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Atelier Ryza 3: Alchemist of the End & the Secret Key Review

Atelier Ryza 3: Alchemist of the End & the Secret Key by developer Gust Co. Ltd. and publisher Koei Tecmo AmericaSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 8~10 minutes

The end of the trilogy is upon us. From the Ever Darkness & the Secret Hideout to the Lost Legends & the Secret Fairy, join back up with Ryza, Tao, Lent, Bos and Klaudia as they welcome the Alchemist of the End & the Secret Key.

Trilogies, like sequels, always have a raised bar to meet. Is the story as good as the previous entry? How directly do the prior events affect the latest and do they make sense? Are you following the same characters and cast? Or are they cameos? How do the gameplay systems relate? How do the visuals present themselves? Lots of questions and I'm happy to say that other than one quirk in the camera work, Atelier Ryza 3 is a great way to end this trilogy.

Starting back up on the island that they call home, Atelier Ryza 3 sees a return to where it all started while offering so much more. After the events of Atelier Ryza 2, Ryza, our titular protagonist, has returned home to her rustic farmlike island of Kurken Island off the coast to the mainland. Starting off with an attack by monsters, it doesn’t take long to get back into the swing of things as other islands have mysteriously appeared close by and no one knows why. Adding to the sense of urgency in the matter is that these islands are causing earthquakes to Kurken Island and like always, it’s possible that only alchemy will save the day.

Jumping right back into the thick of things I thought was a great way to start off this adventure as for returning fans, you already know the cast, you already know the location, and what you want to really know is what’s going on. Gameplay is as smooth as it’s ever been with you being able to move Ryza around each location by walking, running, jumping, climbing, crawling or swimming through the various obstacles as they present themselves. As you move around these environments, you can gather resources with your hands, staff, hammer, scythe, axe or fishing rod if you’ve already learnt the recipes to make them and have the materials on hand.

As with the other entries into both this trilogy and the series as a whole, alchemy plays both minor and major roles. Minor and major? Wouldn’t one immediately cancel out the other? Not particularly as sometimes you can get away with doing the absolute bare minimum. Simply need an item or a new piece of equipment to progress? You make it if you have the ingredients on hand and then simply continue on your journey. For anyone that’s played any of the Atelier series though, you already know what this means. You aren’t going to be making it very far as that trademark difficulty curve will inevitably show up and make you cry whether you’re ready for it or not. I wish I could say I was kidding…

Thankfully in Atelier Ryza 3 that curve took a good 20~30 hours before it started to really show its fangs. After that point however, it was almost on an hourly basis with enemies getting stronger, appearance of new major foes on the field which couldn’t currently be defeated, and then the latest mandatory boss fight(s). So because of this, performing alchemy is a must for new character equipment and usable items. To do this however, you’ll have to get pretty used to not immediately going to where you’re supposed to go next, as you’ll have to explore fairly high and low in order to find those better ingredients to turn your equipment from something mediocre to something absolutely fabulous.

This is perhaps one of the things that I really enjoyed compared to some of the other entries in the series. Atelier Ryza 3 allows you to explore the world fairly early on even to the point of giving you just about the entire set of locations from the original before going into the newer areas. Do you have to? No. But having these spaces allows for a fairly decent collection of materials early on as well as a way to level up your party before they head onto new lands and tougher foes.

If this approach were to have one issue, it would be the same as any of the more open world experiences. Anything “pressing”, like the fate of Kurken Island, doesn’t feel as important as it should be while you’re out and about picking flowers, breaking rocks and collecting bugs. If you can get past that point though? Atelier Ryza 3 paces itself rather well and I would even say encourages this side exploration as plenty of side quests can be found as well as plenty of party based cutscenes that expand the character’s relationships with each other.

As you’re exploring, you’ll also come across “random” quests given to you either by NPCs or from your own party members. While less important towards the overall adventure and each character’s journey, the rewards can be the difference between having to grind out some money and experience or getting it the quick and easy way. By completing random quests! These quests can range from defeating a pack of monsters that have appeared to handing in various materials of different grades for rewards. What’s really cool about these though, is that the random quests given by your own party can raise that party member’s actual stats outside of leveling and acquiring new gear. So very much worth doing.

Like its predecessors however, the title plays a role in the adventure and the Alchemist of the End & the Secret Key is no exception! Ranging from modifications in alchemy and equipping characters for better stats to exploring the vast reaches available, keys can now be made. Following into one of the various elemental categories, story based locked doors or color coded exploration barriers can be unlocked by using alchemic keys. It took a while for this feature to really kick into high gear, but once it did, it made me have to rethink a variety of ways that I was approaching… well everything.

Keys can be made in one of two ways. The first, is that the party must find a vein of power on the map that is happily and conveniently placed by quick travel points. From there, you can make up to a certain amount of keys before having to return to your Atelier to “rest”, don’t actually have to use the rest function but you do have to head back. The second way to make keys can be done in battle against enemies once the tactics gauge is high enough, more on its return shortly. Once that’s done however, how you use them is up to you but I do wish that it had been mentioned that you can store other keys off to the side in order to more appropriately fill up your active “key chain”.

Finally, the other element that you’ll be spending a lot of time with is the battle system that once again changed from the previous entry. Less drastic than from Atelier Ryza to Atelier Ryza 2, Atelier Ryza 3 has made some updates to the system that I really enjoyed. Starting off with a basic tactics gauge, characters all have a basic string of attacks alongside being able to use action points (AP) to do some real damage. The more points that you use, the more you’ll level up the gauge and the faster that AP will accumulate. 

What’s neat about this is that whoever you are not in control of will be acting independently between one of two states, passive or aggressive. Passive will help you to accumulate AP to do more special attacks yourself and to answer your allies call to perform physical or magical attacks for some rather neat follow ups. Aggressive will have your allies use that AP themselves to perform those abilities which can often leave you without any to do special moves yourself, however, this is where things got to be a lot of fun.

With all of the alchemy being done, odds are that you’re going to make a few interesting items. Curatives, bombs, ice bombs, lightning bombs, explosives in general that can either target one or more enemies in battle. Where Atelier Ryza 3 truly shines in this respect is that item usage is now a “free for all” in which ALL characters can independently accumulate craft points (CP) to use whenever you want them to. So while I originally have a decent spread of healing and damage items on Ryza, I eventually went full attack power while giving Klaudia the healing gear and Lent a mix of the two.

While these three eventually formed my main party, I was also careful to ensure that both Tao and Bos were just as well equipped as it’s super easy to swap characters in and out of a party of five. You will have more characters than that available over time, new to the series and returning alike, but those have to be set up before battle. This makes things a lot of fun as everyone in your party levels up, and if you need to catch some of your other characters up? They can be swapped into those reserve spaces allowing you to still rock the battlefield without having to worry about your characters themselves getting rocked. You are being rocked though its back to the Atelier with a penalty of losing a portion of your accumulated items while out exploring.

Interestingly enough as a near final note, unlike the rest of the trilogy, you can make new Ateliers in the different locations which can end up serving different purposes. The main purpose is obviously to perform alchemy, rest up and save your game, but the other factors are really neat. In addition to the core functions, you can choose whether your Ateliers boost effects for exploration, the quality and trait modifiers of items you gather, or the amount of SP gained while also increasing the likelihood of merchants visiting your Ateliers. And once you’ve potentially outlived the usefulness of certain exploration effects like seeing items on the map, you can redesign them into another type!

If I had one actual issue with Atelier Ryza 3, it would be in some of the camera work. I think the best way to describe it at times would be a hybrid between the Blair Witch Project and Cloverfield. The camera isn’t steady, it moves all over the place and a few times even gave me motion sickness in the heavier storied portions of the adventure. I also found the camera to be too close in battle, often not letting me know that there was more than the enemy that I was focusing on as you also often cannot see your two partners because they are just out of sight depending on their own movements. This would be the only reason to not be sitting between 8.5 and 9 / 10.

All of this said though, the storytelling continues to provide a fun adventure and I’m really happy to have finally had a full trilogy where you get to travel with the same principle cast. Seeing the characters grow over the course of time, 3 years between Atelier Ryza and Atelier Ryza 2, and then 1 year between Atelier Ryza 2 and Atelier Ryza 3, was fun as it allows you to better enjoy the banter especially when they are talking about the past and how much or how little has changed over the years.

Summary

Overall, this final chapter in the trilogy was worth the wait and I look forward to seeing what comes next. Between the various gameplay elements and the fun to tag along the story, Atelier Ryza 3: Alchemist of the End & the Secret Key has once again set a new bar on the series.

Score: 8.25 / 10
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Bullet Hell "NeverAwake" Haunts Xbox Series X|S in the Second Quarter!


TOKYO – Mar. 21, 2023NeverAwake, the twin-stick shoot’em up set in the world of a young girl’s horrifying dreams from developer Neotro Inc and publisher Phoenixx, continues the nightmare on Xbox consoles in Q2 2023.


Capturing the hearts of critics and fans alike, NeverAwake earned numerous awards including an entry to the Famitsu Golden Hall of Fame in January 2023, the Tokyo Game Show 2022 First Selection designation, best game of BitSummit 2022, and a Metacritic score of 84 overall, securing a spot in the top 40 best reviewed PC games of 2022.


Enter the subconscious realm of unlucky school girl Rem, whose deepest fears become her reality. Unable to awaken from her slumber, face off against the manifestations of her childhood phobias. Fight against monstrous dentists, ghoulish vegetables, evil chihuahuas and other adolescent troubles in a never-ending nightmare. 


Shoot and glide through the eerie machinations of her mind in fluid twin-stick SHMUP fashion. Combat Rem’s hallucinations with a surreal arsenal of weaponry. Equip armaments and upgrades to create epic attack patterns, then blast bad dreams while bobbing and weaving through enemy fire including dozens of terrifying bosses.


Navigate through more than 80 levels across a whimsical hand-drawn bullet hell, and unravel a deeply emotional narrative with multiple endings. The release of NeverAwake on Xbox will include the latest 1.1 content update featuring the secret HIMITSU CHALLENGE after clearing world 8, plus six new reality-bending accessories alongside gameplay optimizations and balance adjustments.


Venture into the dark recesses of Rem’s imagination with the official NeverAwake “Nightmare World Art” digital artbook and soundtrack featuring the tranquil melody “AWAKE” by DJ, singer-songwriter, and producer YonYon, streaming on Spotify and Apple Music.


“We knew that NeverAwake was a special title the moment we saw it. It was a dream of ours to release NeverAwake on all consoles, and we are proud to be step closer to achieving that goal by coming to Xbox,” said Azusa Kawamura, Producer at Phoenixx. “The touching narrative and smooth gameplay has received praise from players and reviewers alike, and Xbox users will get to enjoy the latest, most polished version of the game.”


NeverAwake is available now on PC via Steam for $19.99 and on Nintendo Switch, PlayStation 4, and PlayStation 5 for $24.99 with support for English, Japanese, Traditional Chinese, and Simplified Chinese language text. The emotional “Nightmare World Art” digital artbook is also for sale on Steam for $7.99, as well as the NeverAwake soundtrack also for $7.99. A bundle with the game, artbook, and soundtrack is available for a 15% discount. 


To learn more, visit the Phoenixx official website, Phoenixx Facebook page, and follow @Phoenixx_inc on Twitter.

About Neotro Inc.

Neotro Inc. is a Japanese independent game development company based in Yokohama with a particular affection for arcade games and has previously released the 2D fantasy side-scrolling shooters VRITRA Complete Edition and VRITRA HEXA for exA-Arcadia. By bringing two words “Neo” and “Retro” together, Neotro Inc. chose their name to follow the saying “OnkoShuin”(温故知新, which translates to “learning from the past” and “carrying old wisdom to create new.”  

About Phoenixx

Established in 2019 by industry veterans, Phoenixx aims to support innovative and creative developers from Japan and around the world. Its mission is to inspire and nurture the human spirit – one creator, one game, and one community at a time.


Article by: Susan N.

 

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System Shock - Retro Reflections - TBT

System Shock by developer and publisher Broderbund—MS-DOS Throwback Thursday retro reflection written by Hamza. 1990.

Estimated reading time: 6 minutes.


Let’s face it, System Shock has the worst on-screen font in gaming history. It’s almost unreadable and proves to be a pain when you have to play the game with the volume turned off. The tracking between the words is too little and the font is just ugly. I’m glad System Shock is not a text-adventure game because then it would’ve been a true abstract representation of an insect panting and sweating down SHODAN’s corridors.

Released in 1996, at a time when the first-person shooter as a genre was gaining shape, System Shock was one of the more clever shooters on the market that boasted an actual, intelligent storytelling. Unsurprisingly, the game’s rather outdated now, but it nevertheless remains a solid experience every FPS fan must go through at-least one - preferably at a slow, methodical pace. When you play it methodically and don’t use any keyboard shortcuts, it is quite excruciating at first to get used to the pacing and interface; but this tedious patience, If adopted, gets reciprocated by its rich and rewarding gameplay and unique execution.

 

With the action from a first-person perspective, the screen is barricaded more by the menus and pop-ups than the actual contents of whatever room or corridor you’re in. Of course, the menus can be turned off and/or one can go into full-screen mode any-time, a-lot of the charm and originality gets lost in the process. Trust me when I say it, the game is best experienced with all the menus turned on.

With a rather impressive opening cut-scene, it brings the player to the core of the story. An unnamed hacker hacks into private files of the Citadel Station. Just mere minutes into his business, he is discovered and apprehended on the spot. Willing to give the young man a chance, the corrupt vice-president, Edward Diego, assigns the hacker to hack into SHODAN, the A.I. in charge of Citadel Station. The hacker frees her from her restraints and goes into a six month long coma. When he comes to, SHODAN has all but gone ultimate crazy with a peculiar attitude, turning all the inhabitants either into her robotic slaves or zombiefied mutants. On paper this story sounds like an intro to a futuristic zombie shooter, but in execution it isn’t. It is equal parts steampunk, sci-fi, and maze/puzzle - or muzzle, if you will.

What makes System Shock extra great is the game literally allows you to play it your way: don’t want to fight tough enemies but want to solve intricate puzzles? You can filter the options to reflect that. Don’t want to dwell too much into the story but want the cyberspace to pack a mean wallop? Go for it. With this “choose-your-own-adventure” in check, freedom is granted to you even before the game has started properly.

Where System Shock shines is in its level designs. True, many say the vocals and music is what gives the game its souls, unfortunately I happened to download the ‘silent’ version, so I was restricted to playing it in silence and squinting at the ugly font that asked for more than three re-reads. As I was saying, the level designs were swift in their delivery  and strong in their presence. Similar as they may look, they refused to follow a certain pattern, though of course many fell into a one-minded mess of dead-ends and Star Trek replicated rooms and small areas. With fully realized texture mapping and advanced (for its time) graphics and display, System Shock not only pats on its own back by its subtle yet effective placing of certain objects such as CCTV cameras, boxes, ladders and corpses, but also by its frightening graffiti that’s apparantly done by blood. 


Phrases such as “Get away” and “Die” truly gave off a spooky atmosphere and increased your fear/respect of SHODAN. How evil must she be that the poor victims were driven to paint words of doom on the walls with their own blood?

And that’s precisely what makes SHODAN so damn memorable and evil. Throughout the game she keeps taunting you in that megalomaniacal way of hers, with the sentences more or less ending with her referring to you as insect. In a role-playing badroom fantasy, I wouldn’t have minded this as much, but here, especially when the stress of puzzles is getting to you and enemies are appearing dime a dozen, her chaotic voice with wild prophecies and promises of unspeakable terrror is enough to make any sane man insane! It’s a shame I couldn’t get sound on the file I had. 

As frightening and damn memorable my outing with SHODAN was, I still think AM the Supercomputer from I Have No Mouth & I Must Scream is the top mad world-conquering, self-god A.I. in video games. He may be overshadowed, but this Harlan Ellison mankind-hater is the best, as well as the craziest and merciless.
In conclusion, System Shock is an engrossing experience that will make the hours go pass if one plays it attentively. The professional and well-defined character + engine of the game may not have aged well, but will provide an excellent distraction to gamers who have previously whet their appetite with easy to control fps’s like Doom, Medal of Honor and No-One Lives Forever. They may not be in the same orbit, but out of all System Shock is definitely outta there!


Score: 9.5 / 10


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

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Enjoy Story of Seasons: A Wonderful Life Cosy New Trailer!

XSEED Games, the independent-minded publishing brand of Marvelous USA, Inc., alongside sister publisher Marvelous Europe, today released a brand-new trailer for RPG/Life Sim STORY OF SEASONS: A Wonderful Life. The gameplay-focused trailer highlights each season, showcasing the various characters and activities players will encounter as the years pass in game. From tending crops to riding horses, from attending town festivals to fostering budding friendships and romances, there’s something exciting to do every season.

Watch the new STORY OF SEASONS: A Wonderful Life trailer

An unforgettable tale of friendship, family, and farming blooms back to life for a new generation. Originally released for the Nintendo GameCube (and later the PlayStation 2), the STORY OF SEASONS: A Wonderful Life remake introduces a plethora of new events, enhanced festivals, a cornucopia of never-before-seen crops, and even more recipes to cook. Returning fans will find plenty of exciting updates to Forgotten Valley, while newcomers to the series will discover the joys of cozy farm life and the extraordinary characters that make this series shine.

STORY OF SEASONS: A Wonderful Life is scheduled for release on Windows PC via Steam, PlayStation®5, Xbox Series X|S, and the Nintendo Switch™ system on June 27, 2023 and will be published in North America by XSEED Games and in Europe by Marvelous Europe. It is currently available for physical pre-order for consoles on the XSEED Games Store and participating retailers for a MSRP of $49.99 for the standard edition, and a premium bundle including a 3.5” x 4” goat pocket plushie and large cloth poster within a custom outer box for a MSRP of $59.99. This title has been rated “E for Everyone” by the ESRB.

More information about XSEED Games’ products can be found at www.xseedgames.com. Fans can also follow STORY OF SEASONS on Twitter, and XSEED Games on Facebook, Twitter, Instagram, Twitch, get in depth info from their developer blog, and join the discussion on their Discord server at: http://discord.gg/XSEEDGames.

Article by: Susan N.

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Alice Gear Aegis CS Concerto of Simulatrix - PS4 Review


Alice Gear Aegis CS Concerto of Simulatrix by developer Pyramid and publisher PQubePS4 review written by Richard with a copy provided by the publisher.

Estimated reading time: 6 minutes



Alice Gear Aegis was originally a mobile game released a number of years ago. Now getting a sort of extension to the game as a console arena combat type game. Regardless of whether or not you've heard of Alice Gear Aegis before, it's time to see what the series is currently offering with Alice Gear Aegis CS Concerto of Simulatrix.

So, let's get started with a bit of backstory on what Alice Gear Aegis is all about. Essentially, the series takes place in the future after humanity was attacked by an alien race called the Vice. Now, humans live among the stars in colonies. These colonies are defended by "Actresses", young girls who are able to fight off the Vice by channeling a mysterious power. Actresses are kind of viewed as celebrity type superheroines, where the defense of the colonies is basically like a sort of privatized mercenary style business, where Actresses work for various agencies as a sort of public celebrity. Well, that's not super important for this title really. This time around, a company has developed a program to simulate battles from Actresses. They want to gather data, so they've organized a tournament between Actresses.


Concerto of Simulatrix has a couple of different game modes, but they mostly end up being the same thing. You have a story mode, where you can go through the story mode of all 22 characters, a free battle mode where you can fight how you want, and an online mode where you can challenge others to combat. I'll go through the basics of story mode, as the fights pretty much go the same way. In story mode you have a hex grid layout of nodes, which you progress through sequentially. Some nodes are items, some are single one vs one battles, and some are three vs three team battles. About every third of the map you go through is a tournament three on three battle, finishing out the story on the final node. You get to see some cutscenes occasionally detailing the interactions between the character you've chosen and their teammates. You take on the role of coach in these scenarios, giving...life advice? to the Actresses you're in charge of.

Let's cover the items you can pick up. These are accessories and costumes you can outfit your current character with. You also get some items from clearing the story mode. If you get a double of an item, it will automatically sell for a small amount of cash, which you can then spend at the shop to purchase weapons and gear, as well as accessories and costumes. The accessories and costumes are purely cosmetic, but there are a lot of options for outfitting your different possible units.

So, let's talk about the battles, as that's what you're here for. Combat is a 3D aerial dogfight in a sort of cylindrical arena. Upon starting a match, you will auto lock-on to your opponent. You then have four different weapons to use, as well as a boost to dodge with, and a shield to help protect yourself with. Your weapons are your firearm, your melee weapon, and a weapon tied to your leg and torso armor. Both your firearms as well as your left armour attached weapon can be charged for a, usually, more powerful or changed shot. Your melee weapon has a bit of a dash associated with it, so you can usually get closer to your opponent with it. As you hit your opponent and get hit, you also build up a special bar, which has three gauges. You can consume a single gauge for either a partner attack in team battles or a self improvement usage in a single battle, two bars will perform a clash attack, which is a melee special move, and three bars is the character specific special move.


In battles you have a time limit, which signals the end of battle. If you time out, the side with more health is the winner, although I personally never timed out, as the amount of time you're given is fairly large. More often than not, you will win, or lose, by having either your opponents' or your health reaching zero. In team battles, all three members have individual health bars, and you need to reduce them all to zero. If one of your teammates loses their health, you will swap to the next character. You can also swap between characters in your roster mid battle. This is actually a bit of a strategy, as you have a portion of damage that will recover if the character isn't in active combat.

Combat itself is...surprisingly fluid, although I do have some complaints here and there. It feels like the AI controlled enemies are just...generally better, like they have better homing, they can move away from your shots better, flinch less, and occasionally just do more damage. It can certainly feel extremely frustrating when you get your entire health bar reduced in one combo move without being able to do anything, but you can't do the same using the same moves to them.

Overall though, you're given a wide range of weapons with an extremely varied amount of moves attached to each, all of which can be used to build out your characters how you want. Each firearm also has a type, such as rifle or rocket, which dictates what type of shot you'll use and how it acts. In addition to the equipment, you also can purchase or unlock skills, three of which can be equipped, and have various effects, such as increasing firearm damage at the cost of melee damage, or increasing the rate at which your special gauge charges at. Altogether this presents a fairly high level of customization for your characters.


While the music and visuals aren't particularly anything to write home about, they certainly aren't bad. All of the characters are unique with their own personal and playstyle. Coupled with the amount of costumes and accessories you can unlock, you can basically set up your team to make what you want, both weapon and appearance wise. Character animations are also pretty unique and well designed. One thing I would like to comment on though is that if you're aiming for the platinum trophy, or equivalent on platform of your choice, is that you need to complete every node on every character's story mode board. This is a bit of a rough slog. Not particularly tough, but let me tell ya I was about done by the end of it.

While most of the combat feels pretty decent, there are certain characters or gear loadouts that feels, well, just bad really. Whether it's because the character is clunky, the weapons are subpar, or just aren't what you'd prefer to use, there were a few characters that I found rather frustrating to use. On the other hand, some of the characters felt a lot more smooth, and were really fun to play as. It really is a good idea to test out some of the weapons and weapon types to find out what works best for you. It's also relatively cheap compared to some other titles, so that helps a little.

Overall, Alice Gear Aegis CS Concerto of Simulatrix is a bit of a mixed bag. On one hand, the combat can be pretty fun while it's working out for you. On the other hand, sometimes the combat feels really heavy. Coupled with a story mode where the plot feels rather baseline and lacking, the majority of your entertainment will probably come from the online matches you engage in. While Concerto of Simulatrix definitely isn't for everyone, it definitely has a niche enjoyment for those who enjoy it.

Score: 7 / 10



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Release Date Announced For Anonymous;CODE by Spike Chunsoft, Inc.

HUNTINGTON BEACH, Calif. (March 21, 2023) - Spike Chunsoft, Inc. today announced the latest installment to the Science Adventure Series from MAGES., ANONYMOUS;CODE will release on September 8, 2023, for Nintendo Switch™, PlayStation®4, and on Steam® in North America, and Europe. 

The company also released a new trailer for the game.


To pre-order ANONYMOUS;CODE check your local retailer, or visit https://www.spike-chunsoft.com/anonymouscode/ for retailers.Add ANONYMOUS;CODE to your wish list at:Steam: https://store.steampowered.com/app/2291020PlayStation Store: https://store.playstation.com/concept/234115Nintendo eShop page available soon. Follow @SpikeChunsoft_e on Twitter for updates.

ANONYMOUS;CODE will be the first game in the Science Adventure Series to include both English and Japanese voice options. Until now, all previously released installments have included Japanese voices only. For this occasion, Spike Chunsoft, Inc. has put together a stellar group of voice talent including Max Mittelman,  Anairis Quiñones (AI: The Somnium Files - nirvanA Initiative English VA for Tama), and Y. Chang (AI: The Somnium Files - nirvanA Initiative English VA for Lien).

English VA: Max Mittelman (pictured left)Character: PollonJapanese VA: Shōya Chiba
English VA: Anairis Quiñones (pictured left)Character: MomoJapanese VA: Shiina Natsukawa 
English VA: Y. Chang (pictured left)Character: CrossJapanese VA: Tomokazu Sugita

About ANONYMOUS;CODE

The highly-anticipated next installment of the Science Adventure Series, ANONYMOUS;CODE is coming to the West on September 8th, 2023. This is the latest work by STEINS;GATE creator Chiyomaru Shikura, in collaboration with returning staff from the Science Adventure Series. Experience the story of the hackers who will rewrite the future.2037. Nakano, Tokyo. Pollon Takaoka is caught up in a tangle of plots as a result of his encounter with the mysterious girl Momo and faces major events that shake the world. Live the experience with Pollon, help him hack the myriad branches of reality and "load" the ending that saves the world! 

About the Science Adventure Series

With an original story planned and created by Chiyomaru Shikura of MAGES., the series is based on the concept of "99% science and 1% fantasy," a science fiction suspense that uses real-world scientific events as the framework of the story. It has been developed in a variety of media, including novels, manga, and anime, as well as games. Science Adventure Series games released in North America and Europe include CHAOS;HEADSTEINS;GATEROBOTICS;NOTES, and CHAOS;CHILD.

Article by: Susan N.

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Our Favorite Games Through the Years - Part 6 - Gaming Thoughts

Estimated Reading Time: 7 minutes

This was the era where Chalgyr’s Game Room started, over a decade ago now. What started as a small blog to review some games that were semi-recent-ish at the time has turned into a full-fledged site that has seen numerous contributors over the years. There were a ton of great games that released during this period, as evidenced below.

Robert:

PlayStation 3: Assassin's Creed II

I struggled with this particular platform, in large because I was deep in the midst of my anti-Sony days (and to a degree, still am) and in part because there are a ton of really good games on the PS3. From the Uncharted series to the numerous Need for Speed titles, to a host of others and all with their own elements of nostalgia or have their own special meanings ... I had been considering putting any one of the numerous Tales games, or the Trails titles, or maybe the Atelier and Devil May Cry games in. So many to choose! So I picked Assassin's Creed II, in part because it's still one of my favorite games of all time (therefore made quite the impression) but also because no matter what I do, when I reminisce about the PS3 days, Ezio always creeps into my thoughts. I could be thinking about Rogue Galaxy and how it was a criminally under-appreciated RPG, or how absolutely wonderful the .Hack games were, or just how action-packed a Tomb Raider title truly is ... but then there's Ezio and ACII just lurking in the shadows, waiting for that moment to strike.

I spent hundreds of hours wandering the streets of ACII, gathering every little thing I could (and of course, spending quite the time making sure my outfit was just right) and sometimes doing nothing more than wandering the streets and soaking in the sounds of a time and space that I'll never be able to experience for real. That's magic right there.

Xbox 360: Halo: Reach

I think that this is a given, though there are some truly great contenders here- from Call of Duty: Black Ops to Dragon Age to Mass Effect 2 to any number of racing or sports games. The 360's library of titles was huge and fit me perfectly at the time, but the one game that I still compare others to to this day ... Halo: Reach. Reach is an interesting beast- any fans of the Halo franchise will likely know about the Fall of Reach; not only was it the prelude to Halo: CE, but by Halo: Reach's release, Halo and it's lore/history were household names. What I find fascinating about it is similar to why I find the success behind James Cameron's Titanic fascinating ... we already know how the story ends yet no matter what, we can't stop rewatching/replaying.

With how Halo: Combat Evolved and the original Xbox ushered in a new era for both Microsoft and gaming in general, Bungie's magnum opus and their last outing with the Halo franchise before moving on to other projects, brought with it the end of that era (for me). While there are many great games that came to the 360 after Reach's release, none of them gripped me the way Reach did. Brilliant and customizable co-op, exciting multiplayer modes, and a deeply touching (and in some cases, slightly traumatic ... ❤️ Kat) story helped close a chapter in my life, one of heartache and pain, but also of insurmountable mountains of joy, entertainment, and healthy escapism- it's only fitting that amongst the pantheon of greats in a console that's hard to beat, it was Bungie's first and final outings with the UNSC, Covenant, and everything in between, that truly gave life to two consoles and an entire decade of memories.

Nintendo Wii: New Super Mario Brothers

New Super Mario Brothers is a bit of an odd one- there were so many great games on Wii, but none really clicked with me the way New Super Mario Brothers did. I think, though, that it has more to do with life outside of the game than it does the actual title. Yes, it's fun, yes it has some excellent replayability, but what made it special to me was that it brought my family closer in a time when things were rough. We'd laugh endlessly as we bubbled our way to safety and it became more about how bad we could cheese the game with the bubbles and less about playing it- I have so many warm memories of late nights after a long days' work and a short reprieve from a colicky baby. Sometimes that's all it takes ... that and the little "bloop" sound that the bubbles make.

Pierre-Yves:

DS / 3DS: Etrian Odyssey

I’m grouping these two together. The Nintendo DS and the Nintendo 3DS are like the SNES, an absolute treasure trove of games such as: Final Fantasy Remakes, obscure JRPGs, niche RPGs, Radiant Historia, Luigi’s Mansion, Shin Megami Tensei IV and so much more.

HOWEVER, I’m doing another grouping as this series was simply one of the best and I’m a bit sad that Atlus haven’t found a way to bring it over to the Nintendo Switch. Etrian Odyssey. These old school Wizardry inspired titles, first person dungeon crawlers, not only had a brutal nature to them, but you had another component to worry about. Map making. Did you write down the proper shortcut paths? Or did you mislabel them? Were you well prepared or were you “murderlated” by a giant beast type known as a FOE which if encountered? RUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

At least in the early stages of each game. There were a fair number of releases and re-released and then to add to the awesomeness there was also Persona Q and Persona Q2 which were side stories to Persona 3-4-5.

Wii: The Legend of Zelda: Twilight Princess

So there’s a theme here isn’t there? Yes, more Legend of Zelda. While Wind Waker was cute looking to help mask the dangers ahead, Twilight Princess was dark. At the time being the first title that I was getting for the Wii, I went right through this title with every moment that I could fit in between work and school.

The world design was great, Link wasn’t always just a human but could turn into a wolf to solve certain challenges and this was finally one of those first titles that hinted that the fan theories of history and timelines may actually be a thing…

PS3: Castlevania: Lords of Shadow

This is another tough one. Such a library to choose from, but when I think of the PS3? Castlevania: Lords of Shadow comes to mind. Mission based for its story instead of a metroidvania which it’s half of the reason for the style, the narrative of this adventure is what drew me in. Patrick Steward and Robert Carlyle, that right there was enough in the voice acting department to just make one’s jaw drop and they weren’t alone. Add in a great combat system and the ability to return for things that may have been missed? I think I’m going to go play this again now if you’ll excuse me…

Xbox 360: Tales of Vesperia

Bandai’s Tales of Studio’s Tale of Series. From the SNES to the PS1, to the PS2, this would be one of the two main reasons I got an Xbox 360. That and Mass Effect. Tales of Vesperia however to me, other than the lackluster ending and no post credits, would have everything. A protagonist who wasn’t a shiny white knight, a supporting cast that were all great to have around in and out of battle and that includes “Captain Carol” *laughs*. It was everything that I wanted in a Tales of and I was happy with the ports to the latest generation and I totally do not own Tales of Vesperia on the PS3/4, Xbox 360/One and the Nintendo Switch… you do!

Richard:

PlayStation 3: Tales of Graces F.

For my PS3 choice I have a game that's tied for my favorite Tales title: Tales of Graces F. I consider Tales of Graces F to be one of the best Tales titles in the franchise, right up there with Tales of Symphonia. Tales of Graces had a great battle system, an interesting array of characters, a "true man speaks with his back", and was a great game to play with friends. It's also the first Tales game I never played as the main character, interestingly enough. The bonus dungeon was also really hilarious, and the angriest I've ever been at chickens and eels. I had a lot of fun with Tales of Graces, making it my favorite PS3 title.

Wii: Trauma Center

I'm gonna toss out another one that's probably less well known for my Wii choice: Trauma Center: Second Opinion. Who knew surgery could be so much fun, if not a little frustrating at times? Following the work of a surgeon in training, Trauma Centre is like a surgery simulator where you will perform operations such as putting in pacemakers, removing glass from traumatic injuries and sewing up patients, to confronting a dangerous man-made disease. I have fond memories of playing this in University with my roommates. We decided to all do our laundry, so we brought a TV down to the laundry room and played while watching over our clothes. Good times, good times. Even with the sentimental value though, Trauma Center is a really fun title and series in general, despite some of the earlier installments being a little finicky with your controls. I'm actually thinking about cracking it back out right now. In fact, I will once I finish writing this.

Nick:

Nintendo Wii: New Super Mario Bros. Wii

Most of the games on my list so far have leaned heavily into the single player experience, with a focus on story. There were plenty of great options on this platform that fit that bill as well – but something about this iteration of Mario Bros. resonated with my family and I a lot. We sat around, playing this game for hours and hours together, and had a blast doing so. It was a chaotic mix of competition and cooperation that brought out the worst and best in all of us, but also created a ton of really fun memories.

Microsoft Xbox 360: The Elder Scrolls: Oblivion

This is where things really start to get ridiculous. In some ways, the last several entries I had were a bit easier, because while there were a ton of really good games on most of those platforms, I was generally a broke college kid raising a family who did not get to buy a ton of games. Around the time the Xbox 360 came out, I finally had access to grown-up money, and I started buying a lot more games again. Gear of War was my first real banger for the console, and I loved it, and there were tons of memorable games that came out, but Oblivion was probably my single biggest time-sink on the 360. I did -everything- that there was to be done. I explored the nooks and crannies of the nooks and crannies. I owned all the houses and decorated them with all kinds of ridiculous crap that I picked up and kept like a digital hoard. It was the first DLC I ever bought for a game. Yup, I had horse armor. It was ridiculous, but no regrets either.

Sony PlayStation 3: The Last of Us – There were so many titles that I loved on the PlayStation 3. My most played game was likely one of the Maddens that Landon and I had a long-running franchise of. There are so many good titles here I could talk about at length, and The Last of Us feels like a really ‘safe’, ‘mainstream’ choice given some of my weirder entries up until now. At the end of the day though, this game just hit me emotionally. The story, the characters, the tense gameplay, all of it. My son played through it as well, and it’s one we both talked about quite a bit while we were playing and after. I played through it again on PS4 as well later and was surprised at how much the story resonated with me still, even after a second go-round. 


Article by RobertPierre-YvesRichard, and Nick


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