jail. These options are back however as you can buy decorations for each Maiden's rooms which affects their affection, you can buy healing items, upgrade your gear and unlock skill slots to be used as each maiden learns new abilities as they level up.


Leveling your maidens still grants them class points (CP) which is used to learn and upgrade abilities within their certain class which can be changed sometime down the road after the first major boss fight. Healing abilities, attack spells, and passive buffs can all be learned as well as mixed and matched to give you the edge on your does that only get stronger as you move through the Jail's floors.

One thing that became quite clear very early is that because of the change in story and the time that it takes to unlock all of your facilities, is that Mary Skelter 2 is much harder than Mary Skelter. Well it is unless you utilize all of the new systems to their fullest. Alongside Jack's newest set of abilities in combat, you now have the ability to plant flowers in the dungeon that can blossom into gear. Spraying them with blood will increase the chance of something good but putting them onto fertile tiles will make them even better.

Having this new avenue to obtain gear, and good gear early on, helps level off the sheer power that enemies seem to obtain between floors. Enemies were hard to the point that one or two fights was enough to make me head back and heal once it was an option. Finally getting better gear meant that I could stick around longer but when enemies hit the entire party front or back row for a third of each Maiden’s health? Oh boy it’s not pretty. So with good gear equipped, here is where you really have to start learning to use the new Jack’s abilities.


Nightmare Jack, unlike the original who eventually got a gun to make sharing his blood with the maiden’s easier (yes it does make a return), has the ability to potentially stop enemies in their tracks at the potential cost of losing his mind and becoming Ripper Jack. Jack the Ripper you say? Ripper Jack will tear enemies apart in a berserker rage just as easily as he would to one of your Maidens on the field. So using abilities like the nightmare zone on one or more enemies can affect his state of mind in which you need to make sure that he tries to take a deep breath in order to not outright lose control. Before even using these abilities though, you have another choice to make. Does Otsuu fight or does Jack perform nightmarish abilities?

The battle system is still in place with your party facing off against enemies in a turn based format based off of initiative and speeds. Each character can use their melee weapon, defend, or use special abilities to attack the enemies in front of them. Where things changed is that Jack used to be a supplementary character with the ability to use items, take a hit and possibly get concussed, or use his blood to reduce the chance of a Maiden going into Skelter mode.

Now, with Nightmare Jack, he gets to go at the same time at Otsuu, but only if you want to. This choice allows you to either make two actions with Otsuu, two actions with Nightmare Jack, or one action a piece. The only issue that I have with this new setup is that I feel like the combination of the two, and the power it presents, are slower because of it often allowing other party members, and enemies, the chance to go up twice before their turn wraps back around and then becomes more normally paced. Otherwise? The power behind the Switch, and the size of the screen both handheld and in the cradle made for quite a difference.


Finally there’s the dungeon crawling itself. The real time elements are back. Statues waiting to cleave you in half, tight rope chain link wires to walk across, and I think they are new, it has been a while, swinging ropes to hold onto and jump off of. Amplify this with the constant threat of a Nightmare chasing you down? And it can be stressful as you map your way forward through a maze of locked doors, pitfalls and enemy infested corridors. And it works so damned well. Your map is automatically updated, if you’ve opened a locked door it’ll let you know that you have and the auto-travelling allows you to plot paths through the various floors. The only issue that I don’t think existed in the first, I could be wrong, again it’s been a while, is that if there’s something that could harm your party it’ll flat out stop the movement forward.

As I’ve said up top, I won’t get into the story because right there, more than what the “back of the case says”, it’ll spoil things and that should really be experienced on your own. What I will say though, is that the writing and the voice acting is just as great as the first and the characters and how they interact with one another is simply amazing. This is a Compile Heart and Idea Factory title. There’s dialog, and more than that, there’s a lot of dialog at times making you wonder a bit when the last time you actually moved around was. Is it an issue? No. You’ll be spending so much time searching for ways forward through The Jail that the reprieve of it is always welcomed.

Finally before wrapping it all up, I had been thinking to myself, with Mary Skelter being on the Vita or Steam, when it comes to the consoles / handhelds, the original is now on a legacy system that sadly for as great as it could be, died quietly in the night with little to no fanfare. So wouldn’t it be great to bring it over to the Switch? Apparently Compile Heart and Idea Factory thought the same because Mary Skelter: Nightmares exists within Mary Skelter 2 on the Switch. To access it, you can either finish Mary Skelter 2, or, at launch you can just grab free DLC in order to unlock it if you want to experience it first if you haven’t already. And if you haven’t? You really should!

I was a huge fan of the first and I’m just as much of a fan of the second. Not content to simply recycle the elements that made the first so great, Mary Skelter 2 makes new strides in order to be different enough that it’s not simply more of the same. With both being able to be played essentially side by side? This is the perfect package for any dungeon crawling RPG enthusiast!

Game Information

Platform:
Nintendo Switch
Developer(s):
Compile Heart
Publisher(s):
Idea Factory International
Genre(s):
Dungeon Crawler, RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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Northgard - Xbox One Review


Northgard is an interesting mix of real-time and turn-based 4x strategy with an emphasis on a viking setting. The gameplay is familiar right out of games, making it more accessible than many strategy games, but as Northgard continues through its campaign, it reveals more layers and nuance as you juggle your resources against the need for expansion.

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New Teaser Trailer of Werewolf: The Apocalypse - Earthblood Released!


Lesquin, France, October 10, 2019 – Announced for the first time at E3 2019, Werewolf: The Apocalypse – Earthblood, developed by Cyanide and published by Bigben, will be unveiled at PDXCON on October 18, 19 and 20 in Berlin. On Saturday fans will be able to watch an exclusive game trailer and then Julien Desourteaux, Game Director at Cyanide, will take the stage to reveal more information about the game during a keynote speech.

Watch the PDXCON live stream at the following link:  twitch.tv/paradoxinteractive

Werewolf: The Apocalypse - Earthblood is the first action-RPG game adaptation of the iconic role-playing game. Become Cahal, a banished werewolf, forced to return to aid of his endangered Tribe and master the devastating Rage within him to punish all those that would pollute, destroy, and corrupt our Mother Earth, Gaïa. On his bloody quest for redemption, Cahal will play a pivotal role in the Great War of the Garou against Pentex, a powerful corporation whose activities are upsetting the balance of nature.


About Bigben

Bigben, a leading publisher of video games on PC and consoles, is known for its creativity and innovation. After its acquisition of four development studios (Cyanide, Eko, KT Racing and Spiders), which are all internationally recognised for their expertise in different genres, Bigben is strengthening its position as a developer and publisher of premium games and is aiming to become the world's leading AA publisher. www.bigben.fr

About Cyanide

Cyanide is a French video game development studio created in 2000 and based in Nanterre. It has two subsidiaries located in Montreal and Bordeaux. The studio is known for its sports games, such as the popular PC series Cycling Manager and its console version, Tour de France. Cyanide is also the author of Blood Bowl (Sport/Fantasy, 2009), the adaptation of the famous Games Workshop board game; Game of Thrones (RPG, 2012); Styx: Master of Shadows and the sequel Styx: Shards of Darkness (Infiltration, 2014/2017); and Call of Cthulhu, a game adapted from the tormented world of HP Lovecraft (investigative RPG, 2018). More information can be found at www.cyanide-studio.com

About White Wolf

White Wolf is a licensing company focused on creating the best participatory brands in the world. Since its original entry into the roleplaying game market in 1991, White Wolf’s World of Darkness has grown to be one of the most recognized and successful brands in the hobby game space with collective book sales in excess of 10 million copies during this time. White Wolf’s World of Darkness brands, which include Vampire: The Masquerade, Werewolf: The Apocalypse, Wraith: The Oblivion, and Orpheus, has been licensed for television series, console and computer video games, interactive media events, and a myriad of merchandise and other entertainment products. More information at: www.worldofdarkness.com



Article by Susan N.
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The Legend of Heroes: Trails of Cold Steel III - PS4 Review


The Legend of Heroes series is nothing short of a brilliant one. Whether talking about Trails in the Sky or Trails of Cold Steel, there's brilliance in their design that just make them nothing short of Epic for the 50-80 hours that they take in order to complete. Having finally had the chance to sit down to the latest of the four chapters in that of the Cold Steel series, Rean Schwarzer is back again though this time he really has his work cut out for him. Recently graduated from Thor’s Military Academy, this alumny has turned instructor and it’s now his turn to teach a group of rowdy “kids” what it means to essentially be the heroes they’ll need to be in order to keep their country safe from those that would harm it.

Trails of Cold Steel 3 has been a few years in coming. Taking up about a year after the end of the second chapter, you’ll once again be following Rean and his new adventures as an instructor instead of a student. Having helped put an end to the war presented in the first two chapters and having participated in another one between the second and third chapter, this poor dogooder dubbed the Ashen Chevalier isn’t exactly viewed in the greatest of light as most people think he’s nothing more than a glory hog or someone that relies on the powers at his disposal. Finding out that Rean is really just someone who keeps happening to be there at the right time, this new teacher slowly starts to get respect from his students. Very slowly.

Part of the brilliance of the cold steel series is how it tells a story both through the vast dialog that would put some novels to shame, and the gameplay. If you look at each entry so far individually and together, they couldn’t be more different. One has Rean starting a school year, the other has him separated from his classmates and needing to travel the country to find them in the middle of a civil war and finally, the third chapter has him starting off his career as an instructor to a newly constructed branch campus of the military academy that he graduated from. When you look at it mechanically though, they are identical.


In each case, you have the story rolling until you first “free day” which happens in the second chapter as your group relaxes after a successful mission. Once you’ve been given control on your free day, you are free to choose how many optional requests that you wish to actually complete as well as who you want to get to know better by using bonding points. Once those are over and the story resumes, you are once again going to have to dive through a dungeon before getting back on track and seeing the school year advance. It’s a formula that works, and that works well at this point. With different methods of how you get to that point, it keeps it feeling fresh and making you want to actually spend the time going through it especially with how long each entry can be.

What’s really neat about all of this for Cold Steel 3 is that Rean is no longer being told what to do from multiple levels. Instead, he only really answers to his board of instructors and the Principal. Having switched from being the one learning to the one teaching is also a neat shift as now Rean wonders what he can do to make it easier, what he can do to bridge the gaps, and what he can do to show that he’s not just someone who relies on his wicked powers (giant ancient mech named Valimar). It’s a nice change of pace that rekindles a bit of the first Cold Steel as it’s a similar town not that far away from the first, but different enough that it doesn’t feel like a simple copy and paste.

Adding into the new features, is that Trails of Cold Steel 3 has been fully designed for the PS4. I do have to question some elements that are still present like the fact that the gameplay itself when you leave it on standard speed is super slow and feels a bit like molasses. To get things really moving you’re going to want to turn on the turbo mode that had been added to the recent PS4 and PC upgrades of the original PS3 and Vita versions that first graced us with Rean’s story. I’m really not sure why the Turbo setting wasn’t actually near the default speed before being able to run around as it feels more natural in today’s gaming sphere.


New to the board though is that not the Bravery Points (BP) granted for landing critical hits and following them up now have more uses. Originally, you could link for an Assist Attack which had your linked partner make a follow up attack. In the second, you still had this option but the option to do a full team rush with five bravery points which is the max. Now? Now you still have these options plus the option to issue out orders which can be the difference between winning and losing a boss battle. Being an instructor now, Rean’s decided that issuing order to capilitze on his student’s or allies’ abilities would be a good idea. And it really is. Orders which take BP to issue can raise attack or defense for a few turns. They can shield allies or have health restored. With Arts and Crafts both making a return, Orders add on that extra layer to the mix in order to both keep things fresh and to make things just that little bit harder for those already stupidly hard bosses.

One thing that’s changed, and in certain ways is for all the better but in certain cases for the worst, is the layout of your controls when it comes to battle. The main menus have also changed but more in a visual style than an operational one. Taking it from the top, battle menus no longer have to be run through a wheel left or right to decide what you want to do. Instead, everything is now mapped to your four buttons and the d-pad. Attack, Arts, Crafts, Items, Orders, Movement and the other two things I never remember are all now at your immediate fingertips instead of having to look for them. This change is one of the best things that the series could have added to the battle system as it really makes it much more robust and easy to do.

Where I’m a lot less happy in the new changes is that because it was designed with purely the console in mind, the text for battles is not so damned small that I have to squint at the TV and it’s a 55” 4K OLED! I wish I could say that I was exaggerating about the font size, but I'm not. It's hard to see the number for your hit points which are the biggest and I've often had to move forward to see what my CP was so that I could decide whether to use a Craft or save just a bit more for the epic S-Crafts that either make or break a fight with their power. So between that and the gameplay speed, there's a bit of a drop in the overall performance but is it enough to make one stop? Hell no.


Finally, the last "disappointed' is the fact that there was no carry over bonus from completed Cold Steel 2 data. While one could argue that the original parts were designed for the PS3/Vita, the recent PS4 remasters would have been the perfect opportunity to give something back for all of those playthroughs. Like a bit more Mira to buy alllllll of the presents available at 1k a pop when you only have just over three. This isn't really a "complaint" as much as it would have been nice to have.

The Legend of Heroes - Trails of Cold Steel 3 is the perfect continuation for the series. With the first two chapters telling their story to completion it could be hard to see where things go next with the same protagonist but with his new direction in life? It works really well. From learning in the classrooms and the battlefield to teaching students about both, the only thing left is to wait for Trails of Cold Steel 4 and not spoil it for yourselves as it was released last year and it could be some time before we get our hands on it.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Nihon Falcom
Publisher(s):
NIS America
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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Frostpunk: Console Edition - XB1 Review


There is a great deal to like about this city-builder / simulation title, as Frostpunk delivers on multiple fronts. There is a great narrative here, complimented by engaging mechanics and a plethora of incredibly difficult choices and wrapped up in excellent visuals.

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Murder by Numbers Visual Novel Launches in 2020




From the mischievous minds behind Hatoful Boyfriend,Swords of Ditto & Phoenix Wright: Ace Attorney

October 9th, 2019 - Multi-talented, multi-limbed multifarious developer Mediatonic & irresistibly irreverent publisher The Irregular Corporation today announce that Murder By Numbers - quite possibly the only 90s-themed Hollywood detective game you’ll ever need - is coming to Nintendo Switch and PC (via Steam) in 2020.

Devised by game director Ed Fear (The Swords of Ditto, Heavenstrike Rivals), Murder By Numbers is a retro-inspired visual novel, injected with a colourful cast designed by the incomparable imagination of Hato Moa (Hatoful Boyfriend) and music by the legendary Masakazu Sugimori (Phoenix Wright: Ace Attorney, Viewtiful Joe, Ghost Trick).

Los Angeles, 1996. Honor Mizrahi was just an actress on a hit TV detective show. But when her boss ends up dead just minutes after he fires her, she finds herself starring in her own murder mystery. Teaming up with SCOUT, a reconnaissance robot thrown away after a mysterious incident, she sets out to clear her name - and a new detective duo is born!

Investigate a range of cases and unearth clues with SCOUT’s sensors, cracking hidden nonograms and piecing together proof one pixel at a time. Use that evidence to interrogate weird and wonderful characters across TV studios, glitzy award shows, drag clubs, and more as you seek to uncover an overarching story of conspiracy, deception and - of course - MURDER!

For postulant private-eyes with a passion for pedal pushers who can’t wait to learn more about the mysteries of Murder By Numbers, the development team will be revealing more during an exclusive panel at EGX 2019 on Saturday, 19th October at 15:30pm. For more information, please visit the EGX website.

Wishlist Murder By Numbers on Steam, and follow @MurderByNumb3rs on Twitter for more 90s fashions and upbeat jams.



Article by Susan N.
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Dragon Star Varnir - PC Review


I should have been a farmer like my father wanted is maybe what Zephy’s father would have said if he hadn’t been killed off by dragons. Naively angry at both the giant flying lizards and witches alike as they are all touted as being in league and evil, our “hero” joins with the knights in order to eliminate them all. Not being able to be more wrong as dragons are born by ripping their way out of a witches body killing them, Zephy almost kicks the bucket facing off against one alone until he’s saved by witches in a stroke of luck as they need him for information. Making him drink dragon’s blood as it shouldn’t affect humans the same way, the ultimate irony takes place of our hero’s story. Turns out the witch hunter Zephy is a witch and he’s now on the hunter's hitlist.

Dragon Star Varnir is the latest of Compile Heart and Idea Factory’s “spin-offs” from their flagship Neptunia series to make it over to the PC. I say spin-offs as they share the same graphical style, have multiple similarities in their combat and menu systems, and above all else? Supply well built JRPGs with more grinding than a blacksmith can keep up with. A bit like Fairy Fencer F (regular and Dark Advent) and Death Re;Quest, Dragon Star Varnir takes place in a fantasy world which sells itself from the minute you start it off. Knights, Dragons and Witches, a good trifecta for a power struggle only gets more intense as you uncover that there are other factors that you the player and your character are soon to find out.

Starting off Dragon Star Varnir, I was surprised to see how dark it kicks off. Not only is Zephy attacked by a giant dragon, but he’s essentially left for dead as he stood next to no chance without a platoon of knights that he was separated from. Saved by Witches in a battle that acts as a tutorial to a hell of a battle system, they use the blood of the dragon to try to save Zephy as even their magic isn’t enough. Basically brought back to life, the only reason that his life was saved was because the witches needed information about one of their own. Threatening to end his life if he even moves an inch out of line, Zephy and the two witches head down a dark forest path spilling the blood of other dragons as they search for the missing witch.


Even in the world of Death Re:Quest, where the digital world where our protagonist now existed was ending, it wasn’t “this dark” and honestly? It was refreshing to see from Compile Heart who specialize in the amazing zaniness that is the Neptunia series where even the darkness of moments have fantasies of chocolate pudding. I really enjoyed seeing the range expanded as the style of gameplay and graphics immediately identifies it and if you thought that you were in for more or the same, think again.

It wasn’t only the narrative that took a shift. Each entry while either in the main series or within one of the side projects follows a pretty familiar formula. You can attack, use magic, use items or depending on which specific entry, move around or fight in the traditional JRPG format. Putting it like that makes it sound none of the above would stand out from the crowd but with the small nuances each have, they do, and in the case of the main line of the Neptunia series, barely two entries play the same including the revamps. The reason this is important is that like the story, Dragon Star Varnir flat out revamped how it’s battle system flowed and with witches obviously having brooms in this world, they use them to fly and fly into battle alongside their weapons and magics.

Having a party of up to three, with three others in reserve / support roles, the field of battle is in the air. Working on basically a 3x3 cube grid, your three witches (Zephy included) have the first three columns while the enemies occupy the other two as some of these dragons are HUGE. Spanning space left and right as well as up and down, you can target parts of your enemies with your physical weapons or use learned magic in order to hit multiple parts for an easier take down. Just flying and being able to have your characters on different levels was neat, but seeing the idea of giant enemies from Megadimension Neptunia VII turned into something new was really cool.


Taking things a step further, there’s an ability that can be used in battle which will help determine exactly how powerful your characters can become. Adding to the darkness of this world, Dragons are born from bursting out of a Witch’s stomach. Think of them as the Aliens from the Alien series. If a witch doesn’t have enough food, the dragon can eat it’s way out. If a witch drinks too much blood, she can go insane. It really is a dark world and through that, a witch has the ability to devour an enemy and in by doing so, capture a bit of its power for themselves.

By devouring an enemy, new skill trees unlock that will grant both passive and active abilities to be used in combat. What was neat about this system though is that in by devouring an enemy, you whole team can expand individually upon these skills, but they don’t expand it in the same way. Some will have a node or two while others will have five to ten. It keeps a sense of individuality in your characters.

Finally, it was a nice switch to see how each character was needed in order to explore an environment as well as find hidden treasures and useful items. Normally when exploring with a party that can be switched between characters, it’s really more of an aesthetic than a functional one. In this particular case, each character has a unique magical power that can be used in order to explore. Zephy can blow down magical barriers that block the way forward. The first two witches Minessa and Karikaro can use magic to escape a dungeon or find hidden treasures and then to not go on and on, Laponette can use her magic to make bridges over otherwise inescapable gaps.


The only issues that I wound up having with Dragon Star Varnir was more from a technical and performance basis. Having yet to play it on the PS4 where everything is designed for the environment, the performance on the PC was an area that could really have been worked on. Gameplay felt slow and laggy especially when enemies start to appear on the map. Worse than that, I couldn’t even get the game to run into full screen or even to a resolution close enough to fill up my computer monitor.

Even today, I wouldn’t really hold it against developers to not fill in 3440x1440 which is about what my curved monitor sits at. I get that it’s more of a niche resolution, however, I would still expect to be able to have that resolution hit all corners of the screen even if I would have to deal with black lines. Unfortunately, I had to settle on seeing a good part of my desktop horizontally and that the game itself was going past my monitor vertically. Hopefully these issues can be patched in soon.

So performance issues aside, Dragon Star Varnir was definitely a breath of fresh air from Compile Heart and Idea Factory. Settling in with a darker storyline and one hell of a combat system, the characters are all well written and the voice acting was damned near flawless with generally secondary voice actors taking the main stage. I would definitely like to see more experiences like this down the line that rely less on super comedic shenanigans and instead something much more serious.

Game Information

Platform:
PC
Developer(s):
Compile Heart
Publisher(s):
Idea Factory International
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4

Source:
Provided by Publisher




Article by Pierre-Yves
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Devil's Hunt - PC Review


Sometimes, life just doesn’t go your way. Super rich boy, epic sized house, amazing looking car and hot shot on the underground boxing circuit, there’s nothing that could go wrong for Desmond. That is until he’s blamed for a business deal turned sour from his father’s company, his newly ringed fiance was cheating on him with a close friend and he lost horrible to someone who he was pretty sure he knocked out in a fight. Concussed, angry, and honestly stupid about it, Desmond took his car in a chase out and wound up killing himself as he drove it off of a bridge.

Devil’s Hunt is something that hit my radar pretty close to launch. From the little that I had seen, I was thinking that it was a Soulsborne which would have made for the third one this month alongside Code Vein and The Surge 2. Instead, once actually in my hands I was pleasantly surprised that it was instead a fast paced action brawler like the Devil May Cry series. Getting the chance to beat up some demons and bad guys with a combo system that doesn’t actual rewards you with another more than keeping you alive, Desmond’s adventure is an interesting one, if yet, a lackluster one.

Waking up in hell, you’ll find yourself on the path of a mysterious figure in order to get some answers as to what the hell is going on. Catching up to him and told that it’s about time you showed up, you soon find yourself in front of one of the big men of history, Lucifer himself. Saying that you’ll do ANYTHING to go back, how could he pass that up? Setting you aflame in order to grant you demonic powers making you much more than you once were, you head back to Earth in order to start getting revenge on those that did you wrong and to those that simply just have it coming.


Now here’s a fine line to walk. I don’t mind an “on rail” adventure as long as it is done well. Love it or hate it, Final Fantasy X and XIII followed the same formula. Linear path for half, open space for a quarter, linear path for the finale. More controversial yet, The Order: 1866, was a full blown straight path of a ten hour adventure. So have been the entries in the Gears series. The fine line to walk is how much it feels like you’re walking it versus how much it feels like you’re being made to walk it. Devil’s Hunt? Often would have been better to have someone else move your feet as there was no point of giving you control to simply move from one hallway into a room just to have control removed again as there was yet another cutscene.

And this goes on for quite a while and some portions are much worse than others with an entire chapter really being you moving for two minutes to jump over a few ledges and then let go of the controller again. It’s not just the gameplay being on and off again though. For a lot of Devil’s Hunt, things are just… meh. In contrast with the actual opening chapter the rest felt like a let down as the first chapter is full of flames, and demons and things burning all over before you get into an epic boss fight. I was hooked. Then it goes back in time and you wonder, where did all of the awesome go?

If anything, Devil’s Hunt would have been at home in the late PS2 or early PS3 era. Graphically it feels dated, environmentally you are so blocked off from moving anywhere but where you are supposed to go I had to wonder at some points why I even had to be the one to move around as there’s no puzzle solving. There’s no backtracking. It’s just hop one or two ledges, fight, hope three or four ledges, fight, ledge, boss fight. There was no real oomph to it and this goes even into the combat.


When playing a game, especially a brawler base like this, there’s one thing above all else that is needed, and I say this even on top of a good story. It’s the satisfaction of landing a hit on your enemy. If your combat system is solid, that is often more than enough to go through to the end even if the tale is cheesy or lackluster. Unfortunately, the combat system isn’t which is a true shame as your main weapon, hell just about your only weapon, are your fists. You spend your time punching and dashing around like the boxer you were before you died which ties that part in nicely, but it’s just not satisfying. Your enemies never flinch, they don’t go flying and bosses really don’t care about your pitiful hits.

Even leveling up doesn’t really help on the above problem. You get new abilities sure, but the enemies can just hit you as you’re doing them. Blocking can only really be done when you see the prompt for it, otherwise you have to dodge or you take damage. It’s not even a case of getting the timing right. It’s you dodge, or you parry. There’s no real in between and adding that on top of the lack of oomph. I was left wanting so much more.


Finally, I think one of the biggest issues that I had with Devil’s Hunt is two fold. The first is that the story, the actual story, takes at least two real hours to get rolling before something interestingly enough happens to make you wonder as to what’s really going on. The second, was that Desmond is un-relatable. This rich laissez-faire spoiled whatever he actually does, has almost next to no personality until someone threatens his ex-fiancee. Really is an ex by this point as Desmond did die. But outside of that, it’s not like Dante or Nero that I want to know what happens next. One’s obnoxious in the best of ways while the other is a good touchou hot head that will do anything for the woman he loves even after having his demonic arm ripped off by someone. I won’t spoil that one!

So that’s it really. Devil’s Hunt feels dated and it probably could have done with a bit more polish to add in what this style of title needs the most. Oomph. You need to be able to feel the power behind your hits. The story is cheesy and that would have been fine as I love a good dose of cheese, but without a system to back it up and actually make it fun going between those doses of cheesiness? It gets really hard to want to continue as it just becomes a mindless and un-entertaining trek forward.

Game Information

Platform:
PC
Developer(s):
Layopi Games
Publisher(s):
1C Entertainment
Genre(s):
Action, Brawler
Mode(s):
Single Player
Other Platform(s):
Consoles later

Source:
Provided by Publisher




Article by Pierre-Yves
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Call of Cthulhu Out on Nintendo Switch!


October 08, 2019 - Call of Cthulhu - Experience the terror of the Lovecraft mythos anywhere, anytime on Nintendo Switch™ A shiver down your spine, shadows in the dark, and something in the corner of your eye - Call of Cthulhu is out now for Nintendo Switch™, so you truly can’t escape madness. Watch the brand-new Nintendo Switch™ Launch Trailer for a taste of this mysterious investigation adventure and get ready to face horrors like you’ve never seen before.

An official adaptation of Chaosium’s pen & paper RPG, Call of Cthulhu combines investigation gameplay with the unparalleled narratives of Lovecraft’s renowned Cthulhu mythos. What mysteries will you, as private investigator Edward Pierce, uncover on the too-quiet island of Darkwater off the coast of Boston?

Call of Cthulhu casts you in that role - a struggling alcoholic, tortured by the past, haunted by PTSD and strange visions, Pierce is a dogged investigator with a desire to find the truth. Contracted by the father of the late Sarah Hawkins to look into the mysterious fire that engulfed her mansion and killed her family, Pierce is immediately surrounded by distrustful locals and dead ends on Darkwater. Pressing on, his world begins to unravel as reality breaks down, and dreams become reality... All the while, the Great Dreamer prepares its awakening.

Call of Cthulhu is out now on Nintendo Switch™. The game is also available on PlayStation 4, Xbox One, and PC.


About Focus Home Interactive

Focus Home Interactive is a French publisher based in Paris, France. Known for the quality, diversity and originality of its catalogue, Focus has published and distributed original titles that have become benchmark titles worldwide, available both in store and for download across the world. Focus publishes games on all major platforms, consoles and PC. The publisher's catalogue will get even richer the coming months with eagerly awaited games such as Blood Bowl 2, Divinity Original Sin (consoles), Vampyr, Space Hulk: Deathwing, Act of Aggression, Battlefleet Gothic: Armada, The Technomancer, Farming Simulator, Mordheim: City of the Damned, and more.

More information about the company at: http://www.focus-home.com



Article by Susan N.
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Fight'N Rage - Xbox One Review


Fight'N Rage deserves a lot of credit for carefully managing to balance the line between nostalgic brawlers from years ago, while still providing a fresh experience. It helps that there is more replay built into Fight'N Rage than most brawlers than we usually see as well. For fans of the genre, this is an easy title to recommend, even though it is a somewhat shallow experience in places as well.

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A Knight's Quest Releases Today!


LONDON, England - October 3, 2019 - Curve Digital and Sky 9 Games are proud to announce that A Knight’s Quest will be launching onto the Epic Games store, Nintendo Switch, and PlayStation on the 10th October - with the game coming to Xbox One on 11th October. You’ll be able to pick up this modern take on a classic action-adventure platformer for £19.99 / €24.99 / $24.99.

Daring, debonair, and just a little bit daft, Rusty is a kind-hearted, but clumsy adventurer who accidentally starts a chain of events which threaten to destroy his world. A Knight’s Quest invites you to play as Rusty in his quest - controlling the elements, dodging perilous traps, and battling challenging enemies through the fantastical open world of Regalia.

Key Features:
  • UNLOCK RUSTY’S POTENTIAL - Our hero begins his adventure with just a trusty sword and basic shield, but he’ll soon unlock ‘Spirit Powers’ – spectacular abilities which allow Rusty to, at the tap of a button, he can harness the powers of Fire, Ice, and Time.
  • EXPLORE REGALIA - Rusty’s adventure will take him to the desert town of Zameris, high over the ice-laden Peaky Peaks and into the Cursed Swamp, among many others. Encountering a colorful cast of characters along the way.
  • ENEMIES ABOUND - From General Windpipe to The Watcher and many more besides, the peril is never too far away.
  • SHOW YOUR SKILL - Combat is fast and fluid, and platforming a dream, with Rusty’s repertoire of acrobatic moves effortless to pull off. Playing the hero has never felt so rewarding.

A Knight’s Quest has been developed by Sky 9 Games, a brand new Toronto-based studio, with support from Runcorn-based d3t, who have previously worked on the Shenmue remasters, among many others.



About Curve Digital

Curve Digital is one of the leading publishers of games on PC and consoles. Since 2013, the company has been working with some of the world’s best game developers to help bring their games to the
broadest possible global audience; from indie hits like Dear Esther to the likes of the multi-million-selling Human: Fall Flat. In 2017 Curve Digital was recognised by the celebrated Develop Industry Excellence Awards as ‘Publishing Hero’ and crowned the ‘Indie Games Publisher of the Year’ at the 2018 MCV Awards. Most recently Curve Digital has been shortlisted for ‘Community Management of the Year’ and ‘Indie Games Publisher of the Year’ at the 2019 MCV Awards.

For more information, please visit: www.curve-digital.com



Article by Susan N.
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Conglomerate 451 - PC Preview


Conglomerate 451 is something that caught my eye for two reasons. The first is that I absolutely love a good cyberpunk and the other is that I absolutely love a good “old schooled” dungeon crawler. Granting me both, this currently in Early Access project is showing a lot of promise and I can’t wait to see the full version once the bugs have all been ironed out.

Other than having a neat name, it wasn’t until the opening cinematic that Conglomerate 451 made sense. Diving into the 451 Ward of the city of Conglomerate, it’s up to you to clone an army of soldiers in order to remove the corporations from its grounds. The idea of cloning your units fits the ideas behind this dungeon crawler much better than simply hiring a bunch of mercs to do the work. When you’re told that that human life is worth little more than the meat that you buy in a supermarket? Why would any merc take up that job?

So Conglomerate 451 has you take on two roles. The first, and the more principal one, is that of the Division leader that makes the big decisions. Which clones should be “bred”? Which missions should be undertaken? Which technological advancements should be researched or held off on? Each of these will affect how well your party of three fairs once you send them out the front door into violent territories.


Once out on the streets and looking for your goal, you’ll be moving your party in a first person mode, once space at a time. Moving smoothly, yet slowly enough as it is one space at a time, this old schooled style allows you to really take in and appreciate the neon colours and the cyberpunk vibes that the city has going on. While moving about, you’ll have the chance to explore the city a little bit, trade with merchants as long as your reputation is high enough, fight thugs out for your blood and hack terminals for a bonus of your choice if you’re successful.

Hacking was a bit neat. Given a line of code, you have to match it up to its identical partner that is moving through the terminals sub routines. Matching up the first will then bring about a second and then a third at the basic levels. I’m assuming that the harder the difficulty, the more lines that need to be matched. If you’ve managed to hack into the console, you’ll have the choice of several options as to what you want to do. Unlocking doors and showing the entire map are two very useful options especially when you’re either stuck on the other side of a locked door or aren’t sure where to go in order to start your mission.

Missions themselves are kind of neat. While technically starting the moment that you’ve been deployed from headquarters, they only really start once you managed to make it to the destination. Here’s the tricky part. Your team of three is basically on their own the second that you’ve left the front door. This means that if you keep getting into fights and your health is low, you may have a harder time in order to complete the actual mission especially if it’s a takedown requiring you to eliminate xth number of enemies.


To eliminate your enemies, you’ll be doing so in initiative based turns with you’ll whole party in one space and the enemies in front and able to move around. Starting off this didn’t feel fair until I realized that you can move your entire party back several spaces in order to make a buffer between you and them. Merging some other ideas in the mix, on top of the distance between you and the enemy, range plays a large factor in which abilities can be used and the percentage of chance that you have to hit. Having straight up to hit chances lets you know a bit more about what is a good idea and what isn’t.

While I didn’t mind the to hit chances on my enemies, what I really enjoyed was being able to choose where I wanted to hit them. You can target the head, chest, arms and legs. Each has its own chance to hit and regardless of where you’re hitting, if you do hit, you do damage and not just, from what I’ve seen, damage allocated to that body part. What I mean by this is that I’ve flat out taken out enemies shields and health by targeting their right leg since it was closest to be.

Finally, the one thing that I’ll gush a little about is that enemies may not immediately die once you’ve gotten rid of all of their hit points. Often times what will happen is that they’ll fall to the ground and have a chance of being helped back up or healed. This can cause a bit of a distraction to the rest and if they move in closer? That’s the perfect chance to blast them all with an area attack.


Now this isn’t to say that my time with Conglomerate 451 was perfect. There are bugs that can happen but the devs have been up front about it. I may have found a new one though as I got stuck on a mission where the only two people left that I could see to eliminate were so far away and on the other side of a space that I could not get to, that I had to quit the mission and conceded hard won influence back to the corporations that I had taken it from as there was literally no way forward as I couldn't even ride the elevator back downstairs.

With a very solid base in place, Conglomerate 451 is looking pretty good. With different mission types and the ability to expand your clone army’s options by developing the tech and research for it, the design options only help to improve the gameplay’s first person dungeon crawling aspects. I’m looking forward to seeing the final version!

Game Information

Platform:
PC
Developer(s):
Runeheads
Publisher(s):
1C Entertainment
Genre(s):
Dungeon Crawler, Simulation, RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher


Article by Pierre-Yves
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