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Storytelling Platform Weave Expands with Digital Weave+ in Q1 2020 - News


Storytelling Platform Weave Expands with Digital Weave+ in Q1 2020

SEATTLE — Dec. 5, 2019 — Weave, the tabletop storytelling game from the mobile veterans at Monocle Society, makes narrative games even more accessible with the launch of its Weave+ subscription service on iOS and Android devices in Q1 2020.

Weave’s innovative blend of mobile technology, tarot-inspired cards, and dice removes the barriers that bog down tabletop roleplaying. A simple-yet-robust system makes the heavy rulebooks and obtuse mechanics associated with the genre a thing of the past. Fast-paced, intuitive story and character creation take minutes instead of hours. Weave lets anyone create cinematic, collaborative stories with their friends as the first-ever free-to-play digital tabletop roleplaying game.

Tell incredible tales with the help of the gorgeously-rendered cards. Any time the storyteller needs a new element for their campaign — location, boss, or even plot twist — simply draw one of 22 cards. Most cards have multiple choices, helping guide storytellers into unexpected scenarios while still providing the sweet, electrical feeling of improvisation.

Four themed playsets are included with Weave. Instead of beating up goblins in a high fantasy world, experience life in their curly-toed shoes in Goblins R’ Jerks. Embark on a nostalgic ride through the 1980s as kids embroiled in weird mysteries in The Gloomies. Soar amongst the stars in Solar Age for a serialized sci-fi adventure. Learn to survive a post-Apocalyptic South American cyberpunk world in Xorte/IO.

While anyone who downloads the free app can create an episode within one of the four included playsets, subscribers to the Weave+ service can create ongoing campaigns in any of an ever-expanding selection of original and licensed playsets. For $4.99 a month or $49.99 for a year, storytellers can add an infinite amount of content with no limits on player level or element additions. Monocle Society plans to add more content to Weave+ over time, with features including custom card creation, group organization, player reminders, new playsets, and much more.

Additionally, Monocle Society is unveiling a new experiment at PAX Unplugged this year by pre-releasing the Weave Storyteller Screen. This game master screen is packed with secrets that the team will unveil over the course of 2020. Those who purchase it now can experience new ways to interact with Weave ahead of anyone else. It will be available in stores at a later date.

“We’re putting our focus on Interactive Storytelling here at Monocle Society,” said Kyle Kinkade, CEO of Monocle Society. “The upcoming Weave+ subscription service allows us to branch out in new and innovative ways, and. we can't wait to show you more throughout 2020.“

Catch the first glimpse of both Weave+ and the new Weave Storyteller Screen at PAX Unplugged in booth #3122.

Weave+ will launch in English with new languages planned in the future. To access Weave+ when it’s available, players can download the Weave - Storytelling Redefined app from the App Store or Play Store. For more information on Weave and Monocle Society, please visit the official websiteFacebookTwitterYouTubeDiscordInstagram and Reddit.

About Monocle Society

Monocle Society is a technology company founded by Kyle Kinkade and Mike Fehlauer Hayes. Kyle is a veteran developer with over 20 years of mobile app experience including apps for Nike, Disney, Starbucks, and the apps Tap Tap Revenge and Goldieblox, among others. Mike joined Monocle Society from Penny Arcade, where as Vice President he co-launched PAX, expanded the business, and contributed to the tabletop games Thornwatch, Push Fight, and Clank! Legacy: Acquisitions Inc. 

For more information on Monocle Society, please visit their official website.



Article by Pierre-Yves
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CGR's Games of the Decade - Action


What makes a game stand out against its peers? Honestly? Often it's because if how it resonates with the person more than how it may compare in a by the numbers game.

Starting off our two week gush fest to celebrate Chalgyr's Game Room's 10th anniversary, is our top three games of the decade in the Action category!

The Last of Us

Fantastic voice acting, tense music and scenarios, and a story (which is something that is very important to me and you will see show up in other responses of mine later as well) that really had me thinking. I do not get a chance to play many games more than once, especially those where the narrative does not change based on decisions I make along the way. But when the Remastered version of this game came out, you can bet I eagerly put it in and played it all over again. It is a grim, heavy adventure that is no necessarily 'fun' in the traditional sense, but it is one of my favorite games of all time. It also narrowly kept Uncharated 2 off of this list, but at least Naughty Dog got represented.

Demon's Souls

Objectively, I know that the Dark Souls games were better designed, and the Souls-inspired Bloodborne was flashing and prettier. Demon's Souls deserves a ton of credit for reintroducing people to difficult video games, all while oozing a dark, grimy, gothic visual that I could not get enough of. Walking those prison halls in the third world (tower of Latria) is still one of the most tension-filled experiences in gaming for me.

Marvel's Spider-Man

In many ways, Spider-Man felt like a more polished version of combat superhero games from before, such as Batman. That being said, this game got so many things right, from the visuals, to the feeling of swinging around the city, to outstanding voice acting and more, and set a new bar for superhero video games.

Bloodborne

I've played it, I've re-played it, I've streamed it for 18.5 hours straight for Extra Life, and now? Now I'm still four bloody trophies from actually platinuming it and just need to get it done. Since originally rage quitting to Demon's Souls, multiple times as I haven't actually been able to beat it, I've been a huge fan of From Software's current direction with their hardcore roguelike Metroidvania action RPGs now known as Soulsbornes. Bloodborne for me though hit all the marks in this Lovecraftian action RPG horror on a night of the year where everything goes to hell and only those strong enough to dream will be left alive.

Victor Vran

Van Helsing has never been this cool. Seriously. Hacking and Slashing enemies to bits has, to quote the Bare Naked Ladies, All Been Done, but this implemented platforming mechanics into the mix making it so much more than the style usually amounts to. Especially when your character can't hope a small damned ledge and instead has to walk the long way around.

Horizon Zero Dawn

I struggled a lot on my third choice. Monster Hunter, DMC5, EDF: Iron Rain Dark Souls 3, Nioh and The Surge. Each of these were fantastic but I kept coming back to Horizon and your adventure of Aloy, the girl who wanted more than her tribe would allow. With humanity having been reduced to a ghost of it's former self by self replicating nanomachines, this was an excellent open world action adventure with plenty of great narrative and excellent gameplay features for players of every type.

Assassin's Creed: Odyssey

Ubisoft's Assassin's Creed: Odyssey took a formula largely created and popularized by 2007's Assassin's Creed. Though the timeline can be a bit fuzzy at times and there are some serious ups-and-downs in the franchise, Odyssey is the pinnacle of them all. Brilliantly acted scenes throughout a rich story touching on some of ancient history's most prolific events, Odyssey truly is an adventure through the stunning vistas of ancient Greece. Spectacular combat is married to a progressive skill tree and by the end game has you stalking through the mountains vales of Greece in the 400s BC. Every single element of Assassin's Creed: Odyssey exemplifies everything wonderful about the action genre, albeit it while sailing the high seas, stalking through the adobes, or racing along forgotten trails. Assassin's Creed is as close to perfect as they come.

Batman: Arkham City

Batman: Arkham City is Rocksteady's sequel to the surprisingly successful Batman: Arkham Asylum. Don the suit as the Caped Crusader and put your detective skills to test as you explore the newly minted "Akham City," a portion of Gotham City that has been designated as a habitat for prisoners. Breaking free from the restrictions found in Arkham Asylum, you can now glide and stalk to your heart's content, through one of the most amazing interpretations of the brooding elements in Gotham City. Huge, full of non-stop action, and capable of demanding hundreds of hours of your time, Arkham City is a short throw from being perfect in every way.

Sleeping Dogs

This was honestly a tough one; why you ask? Because I wasn't sure if it should be the Runner Up or Second Runner up. Think about that for a moment; a lesser-known open-world action title almost beats out Batman!? Seriously; everything from the grungy, dark setting of Hong Kong to the awesome 80's-style martial arts-based combat. Brutal at times, hilariously campy at others, full of action and everything great about action games. Feeling like a mix between Police Story 3: Super Cop and Shinjuku Incident, Sleeping Dogs is an adrenaline-pumping beat-em-up set in one of the most gorgeous open world settings I have ever seen.


Vampyr

The only action game on my list is Vampyr for several reasons. First, it's vampires and as we know, I'm all about vampires. Second, it was developed by Dontnod who had previously released Life is Strange, and I absolutely loved that game (It's next on this list by the way). Although many people were skeptical about this game, I was excited because I wanted to see what mythos of vampires they would be following. I also enjoyed the combat system which, even though it didn't have everything people were looking for, I loved the customization. Players could attribute points to the abilities they wanted to use, instead of being shoved into one specific playstyle. Another thing that I appreciated about this game was the fact that each character had a story or a motivation, and as I discovered more about some of the characters, I shifted my opinions about them. The art style was something that I took note of because when Jonathon is following a blood trail, the screen can be changed to be almost black and white. Finally, the music in Vampyr was brilliantly composed. All in all, Vampyr was a game that exceeded my expectations and I ended up making it my runner up for game of the year in 2018.

Xenoblade Chronicle X

Starting off this list, I should preface the fact that I’ve tried to keep to games I’ve reviewed as part of my picks, mainly because I feel a lot of my choices would otherwise be covered by others on the site. Even if this weren’t the case, Xenoblade Chronicles X would still make it on this list. With a great blend of action and turn-based battles, some really interesting characters, and a large map to explore, Xenoblade X was definitely up there in my favourite games of the past decade. The soundtrack still plays in my head even now, there’s so much to do if you want to complete the game 100%, and there’s giant mechs. I mean come on, who doesn’t love giant mechs! Seriously though, as someone who started playing the “xeno” games when I was a lot younger, it felt great to see this installment take place in my collection, and it’s a spot I feel it rightly deserves to be in.

Horizon Zero Dawn

I’m not usually a fan of games that have the same style as Horizon Zero Dawn. In fact, I tend to find them less exciting or gripping than I do most other genres. Horizon flew right past this expectation and out the window on the other side of the room. With so much customization to your playstyle from stealth to shooting giant robot dinosaurs in the face, Horizon satisfied an itch I wasn’t aware I had. Apart from the fact you can skew your skills into a way that can partially kick you in the shins later on for your lack of tact, it was hard for me to really point out something I felt truly lacking.

Bloodborne

I’ve always loved the eldritch side of R’yleah, so needless to say Demon Souls meets Cthullhu was definitely a sale on my list. Maybe an uncommon opinion, but I much preferred Demon Souls to Dark Souls, and Bloodborne felt like going back to Demon Souls, just with more tentacles and unborn fetuses. The twisted monstrosities that are the nightmare fuel bosses and the streamlined gameplay had me bashing my head off the wall that is Soulsborn (or whatever they call it now) kept me coming back for more, often way too late into the night.

Nier: Automata

A game that through me out of an unexpected window and into a pool of my own tears. Don't know why it took me a full year to even pick up this game after its release date, but the journey it took me on was life changing. Platinum Games has giving this series the face lift it needed, while keeping Yoko Taro bizarre story telling and soul shattering soundtrack.

God of War

Another game I never would have even batted and eyelash for if it wasn't for the constant howling and over the shoulder glances at the gameplay, that I finally said "What can it hurt?" Apparently everything. I've never bother picking up any of the other God of War back on the PS2 since I found the game to masculin. But when the son was introduce and it wasn't about destruction anymore, I was curious to see how this giant Titan of a man would raise his soft hearted son.

Uncharted 4

Naughty Dogs has always deliver on their Oscar-worthy games and the 4th instalment of the male version of Tomb Raider doesn't disappoint. Not only do with get Nolan North, we get Nolan AND Troy Baker. Combining these legendary duo bring out the brotherly adventure of a life time.
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Heroland - PC Review


Having fallen from being first in the succession line to the throne to the 18th, things aren't going so well for our would have been monarch. Figuring his way back into Grace is through defeating an evil dark lord so that people can see just how amazing he is, our young price Elric heads out to do just that. Unfortunately for him, he didn't read the fine print of this amusement park attraction and unfortunately for you, the new part timer tour guide, it's up to you to make his stay a good one even if he thinks it's all real.

Heroland is definitely an interesting simulator. Within it lies everything you could ever need for an epic dungeon crawling RPG with plenty of monsters, leveling up and loot. Where things take the twist is that none of it is real. Instead, our adventure takes place in a theme park designed to give the experience of dungeon crawling to any who would pay for it and your job as a part time tour guide, is to make sure the customers that you are escorting are happy. With your handicap already raised from a spoiled scion of royalty? Your work is already cut out for you!

Once introductions are made and a near priceless vase has been broken no longer allowing you to quit this increasingly horrible job of escorting the prince around, you settle into your new daily routine. Starting at the beginning of every day, you can explore the island to talk to your coworkers or view scenes from visitors to the park before heading over to the item shop to buy potions and the blacksmith to make or repair better weapons. Once this is done, you can escort your guests into the dungeons for the real reason that they are here. To feel like actual adventurers!


The dungeon setups are kind of neat. Set in a selectable list, you can either immediately explore the story dungeon, OR, you can plow through any dungeon floor that had been previously conquered to grind for some experience, cash, loot, and satisfaction points to your tour guide status. While none of it is real within the actual amusement park, your guests still level up mechanically to move through the floors, hence grinding the experience. For money and loot though, those you're going to need in order to buy new potions and equipment for those that you are guiding as it comes out of your pay. Not their admittance.

For actual dungeon layout, you'll be guiding your party through almost board game spaces on a line that after the first couple outings will start to have branches for choices in what you want to do. Each space contains either a fight against monsters, a story event or an encounter with a merchant before facing off against the boss and then gaining the treasure. You can always clearly see what your going to be doing next so there's at least no surprises in that sense.

Now when your deep in the dungeon you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk? And you'll be asking yourself that often as the weapons that you give your guests can be broken and they can break at the worst of times. When you’re broke because you just spent allllll of your money on the dungeon trip prior to that one and have to buy more potions because things didn’t quite go according to plan. This is really all dependant on your luck really so someone like Richard? Oh boy… he would constantly be broke because none of his weapons would survive more than a single dungeon crawl.


Unlike the movement through the dungeon that is one step at a time, the combat is real time in either normal or three times speed. Keeping in line with your position as a guide, you are literally there to guide the party as they act on their own instincts for what they think is best for the good of the party. Now because just sitting around for the park's guests to either win or lose would be boring, you personally have a meter that fills out allowing you to either rally the the party, give an actual order, or use items to heal those that are following you.

Overall it's an interesting blend of elements and Heroland works amazingly. Keyboard and mouse or a controller as it is also on the consoles, the input and the navigation of the menus is both simple and clean. Been wanting a good dungeon crawler but also want a bit of a simulator? Check out Heroland and guide a few guests through their fantasy of becoming RPG Heroes!

Game Information

Platform:
PC
Developer(s):
FURYU Corporation
Publisher(s):
XSEED Games, Marvelous USA, Inc.
Genre(s):
RPG, Simulator, Dungeon Crawler
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4, Nintendo Switch, Microsoft Xbox One

Source:
Provided by Publisher





Article by Pierre-Yves
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Sunday Bites - Gataela: Victorian Steampunk RPG, a second look


Having first taken a look back in April of 2017, Atemly Games have recently released an updated Alpha to showcase just how much work has gone into this Victorian inspired Steampunk adventure. Taking on the role of Zack, it won't take long for you to pack up for a journey that will in the beginning ask more questions than it answers.

Story

Starting off at a fruit vendors stall in a small to medium sized city, you chase after a bread thief to get back what was stolen from another merchant. Finding out after fending off his "big brothers" that he did it so that they could eat, you give him your lunch and head back to the stall that you help run.

With one event leading to another, you leave town to negotiate a continuation of good on increasingly dangerous roads only to find out that someone who used to be close to you is now in a group of bandits. Packing up for a longer adventure you head out to find him and meet some interesting people along the way.

It's a light enough start even if it deals with heavier concepts such as starvation and life on the streets as there doesn't seem to be any other way available. I'm looking forward to seeing how well these themes will carry on down the line but so far? It's well written and I like how real the characters feel within the world.


Gameplay

Gataela plays a lot like a classic RPG. You move around town or the outskirts, forests and encampments in a left, right, up and down fashion. While in town you'll be able to talk to people as you walk by while out in the fields you'll see enemies and you'll only need to fight then if you run into one another. Enemies are also never really faster than you so you really do get to pick whether or not you're in the mood for a fight or just want to keep moving on.

Music

The music is nice to listen to. Generally upbeat themes carry you through both exploration and battle and it never gets tiring to listen to. The field music is also nice to nap to which I can attest when I put my laptop to the side one Sunday night as I needed a few minutes after a long weekend.


Other

The character models on the map are adorable and I love how they are animated to move around. Only adding ad a bonus, the dialog are highly detailed 2D stills of the characters speaking that would look at home in any larger budget RPG. Speaking of larger RPGs though, Gataela does take a page out of the Tales Of Series for side skits that can be viewed if you want to and add to the story that is primarily told.

Combat

Now here is where Gataela shines. On one hand you have your standard RPG battle system in which you choose what each member of your party does and then it plays out against the enemy in a speed based process. On the other, you have to choose dialog options in a battle of "wit" in order to gain the knowledge that you need to move ahead in the adventure.

This second style of combat is neat because the options are never at the same point so if you're going for a second or third attempt you can't just spam through but look before answering.


Final Thoughts

Like my first time around, I'm still very much excited to see how Gataela evolves as Paige and her team continue to improve upon wonderfully looking indie.

As a bonus? Gataela is literally being developed in my backyard "across the river" over in Ottawa, Ontario from where I am in Gatineau, Quebec. It's a weird setup that basically makes two giant cities almost one but not. But hey! It's a local indie it should be supported!

-----
If you want to see more head over to Gataela's Website or either their Facebook or their Twitter pages.

Game Information

Platform:
PC
Developer(s):
Atemly Games
Publisher(s):
Atemly Games?
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Website Demo


Article by Pierre-Yves
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Trails of Cold Steel III Releasing to Nintendo Switch in 2020!


The legend begins anew! Trails of Cold Steel III is coming to Nintendo Switch™ in Spring 2020!

This is the first The Legend of Heroes series title to be released on this platform, and it brings an epic new chapter for Rean and Class VII to the palm of your hand. Watch the exciting announcement trailer to learn more!

Critics are raving about the PlayStation®4 release of this legendary RPG, and we're excited to bring it to the Nintendo Switch™ next year! Check out some of the reviews below:

8/10
"A solid RPG through and through." - Game Informer

4/5
"If you are a JRPG fan, this series is a must-play." - Twinfinite

4/5
"Trails of Cold Steel III knows what it's about, and it continues to perform admirably in a world of change." - US Gamer

Ignite your new chapter by preordering The Legend of Heroes: Trails of Cold Steel III - Thors Academy Edition at the NISA Online Store! This Limited Edition includes the following items:
  • The Legend of Heroes: Trails of Cold Steel III for Nintendo Switch™
  • Intelligence Division Files Hardcover Art Book
  • Symphony of Class VII
  • Einhel Keep Collector's Box
  • SteelBook®
  • Six Postcards
  • Mishy Plushie
Follow NIS America on Social Media: Twitch, Discord, and YouTube.


Article by Susan N.

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VR Ping Pong Pro - PSVR Review


Ping Pong is one of those games that should feel like a natural virtual reality title, and by and large VR Ping Pong Pro nails the aesthetics of the sport, but it let down in the end by its inconsistent physics and lackluster multiplayer options.

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Star Wars Jedi: Fallen Order - Xbox One Review


With a top-notch presentation, a sense of exploration and one of the best uses of Jedi combat to date, Star Wars Jedi: Fallen Order is the best Star Wars game in over a decade.

For Star Wars and action fans alike, this is the game you are looking for.

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Castle in the Darkness 2 is in Development!


Toronto, Ontario; Vienna, Austria; Finland; Tokyo, Japan - December 2nd, 2019 - LABS Works, a newly formed indie studio started by industry veterans Matt Kap and Simon Parzer who previously worked together on The Binding of Isaac: Rebirth, today announced that Castle in the Darkness 2 is now in development, a sequel to 2015’s Castle In The Darkness. This sequel offers a similar brand of high-speed, action-rpg exploration to the first game, but launches it to new heights!

“Castle in the Darkness 2 still features pixel art, but the fidelity has received a major upgrade” says Kap of the new game. “I’m really pushing my limits. I made the first game with an 8-bit aesthetic to keep it fast and simple because I was working on it mostly alone”, says Kap. “But now with Simon taking care of all the technical stuff, along with a few talented specialists, I can focus 100% of my effort on producing the best graphics, music and game design that I’m able to. That’s an incredible feeling!” Along with the news comes a fresh announcement trailer, which is embedded below:

Though details are sparse at the moment, Kap implores everyone to follow LABS on social media. “We will be publishing mini-trailers on the 2nd day of every month that will show off a specific aspect of the game or its development. We have lots of surprises in store, and we’re super excited to share them with you!”




LABS Works Official Website
http://labs.works

LABS on social media
Twitter- http://www.twitter.com/LABSworks
Facebook- http://www.facebook.com/LABSworks
Instagram- http://www.instagram.com/LABSworks

Matt’s Twitter- http://www.twitter.com/MattKap1
Simon’s Twitter- http://www.twitter.com/simonparzer



Article by Susan N.
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New Trailer for Under Night In-Birth Exe:Late[cl-r]


PQube (London, UK) - December 3rd, 2019 - Today, PQube, French Bread and Arc System Works are excited to share a new trailer for Under Night In-Birth Exe:Late[cl-r], the next iteration of the exceptional 2D anime fighting game series, which was one of EVO 2019's main games, the world's biggest fighting game event.

It features the "Frozen Fang of Eternity" Londrekia Light, the 21st character joining the diverse roster when the game releases next year digitally and physically on February 21st for PlayStation 4 and Nintendo Switch.

Better prepare a hot drink to go with the Londrekia trailer: https://youtu.be/Ldy9ahVtrHY

What's new in Under Night In-Birth Exe:Late[cl-r]
  • New playable character: Londrekia Light
  • Considerable balance changes for the whole roster (based on player feedback)
  • New stages, background music, sound effects and voice lines
  • New story line featuring Londrekia
10 different modes form the backbone of Under Night In-Birth Exe:Late[cl-r] and tell the story of the game, let you practice or fight other players and face numerous defensive and offensive challenges.

Aiming to achieve an anime-like warmth, the visuals rendered in real time and the blending of 2D and 3D comes together beautifully! Each of the 21 characters use an average of 600 frames of animation to show smooth motion with the utmost of detail, including facial expressions, hair, gently fluttering clothes and shadows.


Ever wanted to learn more about fighting games?

Within the fighting game community, the Under Night In-Birth series is known for its exceptional tutorial. It brings together all the information you need to understand the basics of fighting games and wraps it up in an easily understandable and well-paced guide. After that, it offers more in-depth lessons that teach advanced techniques by executing them and letting you repeat what you have previously learned.

Under Night In-Birth Exe:Late[cl-r] will be available digitally worldwide on February 21st, 2020 for PlayStation 4 and Nintendo Switch!

Check out #UNICLR on social media!

For more information and the latest news, follow us on Twitter, Facebook, Twitch, and Instagram or check out our homepage: http://pqube.co.uk/

Also make sure to follow Arc System Works on Twitter, Facebook, Twitch, Instagram and the official homepage.
 

About Arc System Works

Arc System Works is a Japan-based game development company, renowned for their unique and highly artistic 2D fighting action games. They have a proven track record with their big hit series: Blazblue and Guilty Gear, among many other games of all kinds of genre under their belt. From planning to production to marketing, Arc System Works believes in constant value-adding for their products, striving relentlessly towards the aim of staying ahead in the forefront technology of gaming, and producing flavourful character designs to form the foundation of their extensive Intellectual properties. https://arcsystemworks.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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Doctor Who: The Edge Of Time - PSVR Review


Doctor Who: The Edge Of Time plays it a little safe, but it provides a perfectly good virtual reality adventure game that plays out like a decent episode of the series. Those looking for either a bit of VR exploration or who are just fans of the series should find things to like about this game, even if it is a somewhat by the numbers experience.

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Rise of Industry - PC Review


Introduction

Rise of Industry is a management game that is interesting in principle because it has a tech tree, a neat low-poly graphics style, and the potential for complex strategies to keep your industry from falling beneath the AI titans. I found that Rise of Industry's launch out of Early Access might have been jumping the gun, but in no way does this take away from my general enjoyment of it.

Gameplay

Like with most games, I tend to start with the tutorial, especially since this particular title has an emphasis on micromanaging your city to buy and sell goods to make a profit. Thusly, the tutorial seemed like a good idea at the time, but I found that going through it was actually somewhat frustrating. It's going to seem backward when I say that the tutorial felt too long. Maybe too long isn't what I mean here. Perhaps what irked me about the tutorial was that it didn't go into details about certain things and included other things that I didn't find necessary. What I mean is, the game doesn't explicitly tell players about the massive cost difference between trucks delivering goods versus trains or blimps. And when players are engaged in the campaign, there are a lot of things that players need to discover on their own, which is all well and good but I never progressed far enough to see some of these features. In fact, I went bankrupt several times, even though I was keeping up with sales to the various shops and not selling to the state.

Also with the tutorial, there were some explanations that were lacking. In a campaign, the assistant would guide players into upgrading, which was often too quick. At one point, I was made aware of the fact that the headquarters building could be upgraded, but to what end? What is also not really explained much is the concept that each upgrade is going to cost a ton of money and a ton of time. While this is not a surprising feature, it is frustrating to know that players have to spend a crap ton of waiting time to be able to save themselves from bankruptcy - even on an easy 35% map! Needless to say, I had a rough time playing Rise of Industry.

That said, let's talk about the game itself. Rise of Industry has a couple of features that I do really enjoy, even if they were also features that bothered me. First up is the tech tree. Now, some management style games have a tech tree style of progression, but their time frame is not infuriating like I find this one to be. Tier 1 requires only 60 days. Tier 2 takes 120 days. Tier 3 is 540 days to research new technology. Keep in mind that the number of days listed is per research item. Minus the first three choices which are freebies (hallelujah), if you want all of the produce unlocked at tier 1, it would take more than 400 days of time! Yikes! Now, don't get me wrong, time does need to pass for things to be researched, but the time it takes to complete a couple of research tiers gets to be so long that just thinking about it makes me feel like *I* will be bankrupt before progress can be made. Even with the ability to increase the game speed, the time length still seems bonkers. However, the idea behind unlocking certain features has its appeal. Especially considering that to win the game, players have to build one of the two major items (the computer or a car). This is the ultimate goal of the game.

Another feature that I enjoy is that players get the opportunity to sell products for profit. Players can view the different city's supply and demanded goods. As such, they can then tailor their industry to produce the most profitable items. This allows for playing freedom where players in one playthrough can specialize in toy creation, while in another, they can focus on making the coveted cars or computers. And, not only is there potential to make money in another industry than your competitors, it means that players can challenge themselves by producing different types of products. Though, it should also be said that I don't recommend selling to the state, because it buys products at wholesale cost - meaning that you don't make a profit. So, only sell to the state if you have taken on a mission to do so, otherwise, there is no point. And don't go producing an asstonne of product you can't sell well or can't use to make a higher value items. Though, all told, I do enjoy being able to change which products I will sell to the various stores.

I also like the fact that players can bid on auctions to get contracts. This feature allows players to feel like this world is realistic. In one playthrough, I was sending a neighboring town a large amount of food because they had a massive shortage. While the map didn't reflect any kind of flooding or infestation, the fact that this is included in the game made it feel a little more realistic. Make no mistake though, I did have a playthrough where some of my crops were plagued by bugs and I have no idea how I should have eliminated the problem. (This was also in the playthrough that I went bankrupt. I wasn't streaming at the time it happened but I did stream stream that particular city and it was well on its way to failing before the end of stream.)

This is what leads to my issues with the game. The fact that while I found the tutorial to be too long (because it went into detail about things I didn't need to know), it didn't cover the most relevant basic points like:

  1. How does one upgrade the HQ building and what purpose does that serve? It's not explained from what I can recall. Furthermore the assistant tells players that they should upgrade the HQ, but I never achieved that before failing (I should mention that I attempted not to become bankrupt multiple times. I've no idea what I'm doing wrong actually...) 
  2. Is it worth buying shares in a neighboring city? I mean, it is a neat feature and all, but you need a fair amount of coin to buy them out. Even then, they don't seem threatening at all - especially when you specialize in production of items they don't sell. 
  3. How much does each transport vehicle cost? It makes sense that transport trucks cost less than trains but it takes far longer to make a profit this way. 

After playing through the campaign on the easiest difficulty I could manage, I failed most of them because, even though I could track my profits and losses, some of the information isn't clear. The only other issue I had with the game was in the campaign, players can only seem to place their HQ in one region of the map. I don't know if this was an error on my part but, I did receive notifications that an HQ has to be placed in a region with four shops.

Furthermore, I was never able to get a permit to build in another region. Again this might have been my own failing but, there was never a point where I was able to harvest oil or anything in another region. Did I fail the RNGeesus lottery? I don't know, but being restricted in this way bugged the crap out of me.

The last major point I want to touch on with respect to my issues with Rise of Industry is the space it takes. Upon starting a new campaign map, when players are able to customize their difficulty level, there is an option to increase the map size. For a medium sized map, it tells you that it takes 15GB of RAM. Hawt damn! In all of the management games I have played, none of the maps have ever taken up that much space. I don't even want to fathom what a large map would take.

Now, I know I've done a bit of dumping on Rise of Industry, but it's because I care about the direction of this game. It has a great foundation with some strange irritations that aren't present in other management games. I've spent more than 40 hours in Rise of Industry trying to figure out how to make my industry sustainable. I've also looked at the charts and restarted the game several times just to improve and I'm still not able to keep my industry alive. In fact, I even stopped playing my 2130 playthrough because I felt like I didn't know enough about the game. And the reality is, I do really like the concept of Rise of Industry. Despite all the questions I have and my frustrations due to lack of progression, I can see this game doing extremely well. I wouldn't say it's quite there yet, but I have high hopes. 

2130 Maps

Before talking about the graphics and UI, I did receive a game code for both the base game and the newly launched DLC titled 2130. It is considerably harder given that 2130 has a completely different style than the base game. It is set in the future where pollution has overtaken the area. Humans have destroyed their planet from pollution. (A point that is highly relevant in today's society.) In 2130, players research different algae types and sell those in place of normal food types like vegetables or wheat. In order to harvest the algae, air purifiers have to be placed first. That said, not all buildings operate with no pollution. Some of them require there to be air pollution to filter out the necessary nutrients for other uses. Most notably, players will need some of these strains to create medication for the citizens.

In other words, while the principle of Rise of Industry remains the same, the concept of the 2130 maps is completely different in how your industry can survive. Instead of growing foods and raising cattle, 2130 has a potentially futuristic bend, using our knowledge of geneticly modified foods. Algae is used to make medicine in 2130 and to profit in this DLC, players have to harvest ruins and make other items.

Not only does this make Rise of Industry feel different, releasing the 2130 DLC puts a whole new spin on the game. And unlike other city management games, 2130 has put players in a futuristic new world that is less familiar to them. Honestly, I've spent a ton of time playing this game. Perhaps one day I will get gud.

Graphics and UI

At beginning of this review, I mentioned that Rise of Industry has a low poly style of graphics, and that isn't wrong. Looking at the trailer will showcase exactly what I mean. The game is as realistic to management games like minecraft is realistic to other open world builder games. All of the necessary components are there, like graphs, buying and selling goods, traffic management, etc... but the graphics are different from other games in its genre. Although, it still confuses me as to why larger maps require more computer resources than triple A titles. One would think that the graphics style would be less hampering to a computer than others, but I digress...

As for the UI, it takes some getting used to. Some of it is explained through the tutorial of the game, though there is a ton of information in menus which can be found by players easily enough. The top bar has buttons for the tech tree, useful overlays, graphs, and information about the competing companies. On the bottom of the screen are all the buildings that players can use to expand their industrial empire. Each of these are shown under appropriate categories like gatherers and farms.

In the bottom left is a bar that shows a bunch of monetary figures. At first, this bar was confusing. Once you click on it, then you see that on the left side it shows the previous months expenses. This shows the totals for transportation, upkeep of buildings, and profit generated. The right hand figure shows how you are doing for that month, which I found oddly deceptive. The total money you have is listed in the middle and occasionally that figure would drop. That is true even while I was generating profit according to the current monthly figures. I'm not sure why it is displayed this way because it just didn't quite work well for me (despite having dealt with basic accounting in real life).

My issue with the UI is something extremely insignificant. If players are using the assistant, there are times where you can open up a drop down and the assistant will always be in the way. Unlike other games which would shunt a screen over so that everything could be properly displayed, this game keeps the box where it is. I spent a lot of time moving the assistant around just so I could look at the information I wanted. Also, in the top right corner where players can look at how the other corporations are doing, if players are working on a contract, that bar will be covering part of the corporation box. Again, this isn't a big deal, but it bugged me enough to notice.

Final Thoughts

Overall, I do enjoy Rise of Industry, even with its flaws. I'm sure that some of my gripes boil down to things I haven't yet figured out. We could chalk it up to its unique style of management game but I am not sure if that is really the issue here. It has made leaps and bounds since its early access days and I'm thankful for the progress, but for some reason I still feel like the game could use more improvement. The concept is great and the foundation is there for Rise of Industry to be an excellent management game, but it still needs some time. At least for me. But don't worry, I'm still going to be playing this game well after writing this review!

In conclusion, I'm going to give Rise of Industry a 7 out of 10. It has kept my interest despite the number of failed attempts I've had.

Be sure to follow Rise of Industry on Twitter and join the Discord server for tips!

Game Information


Platform:
PC
Developer(s):
Dapper Penguin Studios
Publisher(s):
Kasedo Games,
Kalypso Media Digital
Genre(s):
Management
Mode(s):
Single Player
Other Platform(s):
Mac, Linux

Source:
Provided by Publisher





Article by Susan N.
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Nine Witches: Family Disruption to Release in 2020


SYDNEY – Nov. 25, 2019Nine Witches: Family Disruption, the comedic alternate-history occult adventure game from Blowfish Studios and Indiesruption, summons supernatural hijinks to Nintendo Switch, PlayStation 4, Xbox One, and Steam for Windows PC in Q2 2020.

Something strange is happening in Sundäe, a rustic village on the northwest coast of Norway. As the fires of World War II rage on, members of the Third Reich’s Okkulte-SS division have descended on the hamlet, harnessing a mystical power to strike a terrible blow against Allied forces. Under direct orders from the United Kingdom’s Prime Minister, Professor Alexei Krakovitz, a quadriplegic Russian expatriate renowned for his research into the occult sciences, and Akiro Kagasawa, the professor’s capable assistant, arrive in Scandinavia to investigate reports of witchcraft and put an end to the Nazi’s hellish machinations.

Explore the community of Sundäe and cross paths with more than 70 quirky and eccentric characters as the duo seek answers to supernatural enigmas. Collect clues and unravel a mystery as these unlikely heroes. Cross from the world of living to the realm of the dead as Professor Krakovitz, whose ability to traverse the Astral Plane allows him to pass through corporeal barriers and possess weak-minded individuals without leaving the confines of his wheelchair. Commune with ghosts to learn about the region’s haunting history as Krakovitz or switch to Kagasawa when situations need a physical touch, like ferrying items to solve puzzles or taking the fight to the Germans and otherworldly entities in side-scrolling action combat.

Soak in Sundäe’s scenery, brought to life with beautiful, retro-inspired pixel art and a comical story dripping with gleefully absurd, dark humor. Prepare for the unexpected as the heroic pair encounters one bizarre situation after the next on their crusade to stop the Third Reich. Help them do whatever it takes to save the world from the Okkulte-SS’s evil schemes.

“Nine Witches: Family Disruption was born from my desire to blend world history with magic and my personal sense of humor,” said Diego Cánepa, designer, Indiesruption. “I’m grateful Blowfish Studios are using their powers to help me bring the game to consoles and PC so this story can be enjoyed by players across the world.”

Nine Witches: Family Disruption will be available on Nintendo Switch, PlayStation 4, Xbox One, and Steam for Windows PC in Q2 2020 for $19.99 USD / €17.99 / £15.99 / $24.99 AUD. It features English, Spanish, German, French, and Portuguese language support.

For more information on Nine Witches: Family Disruption, please visit the official website, follow the game via Twitter and Facebook, and join the community on Discord.


About Blowfish Studios

Blowfish Studios is an award-winning independent game developer and publisher based in Sydney, Australia. We strive to release original multi-platform games, while also collaborating with developers from around the world. As developers first, we bring a wealth of knowledge and expertise to any partnership. Our team provides development services to get the game release ready, porting to all major platforms, platform approval, marketing and promotion to the world.

To learn more about Blowfish Studios, please visit the team’s website.

About Indiesruption

Indiesruption is a Buenos Aires, Argentina-based game studio founded by Norberto Bertasio and Diego Cánepa. Following more than two decades of designing titles for Nickelodeon USA, Cartoon Network, and other high-profile companies, Nine Witches: Family Disruption represents the realization of a dream to create authentic independent titles cherished by players all over the world.

For more information and updates from the team, follow them on Twitter.


Article by Susan N.
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Deemo -Reborn- - PSVR Review


Deemo -Reborn- is a great use of virtual reality, because it uses its lovely visuals to pull you into a world that is begging to be immersed into. The narrative is touching, the music is beautiful and as an experience that is memorable.

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