• Kingdom's Return: Time-Eating Fruit and the Ancient Monster - PS5 Review

    Kingdom's Return: Time-Eating Fruit and the Ancient Monster is Inti Creates latest project. Blending 2D side-scrolling and town building simulation, you'll be venturing through a small interesting world as you try to restore a kingdom whose time has been stolen from it.

  • Minos - PC (Steam) Review

    The tower defense genre is one that doesn't tend to innovate much with static maps, various traps, and its simple to grasp gameplay loops. At least, that is until Minos with a mighty laugh to prove you wrong.

  • Decollate Decoration - PS5 Review

    Hello everyone and welcome to a new KEMCO title! But wait a moment, this one is different to the retro JRPGs that you’re probably expecting when you hear KEMCO from me by this point. Instead what we have is a sort of point-and-click style visual novel! Something a little new and fresh coming out here!

  • Volontes - Nintendo Switch Review

    Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...

  • John Carpenter's Toxic Commando - PC Review

    Toxic Commando harkens back to video games years ago when they were fun and innovative while giving the player freedom to explore among the waves of enemies in a 4 player chaotic onslaught of combat and driving mechanics.

  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • People of Note - PS5 Review

    ...I love music in general. After playing the People of Note demo, I knew I had to play the full game.

  • Valor of Man - PC (Steam) Review

    Valor of Man, by Legacy Forge and Numskull Games, is a turn-based roguelite RPG where you guide a party of four through ever increasing difficult situations. Achieving victory is never assured and the randomness of the roguelite nature will either be your best friend or your worst enemy.

  • Starship Troopers: Ultimate Bug War - XBXS Review

    Are you ready to do your part for the United Federation and join in the most realistic depiction of war ever created? Today we join General Johnny Rico and Major Samantha Dietz as they present the first ever game created under supervision by FedDev for the enjoyment of those on the path to citizenship. Ultimate Bug War follows the path of Dietz during the First Bug War 25 years ago.

  • Soulmask - PC Review

    Soulmask enters the increasingly crowded world of multiplayer-capable survival crafting games with a launch that has bundled its first DLC pack as a free download for anyone buying it within the first month. Featuring some striking Egyptian-style graphics...

Riven - PC (Steam) Review

Riven by developer and publisher Cyan Worlds Inc.PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 8 minutes




Wow. Riven. It's been redone and it is beautiful. And I can't believe I'm back here again.

Let me start at the beginning. I know you have questions and I can't answer them because there is no time, but suffice it to say Catherine is in trouble. I have to send you back to the world that you may have been to before. Back to Riven. But things have changed since 1997. And I can't send you back with a way out, so I'll have to send you with this book to trap Gehn. Now please, take this and save my wife and stop Gehn before it's too late. I must finish my work. Go. Please.



Back Story Time!


Those of you who are not familiar with the famous series of Myst, you will be undoubtedly confused about the introduction to this review. For everyone else, you may be smiling because I tried to spin my introduction like Riven begins. I did this deliberately because I, like many people, played all five games in the 90s. Myst is the first of the five games and at that time I became enthralled immediately in this world. 

Myst is a game that people hold in high regard because it kicked off the puzzle game genre in a way that no other game could. It spawned games like Riddle of the Sphinx, Starship's Titanic, The Crystal Key, and a whole host of others usually published by a company named 'The Adventure Company'. After I played Myst, I became hooked on all of those sorts of games, but none of them seemed to engulf me in the universe quite like this little single CD-ROM game did. When Riven released a couple years afterwards, I immediately grabbed it. This five disc game was the only one that I remember being that large. 

To make a long story short, Riven was the single hardest puzzle game out there. Part of that was due to the fact that internet access was limited and somewhat costly. Playing anything on dial-up and 2600 Baud Modems was a challenge, to say the least. There was no cloud gaming to hold your save files, so they had to be contained on the computer directly. Plus, CDs and DVDs had their limitations. But aside from the ease of guides and walkthroughs of today's games, back in the 90's, we had to figure things out on our own. To further the difficulty is that Riven is not a linear game. There are plenty of titles that have a straightforward narrative, but as I said, Riven is legendary because it did not follow that kind of system. The remake holds true to that same concept. And while they made the color marble puzzle - the reason why this game is the hardest of the series - simpler, it has been changed in a way to be more challenging. And suffice it to say, we spent *months* on the color marble puzzle back in the day. (Admittedly, it makes sense now but back then I didn't understand the logic of the puzzle. Younger me was definitely not a mastermind.)


Story


When you first begin Riven, you are in a relatively dark room with a man who is writing profusely in a book. At this point you have no idea what he is writing nor why it is more important for him to finish what he was doing before he even addresses you. Once Atrus does look up to speak, you're met with a sense of confusion, wonder, and perhaps bewilderment, as he stresses the importance of a few tasks you must complete. He asks you to save Catherine as she has been trapped in Riven. He tells you that the world of Riven is unstable and the issues with the place cannot be fixed. Finally, he tells you that under no circumstances should you give his father means to escape. You will have to trap him there. 

Oh readers, this burden is rather heavy for the beginning of the game, but it is relatively familiar given the nature of the 'good' ending of Myst, its predecessor. So, we save Catherine, trap Gehn, and get out of there post haste. Simple enough? *cackles* Oh no. Oh no no no dear reader. 

Upon entering Riven, you awaken in a prison cell with some gentleman talking to you incomprehensibly. He's clearly surprised that someone is in the cell. Perhaps he even hopes that you will be the answer the people are looking for. But before you can try communicating with him, he's knocked out from behind and dragged away. Your savior is gone. To make matters worse, the man who clearly took out the person speaking to you says nothing as he takes the linking book from you and then breaks a lever that is a couple of meters away. Then he leaves you there to wonder what the &*^%$% just happened. And also, why did he break the lever to begin with? This is a question that has no answer at this time.


So here you are, in a world you are unfamiliar with, sent by someone you barely know, and surrounded by people who speak an entirely different language from your own. Let me tell you lovely readers that it is a whole other experience when you are in a place where English is not the primary language spoken. Anyways, you might be asking what you're to do from this point on. And that would be an excellent question but the whole point to the Myst series is to figure it out as you go along. There is no rhyme or reason to how you get to important places and without the limitations of prohibitive loading times between discs, you are free to roam as you may in this spectacular 3D environment.

Much of the storytelling is told through various notes that you find at different points. These notes often give clues to puzzle solutions or they spark the 'A-HA' moment when a solution becomes apparent to you. Aside from these notes, there isn't a straightforward way to get to the end. Part of the main appeal of the series is to fiddle with buttons and levers until everything starts to make sense. The journey is greater than the solution in this case. And Riven allows you to figure things out at your own pace. So long as you get Catherine and yourself out of there, everything will be fine. Hopefully.

Puzzles

Since Riven is not told in a linear way, I can't just ruin the experience by giving solutions or talking about the brilliance of the puzzles themselves. What I will say is every puzzle can be logically figured out. For instance, the clues to solving a puzzle is often not in the same location as the puzzle itself. In fact, you'll be traveling between the five islands often. As you see more of the D'ni culture and language, the society's dynamics become more clear. When you start to see subtle clues in various places, the story of Riven unfolds.  


Another point of note about Riven, and any game within the series, is that to solve some of the puzzles it is much easier to have a notebook and pen handy. So far, I have several pages of notes connecting symbols and numbers together. These become integral to Riven as well as future games in the series. And strangely enough, the D'ni language itself follows a pattern. It may not be readily apparent but everything you see that is awe-inspiring and different is likely meant to assist with a puzzle somewhere. You just have to find them. Hence the importance of a notebook. 

Something that is worth mentioning is the idea that many of the puzzles cannot be brute forced. Each puzzle has a solution that will logically make sense or the solution will be plainly found within the notes you find throughout the game. Even the hardest puzzles can be solved with some note taking, whether that is done in game or out. While the in-game notebook is not perfect when scribbling non-sensical symbols, it is a system that was highly used in the later games. Anyways, I will not be spoiling any of the puzzle solutions, but I will say that it is important to be highly observant. Trust me.

Audio and Graphics

First let's talk about the audio in Riven. It is masterfully done. While the music itself may be sparse in areas, the sound effects make you feel like you are physically transported to this foreign world. The birds will chirp happily, strange creatures will protest when you get too close, and the water effects make you feel like you are standing right there. What's really interesting about the audio in Riven is that a lot of the sound design from the original game was used in this remake. It's a little bit like revisiting an old childhood home after its been repainted and lived in by other people. The memories are still present but the visuals are vastly improved upon.

On the topic of graphics, much of Riven had to be redone from the ground up. As a subscriber to the newsletter, I can tell you that taking a 2D point and click adventure game into a fully 3D space was no easy feat, but Cyan did it. Yet, while the visuals of familiar places are drastically improved, there are some short comings with updating the game to modern standards. The only failing with respect to the graphics are the animated representations of the original actors from the 1997 version. It makes sense that Cyan would take this approach because there are unfortunately some actors who have sadly passed. While I understand the decision to use animation in place of real actors, the visuals negatively impacts the beautiful world behind them. Unfortunately, the performance of the animations doesn't sell the urgency as much as a real actor would, but the good news is that this is one of the few flaws of the game that would otherwise be perfect. 


The only other negative point to bring up is some of the water effects. In most cases, it is beautiful and realistic. Paired with the impressive audio to add the immersion of Riven, the water effects are breathtaking; that is until you see a few gaping holes in the water animations. Though it doesn't take away from my enjoyment of the game, these holes were quite obviously glaring. I can only hope that this is only an issue with my graphics settings.

Final Thoughts

Riven is beautiful. It is brilliant. It is a masterpiece that stands the test of time with its updated graphical design, slight puzzle changes to be friendlier for players, and audio that still provokes a ton of nostalgia. I cannot even begin to describe how much both Riven and Myst have shaped my love of puzzle games. Riven in particular frustrated me as much as it fascinated me back in the 90s, and it now fills my head with a sense of wonder and nostalgia at the same time. In fact, this particular series has shaped my love for puzzle games so much that I have often dreamed about having a Myst room in my ultimate home. Complete with the dagger. (A dagger which inspired a physical purchasable replica that I sadly wasn't able to buy.)

Riven is filled with familiar images that nag at my brain as I recall aspects of puzzle solutions but not where to find them or how to get there. It has kept me on my toes the whole way through while causing me to once again stare into space as I did as a child. And in 2024 the game has been brought to life for a new generation of gamers to experience for themselves, which is amazing. I can only hope that it is enjoyed without modern gamers using a guide to complete. Suffice it to say, I have so much praise for Riven that it receives a 9.5 from me!



Score: 9.5 out of 10

Article by: Susan N.

Share:

Atari Announces Expanded Edition of Atari 50: The Anniversary Celebration

Atari and developer Digital Eclipse are excited to announce a significant expansion to their acclaimed 2022 release Atari 50: The Anniversary Collection. The new version, entitled Atari 50: The Anniversary Celebration Expanded Edition, adds two new timelines and 39 games to the playable Atari retrospective. The game will release October 25 on PC, Switch, Xbox One and Series X, and PlayStation 4 & 5, and the Atari VCS this holiday, including a physical release on Nintendo Switch and PlayStation 5.

The physical release will include a Steelbook version for Nintendo Switch, which will come with Atari 2600 art cards, miniature arcade marquee signs, an Al Alcorn Replica Syzygy Co. business card, and a Steelbook case. The standard version will retail for $39.99 USD, and the Steelbook will retail for $49.99 USD.

The Wider World of Atari timeline, which includes 19 playable games and eight video segments, takes a series of deep dives into stories from Atari history, showing how Atari continued to influence creators and fans over the decades.  New interviews, vintage ads, historical artifacts, and more have all been researched and presented with Digital Eclipse’s signature style. Highlights from the new timeline include a deep dive into Stern Electronics' robot-blasting Berzerk; unusual and underappreciated innovations and hidden gems from the late 1980s; a spotlight on the artist Evelyn Seto, who helped create the iconic “Fuji” Atari logo; Pong creator Al Alcorn explaining the birth of Breakout; and an exploration of the fan base’s role in discovering unreleased prototypes, creating “homebrew” games, and preserving Atari history.

The First Console War timeline, which includes 20 playable games and half-dozen video segments, tells the story of the first major console war in the gaming industry between the Atari 2600 and Mattel’s Intellivision. The team at Digital Eclipse curates an exploration of the rivalry, including Mattel’s quixotic decision to create games for the competing Atari 2600. Highlights include a selection of M Network games, including some fan-favorites; a mix of Atari and M Network sports games, and some rare Atari 2600 and 5200 prototypes. New interview features include former Intellivision game director Don Daglow, M Network programmer Jane Terjung, Activision’s David Crane and Garry Kitchen, homebrew programmer Dennis Debro, and historians Leonard Herman and Mike Mika.


The new timelines and games will be offered to owners of the original Atari 50 release as DLCs later this year.


Stay up-to-date on all things Atari and retro-pop culture by following on Facebook, X (Twitter), Instagram, YouTube, and join the community on Discord.

 

Article by: Susan N.



Share:

Astrune Academy - PS4 Review


Astrune Academy by developer Exe-Create and publisher KemcoPS4 review written by Richard with a copy provided by the publisher. 
 
Estimated reading time: 5 minutes

Astrune Academy is a cute little title with a real nostalgic kick back to old-school RPGs. With a colourful cast (elementally coded) and a storyline that was equal parts corny and compelling, Astrune Academy surprised me with how much fun I had playing through it. This wonderful adventure, brought to us by our friends at Exe-Create and Kemco, is sure to provide you with a fun distraction.

Astrune Academy follows the adventure of a group of students at the local prestigious magic academy. The tale is that of three young girls looking to make their way in the world and to graduate in order to become renowned magicians. Unfortunately for them, their world is one of strife, as not only are they at war with another group of people called the Horians, but there are demons and monsters that infest the land. Needless to say, not everything can go perfectly as planned, and the girls are drawn into a conflict that will have long lasting implications.


Now, Astrune Academy is a pretty interesting title, as it brings a lot of old school RPG feelings along with some interesting mechanics together. First of all, it's done in pixel art sprites and RPG maker style locales, invoking the nostalgia. The combat itself, and some mechanics implemented into the game, make it feel a little fresher and can help keep battles and exploration from getting stale or aggravating.

As you explore the world of Astrune Academy there are many interesting sights and people to see. As a turn-based random encounter styled game, Exe-create has decided to implement a few things to help keep players immersed in the world. In most areas, both towns and dungeons, you can explore for hidden paths and chests to collect items. Sometimes equipment, sometimes consumables. In dungeons and on the world map you can also find mana points. These mana points help with the use of talismans, one of the greatest mechanics I've ever seen added to an RPG like this. Essentially you've got three talismans, and each represents an encounter rate. One is for a default encounter rate, one is every step (basically a pixel or two) you get in an encounter, and one that reduces encounters, or basically eliminates them if you've interacted with a mana point. As an added bonus, mana points also increase your characters' stats.


There are sidequests to be found, thankfully indicated in your world map if one is available, stores and locales to explore, and people to meet. During the course of this, you'll be getting into many a fight. Combat is speed based turns, with skills having a modifier to increase or decrease wait time. Now, basic attacks have a chance to combo with other characters, but you also have skills you can use, both physical and magical, as well as character specific special abilities. Character specific abilities are a really cool aspect, and each is so different from the others that they really pop out well. For instance, one character can summon a demon to fight with you on the battlefield, while another gets a turn limited "super mode" where all their magic skills get enhanced.

Now, after you win a fight you can get a few things, in addition to experience and money. You can get tonics, skill coupons, ice shards, or premium currency crystals. Now, I know what you're thinking with that last one, but hear me out. While the game is set up like something you'd see on a mobile platform with daily, weekly, and monthly tasks, and it is available on mobile, that doesn't mean you're limited to those, either for "premium currency" or just completing tasks. For example, if a daily task is "defeat 40 enemies", and you defeat 80? It gets turned in twice and returned to your mission list as "defeat 40 enemies" again. Most repeatable style missions do this, and are indicated as such when viewing missions. Completing a set number of missions in each "short, moderate, long" mission category will give you a chunk of premium currency which you can exchange for items or purchase game modifiers (such as increased exp or gold rates). Now, keep in mind these chunks of "premium currency" are earned every time you complete a set number of missions, and are not time gated. There is a daily roulette you can spin though.


So, let's talk about the rest of those after battle items. They're all used for upgrading characters. For instance, tonics will increase certain stats, the skill coupons increase skill level, which also gains levels when used, and the ice shards are used for upgrading a specific character's special abilities. There are also other ways to increase character abilities as well, whether it's on a per character basis or for the full party. Now, I should point out that there is a really high level cap, but you unlock that in sections. When you hit a level cap that isn't the final one, you can bank experience that will take effect on the next battle after breaking the current level cap. Level caps can be broken at the meteor gym by completing a three part fight. 

A handy implement you get taught about fairly early on is the mini warp device. Essentially, this let's you drop a one-off teleport point that will let you warp to it until you put a new one down, or the storyline makes it unusable. You can also choose to auto-complete battles if the enemies are weak enough, although you only get the rewards, not the mission progress for the premium currency tasks.

Before we wrap up, I'd like to take a moment to say that I really liked the style Astrune Academy presented. From the pixel sprites while on the map and in battle, the old-school RPG format, the character portraits (and how you can swap between normal and battle modes), the engaging storyline and characters, to the really well done music, I thoroughly enjoyed my time with Astrune Academy. As a wonderful added bonus, it's actually much longer than I expected given the appearance of the game.


Astrune Academy is a great RPG with some really nostalgic vibes with some common amenities thrown in. It has a neat cast, a good combat system, and a good soundtrack. I highly recommend taking a look into Astrune Academy, and hope you have as much fun with it as I did!

Score: 9 / 10

Share:

The Talos Principle 2: Road to Elysium DLC - PC (Steam) Review


The Talos Principle 2: Road to Elysium by developer Croteam and publisher Devolver DigitalPC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 9 minutes

In a surprise twist of events, Devolver Digital announced The Talos Principle 2: Road to Elysium DLC on June 7th, and the moment we found out about it, we just HAD to have it. The DLC expands upon the story and the puzzles used in the base game. Not only do we get an in-depth look at some of the characters from the base game that 1K is introduced to, but the puzzles are more challenging than before. As we were told prior to the release of Road to Elysium, there would be three separate areas to travel in order to complete various puzzles like we did in the simulations before. And the reason there are separate areas is because we get to learn about more than one of the characters through someone else's eyes. Overall, the journey through the DLC is nothing short of amazing. Let's take a look at why that is.


General Thoughts

The way the initial menu is designed with The Talos Principle 2, Orpheus Ascending, Isle of the Blessed, and Into the Abyss struck me. But each one follows a different character, so it makes perfect sense. As such, each location has its own independent save file so that you can change areas if you get stuck. That said, if you are going to change locations, be careful, because each area has its own independent story and difficulty level. 

Orpheus Ascending is different from what I expected because unlike the base game where we learn about the civilization of robot humans through 1K, this time we are tasked with going into a simulation to fix a friend - Sarabhai's - broken mind. If I'm honest, I was the least invested in this particular story for a couple reasons. For one thing, it felt out of the blue because we were trying to save Sarabhai, but he was unknown to us in the base game. Secondly, I was also not thrilled for the first batch of puzzles, which I'll talk about in the next section. It wasn't that the idea behind this area was bad or anything, it simply felt out of place in comparison to the other two DLC areas because what we received were a bunch of puzzles that revolved around one specific mechanic. It didn't provide the same challenge, nor did it seem to fit the pacing of the stories being told. I simply didn't connect with this part of the game like I did with others. 

Upon loading the Isle of the Blessed, I was met with a nice cutscene with several of the characters from the base game. Up until this point, I was a bit concerned that I wouldn't see any of them again. Out of the three locations, Isle of the Blessed is, by far, my favorite in terms of storytelling, puzzles to solve, secrets to discover, and general traversal of the area. It is also set in the present day where the other two areas are not. Anyways, in this area, you follow the story of Yaqut and Miranda who have now been dating for a while. After 1K was able to solve all kinds of puzzles in the base game, Yaqut decides to try his hand at them while on the beautiful Caribbean Isles at an art resort put on by a guy named Barzai. And it is here where the real meat of the game lies with a jaw dropping 30 levels (24 main ones, 3 bonus puzzles, and 3 golden puzzles). Despite the relative ease of the base game, the DLC cranks up the difficulty in a way that is steady and rewarding.  


Other reasons to love the area is the presence of staples found in the original game. For one thing, the computer terminals make an appearance, adding to the history of this society. Although, there is no snake to defeat or anything, there are some great nods to the first and second games with familiar names like Doge and Purple! Another throwback to the first game is the presence of the QR codes. Most of them spout quotes by important persons. There is at least one that seems like gibberish, but can be run through a hex to text site revealing the hidden message. Like with Talos 2's base game, there are hint sparks that can be used when you get stuck on a puzzle and while you hunt for these, you can find some memories and cute Easter eggs. Go find the crabs. Trust me.  

The final area Into the Abyss is the most evil location in the whole game. When I said the developers cranked up the difficulty, I wasn't joking. My brain has already exploded trying to solve any of these puzzles. You might be asking why, but that's because when you step Into the Abyss, you are put in the shoes of Byron on *that fateful day* in The Talos Principle 2. Not only was it challenging to solve any of the puzzles, but it was difficult to confront the demons and anger of Athena. Yes. Even in this trippy zone you will find a variety of memories that were often rage filled and raw. It's quite a step off the previous train.  


Puzzles

Let's talk about the puzzles in the Road to Elysium. The first area introduces us to the concept of beam breaking. It's a bit of a difficult concept to explain, but I think fundamentally the easiest way to define beam breaking is to intensify one color over the other. You do this so that the correct color connects to the correct receptacle by interrupting the color you don't want. I know, that may seem like a weird concept, but it's an integral idea to understand for use in future puzzles. And because Orpheus Rising focusses so heavily on teaching this one concept, I found these puzzles to be the least enjoyable to solve. Once I was able to complete the puzzles in this area, I felt relief going into the next one because it had a lot more substance.

In Isle of the Blessed, there are more puzzles to solve that use other tools we've been introduced to before like the RGB Converter, for example. The area is separated into three sections, red, blue, and green which can be completed in any order you desire. Unlike the base game where many of the puzzles were on the simpler side, these puzzles use your knowledge of various tools to pass each one. Your goal is to get to the Hexahedron, and those puzzles were something else entirely. 

The Hexahedron

After activating all three zones, the beams unlock the door to get onto the Hexahedron, and it is much bigger on the inside than it appears on the outside. Like the Megastructure in the base game, this place has some rather intriguing puzzles to solve. Most of them were not overly difficult to grasp, and often they revolved around looking carefully at the design of the puzzle. The size is meant to obfuscate some of the key elements, but it is quite simple to complete. Just make sure not to accidentally drop a connector off the structure while upside down. Thank goodness for checkpoints is all I have to say about that. In the end, it didn't take me as long to finish the Hexahedron as some of the puzzle did to get onto the structure, but I felt elated with the end.


Into the Abyss is an area which I don't have a ton to say. It's hard as heck. Why do I say that? Because I haven't finished a single one of these puzzles yet. I have wandered around the area a little and I've interacted with a couple of memories and a computer terminal. While I thought these would serve as a nice distraction for the difficulty increase, the memories that I found were brutal (more on that later). Now, I've attempted to solve a couple of these puzzles, but for some reason I have struggled more than I thought I would. Like previous challenging areas, I assumed I would be successful at a couple of them, but that is not the case. Yet. Don't get me wrong, I absolutely love the challenge, but these puzzles are going to take some time to get through. This place will not take me down! *Ahem* Anyways, let it never be said that Croteam can't deliver devious trials for any die hard puzzle fan. Take that for what you will.

Story

Road to Elysium tells the story of several different characters. It begins in Orpheus Ascending where you are sent to put Sarabhai back together as he struggles with the concept of love. You are playing as 1K during this journey to the past, and while the story was touching, I didn't resonate with it as much as I did with the other two parts of the DLC. Sarabhai is not a character I recognize and I wasn't certain what to expect at this point. Although, we are reminded of what happened to New Alexandria which is only mentioned by Alcatraz a couple of times in the base game. I didn't dislike my experience with this particular story, but I felt ambivalent about it. Sure, it was nice to reunite two people in love, but there wasn't a strong enough connection for me to feel anything other than conflicted.

It should be noted that Isle of the Blessed isn't just my favorite area in terms of the puzzles to solve, but because of the story's throughline. Yaqut is the character that you play this time around and he has decided to try to prove himself to Miranda by solving puzzles like 1K. Through your time in the Isle of the Blessed, Miranda reassures you that you are special whether you can solve puzzles or not. You get to solve a conflict between a couple of characters and you get a pleasant ending when you finally beat the Hexahedron puzzle. The blooming love between these two characters is beautiful and touching. And at the same time, you get to sit down with other characters and ask them how they feel about the expedition and about other people. Once again Melville made me laugh at multiple points when speaking to her. Even though the main story revolves around Yaqut and Miranda's relationship, the other characters still had some agency and personality. And there are threads of other stories to unfold in the future in what I hope will be another DLC or whole game. Overall, the Isle of the Blessed made me happier than a crab. 



Into the Abyss is the last area and it has a tumultuous and difficult tale to tell. From the purview of Byron, you go back in time to the moment that surprised us all in the base game. He has to deal with a lot of demons in the Abyss. It turns out while 1K was trying to figure out how to save Byron from his predicament, Byron had his own trial to pass. The narrative in this area is much more brutal, not just in terms of the puzzle difficulty, but in terms of the heavy feelings that Athena harbored. Byron was able to see/hear/experience the anger and anxieties that Athena had about herself being the founder and learned why she left New Jerusalem in the first place. What a story.

Concluding Thoughts

I always find it difficult to evaluate DLC content for a game because it is hard to find how much content is worth the cost. And Road to Elysium is well worth the price in my books. There is a ton of story that builds from the base game and from the principles of the first game, along with some of those philosophical questions I love. This DLC has at least 18 hours worth of mind melting and heartwarming content. All of our favorite characters are present like Melville, Athena, Cornelius, and Alcatraz. I found that I connected with all of them more than before. Plus, the developers did us all a favor by deleting the bombs out of their computer systems. Thanks for that.



In short, The Talos Principle 2: Road to Elysium is a spectacular experience with so much to offer. We contemplate large philosophical questions, solve wild puzzles, and confront tough issues. It is a game best enjoyed by puzzle lovers and we need more of these. And more cute crabs scenes. Yep. That's what I said.  

Score: 9 out of 10

Article by: Susan N.
Share:

ARVORE, the Pixel Ripped studio, presents: CLAWBALL

A VR Soccer Game with Cats...

and a Blowfish!

Chaotic 3v3 Fast-Paced Soccer Matches that Blend Competitive Spirit with Playful Feline Madness!


June 27, 2024 - ARVORE, the Emmy Award-winning Brazilian studio celebrated for its innovative work with VR games and storytelling, is announcing their exciting new project: Clawball, a VR multiplayer soccer game with cats (trailer, press kit, website). In this exhilarating party sport game directed by Ana Ribeiro, the creative mind behind the Pixel Ripped franchise, players will be able to play in fast-paced 3v3 soccer matches embodying cat personas to hit the ball with their paws (and claws) to score goals.

Clawball will be available on Meta Quest Applab for free this October 2024 to be played in early access, with the final release on the Quest Store planned for 2025. Additionally, early birds can play the game even sooner by joining the upcoming closed Beta available via ARVORE’s discord server (discord.gg/nZUTuEZrG7).


In addition to its competitive gameplay, Clawball also offers rich social interaction, allowing players to enjoy a “playground” Lobby full of places to explore and meet fellow players. Customization is a core pillar in Clawball, as players are rewarded with a variety of cosmetics such as headgear, eyewear, and shirts to make their cat-persona truly unique. With new cosmetics being added to the game periodically, players can continuously find fresh ways to express themselves.


"I'm thrilled to present Clawball, ARVORE's first multiplayer VR game. Inspired by our love for chaotic multiplayer games and fueled by our Brazilian roots, Clawball blends competitive spirit with playful feline madness. It all started when our lead programmer, Joao Machado, noticed his movements resembling those of a cat while tinkering with the initial prototype. This sparked a burst of creative inspiration. The best part of developing this game has been our playtest sessions with the whole team, where it's hard to stop playing and get work done. Now, we're excited to finally share that joy with the world. Despite the challenges, creating Clawball has been a blast—we hope you enjoy playing it as much as we do!" - Ana Ribeiro, Game Director.


Links:

Announcement Trailer: www.youtube.com/watch?v=aRE_q8s1w7g

Website: www.clawball.com/


About ARVORE

ARVORE is an Emmy Award-winning Brazilian XR studio that creates and develops innovative games, interactive narratives and immersive worlds using the latest technologies such as Virtual Reality, Augmented Reality, and Mixed Reality. With acclaimed titles like The Line, YUKI, and the Pixel Ripped series—including “Pixel Ripped 1989,” “Pixel Ripped 1995,” and the latest gem “Pixel Ripped 1978”—the studio has earned prestigious accolades, including the 2020 Primetime Emmy Award, a Lion at the 76th Venice Film Festival, a DICE Award Nomination, and the 2023 Best VR/XR Game Award at the BIG Festival.

Follow ARVORE on Twitter, Instagram and Threads



Article by: Susan N.



Share:

A Happy 4th of July Wish to You

Happy 4th of July!

The team here at CGR wants to thank you all for continuing to come and read, comment, sharing our articles and more. It's already been an incredibly busy year for us here, and we appreciate you taking time out of your day to join us here. Be safe and we'll be back with articles very soon!

 

Enjoy your summer and keep on gaming!

 

- From the CGR staff

Share:

Hunting Simulator Coming to PC Next Year by Polish Studio 3T Games!

Ultimate Hunting revealed. New hunting simulator will surprise with beauty, realism and brutality

Hunting simulators have yet to be as brutally realistic as the just-revealed Ultimate Hunting. In the first official trailer, the simulator surprises with the exciting beauty of hunting reserves in California and Africa. Developed on Unreal Engine 5, Ultimate Hunting will push the boundaries of realism in hunting games, with every decision and every shot meant to be truly felt. The game will offer both single hunter and cooperative hunting modes for up to 16 people. Scheduled for release on PC in 2025/2026, Ultimate Hunting will later hit PlayStation 5, Xbox Series X|S and the Nintendo Switch successor. A VR version is also planned.


A Polish studio of several people, 3T Games, is working on Ultimate Hunting from 2021. The publisher of the game on PC and consoles will be Ultimate Games, which is known, among other things, for its bestselling series of highly rated fishing games Ultimate Fishing Simulator.

Ultimate Hunting is a realistic open world hunting simulator with single and multiplayer game modes (up to 16 hunters at a time), with extensive gameplay including expedition planning, stealth, tracking or baiting. Players will have the opportunity to take on the roles of hunters who, while exploring nature, discover the habits of local animals, select suitable individuals, and admire the richness and diversity of local flora and fauna. The simulator will offer a choice of first-person or third-person perspective (FPP/TPP) view.

"Our goal is to capture the pure and true essence of hunting. Ultimate Hunting is a game that will stand out for its realism, which at times will be literally brutal. Thanks to realistic animals shoot reaction, the player will feel more strongly the weight of his decisions and the importance of every shot he takes. We are also working on a whole set of other mechanics and elements that have not been present in hunting games so far, or have only been there in a heavily simplified form, including a Random Antler Generation System (RAGS), dynamic need zones, active camouflage, and much more. Within the ecosystem, individual species will naturally react not only to players, but also to other animals, noise or the current weather. On top of that, the need zones of individual animals will be dynamic, so that each hunt can be a unique experience," says Rafal Jelonek, producer and director of the game, who privately is a hunter himself.

The new hunting simulator is being developed on Unreal Engine 5. As a result, hunting on the African savannah or in the sequoia forests of California is expected to become a delightful and unforgettable experience. Ultimate Hunting will also support ray tracing, DLSS and FSR technologies, among others.

Players will hunt in two vast locations – the California Hunting Reserve and the Southern Africa Hunting Reserve. The reserves are modeled on real locations, and the flora and fauna present in them will correspond to the real conditions in these places. Each map will cover an area of at least 64 km2.

As the developers of the game point out, it will be possible to hunt a total of more than 30 different species of animals. In California, these include California black bears, North American cougars, California mule deer, wild boars, American badgers, western crow, California quail, wood ducks and more. In South Africa, on the other hand, hunters will find, for example, African bush elephants, South African giraffes, Cape hippopotamus, southern lions, Nile crocodiles, southern chacma baboons, Burchell's zebra, Cape ground squirrel and more. At the same time, the animals will be differentiated by gender, age and weight, among other factors.

Ultimate Hunting will offer a wide range of weapons and hunting equipment. The list includes many variants of firearms (bolt-actions, lever-action, semi-auto, shotguns and revolvers) and silent weapons (bows and crossbows), various types of decoys and baits, optical devices, hunting clothing and footwear, as well as vehicles. There will be two aiming modes with the scope (quick scope and full scope). The 3T Games team also promises advanced weapon customization with additional accessories. Ultimate Hunting will not lack licensed hunting equipment, including, for example, Titan 6 rifles from the Austrian brand Rößler Waffen and camouflage from the American brand Next Camo.

"Importantly, in Ultimate Hunting, the principles of ethical behavior of hunters will be promoted. This will be evident, for example, in the situation after hunting a deer - the player can leave the carcass of the animal to attract predators with it, and then hunt it. At the same time, he will receive a penalty for leaving the animal in such a way but he can earn more by hunting those predators or …become a prey," adds Rafal Jelonek.

Ultimate Hunting - Main Features:

  • a beautiful and realistic open world hunting simulator;
  • hunting reserves in California and South Africa;
  • mechanics that introduce a new quality in hunting games;
  • more than 30 animal species to hunt;
  • vast variety of hunting gear (including firearms, bows, calls, baits and more).
  • dynamic weather and dynamic need-zone systems;
  • singleplayer & multiplayer modes (up to 16 players).

Ultimate Hunting's release on PC is tentatively scheduled for 2025/2026, with the simulator also coming later to PlayStation 5 and Xbox Series X|S consoles. Ultimate Games S.A.'s plans also include releasing Ultimate Hunting on Nintendo's new console, which will replace the Nintendo Switch, as well as preparing a version for VR systems.

Social Media Links:

Article by: Susan N.
Share:

Happy Belated Canada Day!!!

Image by starline on Freepik

 

We at Chalgyr Games Room hope that your Canada Day celebrations were as awesome as our Canadian reviewers and news editor's were. So much so, that we were late in posting our Happy Canada Day wishes!

With that in mind, we thought we'd do something different this year. Below is a small collection of some great Canadian Video Games and Studios to check out. Starting with a couple of indie companies, we went looking for titles that might interest our audience. Of course, this is not a complete list, but it has awesome games to play if you haven't dipped your toes into the great white north!

Indie Studios

- Max Inferno studios is based out of Nova Scotia, Canada. It is comprised of two people Annie Macmillan and Lukas Steinman who wanted to make unique games from GMTKJam 2020. While they only have one title to their name, A Little to the Left, I'm sure we'll see more interesting and creative works moving forwards. https://www.maxinferno.com

- One of our favourite game studios is called Capybara Games. An award winning studio based in Toronto, Canada, they are known for some unique titles that can be played on a variety of platforms like PC, PlayStation, Xbox, and Nintendo. Some of these titles include Battle Vision Network, Grindstone, Don't Starve: Shipwrecked, and Might & Magic: Clash of Heroes!  

- Based in Toronto Ontario is Massive Damage Games who has a motto of "Indie Spirit with Big Vision." The team consists of indie all stars and AAA veterans alike to build innovative games. Currently, the team has three titles beginning with an upcoming RPG titled Fera: The Sundered Tribes. If you're looking for a different style of RPG, look no further than a tactical roguelite one called Star Renegades, or perhaps a strategy RPG with base building elements is more your speed. If so, check out Halcyon6. All three titles are available on Steam! 

- This list wouldn't be complete without Phoenix Labs, who has studios in both Vancouver, British Columbia and Montreal, Quebec. This company may be a familiar name because it has a couple of titles that we personally have played. Those titles are Faefarm and Dauntless! While Faefarm is a cozy farming sim that can be played solo or cooperatively (up to four players), Dauntless is a monster hunter style of game that is completely free to play. 


Larger Studios

- BeHaviour Interactive was founded in 1992 and has become one of Canada's largest independent game developer/publisher. Their studios are located in a variety of locations but the ones in Canada are in Montreal, Quebec and Toronto, Ontario. You may know them because of their hit game Dead by Daylight which has more than 60 million players across all platforms. Take a look at their website here to see what else they have to play. 

- Vancouver, British Columbia has another large studio that goes by the name of Klei Entertainment. Sound familiar? It should! They are the developers responsible for titles like Don't Starve, Griftlands, and Oxygen Not Included. These hit games are well received in the indie gaming scene. I, for one, love Oxygen Not Included even if I'm terrible at it. Check them out on Steam since Klei is having an epic Publisher Sale RIGHT NOW! 

- The final studio on this short list of Canadian Developers is none other than Digital Extremes based out of London, Ontario. You may know them because they are the ones responsible for the hit free to play looter shooter Warframe. It is a game that persisted over many years and it keeps improving as time continues. I'm personally a Volt Prime main, but there are lots of other frames to try and places to explore. Don't miss out on all the epic content. Besides, you can't lose given that the game is free to play! Check out Warframe on Steam today. 


Article by Susan N. and Valerie.


Share:

Get Behind the Scenes of the Creation of the Post-Apocalyptic World of Terminator: Survivors

Lesquin, 27 June 2024 – NACON and NACON Studio Milan are pleased to share with you a new trailer for Terminator: Survivors, the franchise’s first open-world survival game, set in the ruins of civilisation following the events of Judgement Day. The survival aspect, never previously offered by the franchise, gives players the opportunity to discover or rediscover the Terminator world from a completely new perspective.

Terminator: Survivors | A Resistance In The Making

Discover the world of Terminator: Survivors as imagined by the development team, with A Resistance in the Making. This trailer presents the making of the post-apocalyptic world into which the players will be cast.

The aim of the teams under Marco Ponte, CEO & Creative Director, is to faithfully recreate the atmosphere of the first two films, with an emphasis on survival and the feeling of being perpetually hunted down by the fearsome T-800. In Terminator: Survivors, the player is given control of a resistance base, with the possibility of building it up to upgrade their equipment. They can also interact with multiple other human factions battling for resources and territory, each with their own outlook and their own beliefs about Skynet, as well as their role in the chaotic new world.

In order to immerse the player in the wrecked world of Terminator, the studio has recreated numerous different environments, and paid a great deal of attention to the specific characteristics of each biome (mountainous zones, deserts and urban ruins). Combat is also an essential part of the title, where each confrontation requires careful planning to avoid a quick and bloody death.

Terminator: Survivors is an open-world survival game taking place in the world of the famous sci-fi franchise Terminator, created by James Cameron and Gale Anne Hurd in 1984. In this original story set after the second film, you play a survivor of Judgement Day, facing a host of dangers thrown up by this post-apocalyptic world. Terminator: Survivors will be available on PlayStation®5, Xbox Series X|S and PC (Steam).

Check out the Terminator: Survivors Steam page

About NACON

NACON is a company of the BIGBEN Group founded in 2019 to optimize its know-how through strong synergies in the video game market. By bringing together its 16 development studios, the publishing of AA video games, the design and distribution of premium gaming devices, NACON focuses 20 years of expertise at the service of players. www.corporate.nacongaming.com

About NACON Studio Milan:

NACON Studio Milan is an italian video game developer creating state-of-the-art games. Driven by principles that ensure excellence at a company level and a highly rewarding professional environment, NACON Studio Milan is crafting unforgettable gaming experiences. The studio boasts cutting-edge technology and a team of veterans that all bring experience, skills and passion to their work. www.naconstudiomilan.com

Article by: Susan N.



G
M
T
Y
Text-to-speech function is limited to 200 characters
Share:

Escape a ‘nightmare fuel’ planet of giant waves in the Eden Crafters free prologue, now available on Steam

France – June 24th, 2024. Osaris Games is thrilled to invite players to dive into Ocean World, the new free prologue of the upcoming factory survival game Eden Crafters, now available on Steam!

 

Ocean World is set on a water planet terrorized by giant waves triggered by a nearby moon. Rising miles high and coming at regular intervals, these towering tsunamis threaten to obliterate everything in their path — including the player. Will you survive, tame the ocean, and lay the foundation for humanity’s new home… Or will you be swept away by the relentless tide?

 

Ocean World: Eden Crafters offers an immersive preview of the game’s core mechanics, featuring base-building, survival, and voxel-based terramorphing. The full game is set to be released in 2024.


Developers have also published a new trailer to accompany the release of the prologue.

Download Ocean World: Eden Crafters free prologue:

store.steampowered.com/app/2811830/Ocean_World_Eden_Crafters

Watch Official Release Trailer for Ocean World: Eden Crafters:

youtu.be/DOAplVBYQrI 


Inspired by one of the most memorable scenes from Christopher Nolan’s Interstellar, Ocean World is just one of the planets available in the full release of Eden Crafters. Early impressions from fans of the factory survival genre have been positive, with some describing the Ocean World scenario as ‘nightmare fuel’ and praising the game for its immense potential.

 

Developed by the dedicated team at Osaris Games, Eden Crafters is a co-op, open-world factory survival game that challenges players to turn a barren planet into a haven for humanity. Eden Crafters features complex automation systems and expansive base-building capabilities, standing out with a voxel-based environment that’s ripe to be reshaped — and revitalized — by the player.

 

Each planet in Eden Crafters presents unique obstacles, from toxic lakes and radioactive terrains to massive tsunamis. As a designated Eden Crafter, the player must adapt and overcome each challenge using advanced automated systems, including resource-gathering conveyors, machine-driven factories, and environmental transformation tools.


While early impressions draw parallels with titles like Planet Crafter and Satisfactory, Osaris Games differentiates Eden Crafters by focusing on ecological restoration. Here, automation serves not to exploit but to restore and revitalize the ecosystem, setting the stage for Eden Crafters’ core philosophy: habitats should flourish long after the machines have done their part.


Key features

  • Craft and Automate. Begin with basic resource gathering and progress to full automation with elaborate conveyors and sophisticated factories. As you advance, technology evolves from simple tools to complex instruments capable of planetary-scale geoengineering.
     

  • Shape New Worlds. Carve out lakes, sculpt mountains, grow hills, and change the course of rivers. Voxel-based environments empower players to dramatically alter the terrain of each planet they set their foot on.
     

  • Explore Unique Planets. From treacherous landscapes and radioactive terrains to giant waves caused by a nearby moon, each planet offers its own challenges. These vast worlds provide extensive environments for players to rejuvenate… and if you’re not in the mood for danger, there are peaceful planets to explore, too.

 
  • Build a Biosphere. Modify the climate, purify toxic lakes, generate a breathable atmosphere, and bring clouds back to the sky. Survival is just the beginning: your mission is paradise.

 
  • Play Alone or With Friends. Venture alone or team up with other Crafters in online co-op multiplayer. Together or alone, forge a path toward a sustainable future.


Media & Influencer Quotes

“The promise of factory building on a voxel world warrants some attention.” – PC Gamer

 

“The Eden Crafters demo shows a game with a lot of potential, and it promises at the very least to be an interesting ride to see how much of that it can live up to.” – Hardcore Gamer

 

“I don’t get freaked out in video games often but man, having a wall of water that’s like miles high coming in from the ocean… Nightmare fuel. It hits me on an emotional level. [...] I’m really loving this game.” – Kage848

 

“What the heck, this is so cool, I love it already. This is epic.” – Z1 Gaming

 

Factsheet


About Osaris Games

Osaris Games, a creative indie studio based in France, is committed to developing immersive games that empower players to build new worlds. Eden Crafters is their flagship project, designed to blend survival, crafting, and automation with themes of sustainability and ecology. Previously, Osaris Games developed the city-building simulator Technicity, released in 2022.


Links

Article by: Susan N.




Share:

Random posts

Our Streamers

Susan "Jagtress" N.


S.M. Carrière

Aldren



Affiliates

JenEricDesigns – Coffee that ships to the US and Canada

JenEricDesigns – Coffee that ships to the US and Canada
Light, Medium and Dark Roast Coffee available.

Blog Archive

Labels