Video capture has been something we at Chalgyr's Game Room have been interested in for quite some time; we have covered most of the devices by AverMedia (and loved them), and are always looking for more ways to capture video. Enter Epiphan Video, another capture card manufacturer that is a little less known here in the States. Hopefully we can change that.
Epiphan Video Av.io HD Video Capture Device - Hardware Review
February 03, 2017CGRhardware, Epiphan, Epiphan Video Av.io HD Video Capture Device, hardware, review
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Video capture has been something we at Chalgyr's Game Room have been interested in for quite some time; we have covered most of the devices by AverMedia (and loved them), and are always looking for more ways to capture video. Enter Epiphan Video, another capture card manufacturer that is a little less known here in the States. Hopefully we can change that.
Nioh: Last Chance Trial - PS4 Preview
February 02, 2017action, Adventure, CGRpreview, console, Koei Tecmo America, Nioh, Omega Force, playstation, PlayStation 4, preview, PS4, Roguelike, sony
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Nioh's gone through multiple demo's in the past year in order to get feedback to put out the best possible experience. Having recently given gamers one last chance to try things out before the release date on February 7th, the Last Chance demo was available for only forty-eight hours just two weeks ago in order to obtain both the Mark of the Conqueror and the Mark of the Strong one last time if you hadn't already. If you had? This was a chance to try out the system in it's final form without having to worry about missing a reward.
From the previous state that we got to experience, we being the collective whoever downloaded the demo, not much has changed. This is probably a good thing as it means that they didn't have much to fix in order to give us one final look. The system has stuck with the idea of familiarity over durability though it did feel like the speed in which William became familiar with a weapon slowed down a bit. If it really is the case, and I swear it felt slow to raise up a weapon in order to do more damage, it'll make swapping weapons often more of a curse than a boon.
In the Beta, raising the familiarity allowed for a constant flow of switching out weapons for newer ones even if the total attack wasn't that much higher because of how little effort was required for upgrading. Implementing a reduced speed made this more of a conscious decision as now you really had to decide as to whether or not it was worth changing a weapon for just a little bit more of an attack with how long it could take.
Now you had to decide whether or not it was a good idea when about to face off again a boss or a new and unknown situation. It raises the bar somewhat and makes you think about whether or not something is worth it. Sometimes just the bonuses from an item would make it so but the reduced attack in the meantime is something to work around. It makes you give it more than a passing thought.
One of the aspects of Last Chance that I appreciated was not having to start in the same location as the previous two demos. Instead players were treated to a new location, started off with access to both bows and rifles, and could then find the weapon that they wanted by defeating does if it wasn't already in their inventory. That or replace it with a rarer one because those are generally better with extra bonuses.
Gameplay should be smooth on release if they stick to the work that they've done for the demos. I can't comment for a PS4 Pro but the standard ran just fine. Well the standard running a 7200rpm 3.5" 3TB HDD that isn't the stock hard drive that a lot of users would be using. I mention this as it came up in conversation with another member when discussion performance issues on another title. Options have been added when starting up for visuals such as allowing to cap the Frames Per Second (FPS) or to simply clock them down to a static thirty.
I've said it before, but from a quick look at Nioh and it could be considered nothing more than a Souls clone which is taking a Feudalistic Japanese approach instead of a Gothic Medieval one. To some even with the differences it may still feel like a clone because of the overall approach with a high learning curve and dying a lot while learning the ropes. To others? The system speaks for itself and Nioh has more than enough under the hood to stand on its own.
Players are put into the role of a European man named William who arrives on the Japanese shores in search of an enemy. William's quest will be the thread that ties the reason for all of the gameplay together. Instead of having a seamless open world, William will explore various stages in order to find the clues to the one he hunts as well as help others in dispatching the demons that now infest a war torn Japan. We saw a little bit of this after the first stage of the Beta but for the most part the narrative elements have been kept under wraps instead showcasing the gameplay. This is a good thing as it means the spoilers, other than several stages and if they even stay that way, have been kept to a minimum for a fresh experience come launch day.
The core of the gameplay has not changed since the Alpha. The equipment that is used has for the better but the style in which you wish to approach combat with hasn't. William, who is not only the protagonist but the one that you will be playing and not a custom avatar, can be wielded as you see fit not unlike Harkyn in Lords of the Fallen. Swords both single handed or dual wielded, axes, hammers, spears and several ranged weapons allow for different gameplay options before even considering William's stance.
Stances add another layer to gameplay as both William and his foes have access to these. Well from what we've seen so far at least the Human ones. Each stance has both an advantage and a disadvantage over another in the Rock Papers Scissors category. The High Stance allows for more damage at the cost of higher stamina usage while the Low Stance allows for more attacks at the cost of attack power.
This leave the middle stance as the balance between the two and generally the most useful but that comes down to personal preference. Being able to switch between these stances is easy but learning to do it quickly and recognizing your enemies movements will take some time to get right. Having access to all of these, plus the weapon types, and adding in special moves that can be learnt with points? Combat is solid.
Because it does follow a portion of the direction of the Souls series that sees the idea of a 3D Metroidvania meeting a Roguelike, there will be some similarities. One of the biggest from the onset is that if you fall in battle you will lose all of your Amrita (Currency for leveling up) as it remains with your guardian where you fell. Not having changed since the original version, if you fall once you have a chance to picking up what was lost. Still not having changed and another reason that Nioh isn't just a clone is that if you fall a second time you lose everything form both the first and the second since your guardian was not there to protect the second set of Amrita.
Furthermore, your guardian spirit does more than simply hold your Amrita. A little like Tecmo KOEI's Warrior series, as you hit enemies a gauge fills up that essentially allows for a power boost and guardian attack to be performed. Essentially performing a Musou attack, William sends his guardian forward hitting the enemy and then can hit enemies with increased power for a limited amount of time. During this time William is also immune from damage as any hit will decrease his powered up state instead. Keep in mind that this gauge can only be filled while William has his spirit on hand.
If things hold up as well as they were displayed through this Last Chance, Nioh has the possibility to be more than just a "clone" and instead be something amazing. We'll know for sure next week when it finally releases!
Game Information
Platform:Sony PlayStation 4
Developer(s):
Team Ninja
Publisher(s):
Sony
Genre(s):
Action
Adventure
Mode(s):
Single Player
Multiplayer Coop
Other Platform(s):
N/A
Source:
PSN Demo
Article by Pierre-Yves
Lenovo IdeaCentre Y900 RE with Lenovo Y27g 4K monitor - Hardware Review
February 02, 2017CGRhardware, hardware, Lenovo, Lenovo IdeaCentre Y900 RE with Lenovo Y27g 4K monitor, review
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Lenovo has long been a favorite of mine, from hardware that is well powered and excellently priced for a struggling college student or business-class, rugged machines meant to be categorically pounded on by cubicle dwellers, to bonafide gaming machines. When the great folks at Lenovo reached out to see if I would like to take their newest IdeaCentre, in partnership with Razer, out for a spin, I jumped on the chance.
Zen Pinball 2: Bethesda Pinball - PS4 Review
February 01, 2017CGRreview, console, playstation, PlayStation 4, PS4, review, sony, Zen Pinball 2: Bethesda Pinball, ZEN Studios
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DOOM. Skyrim. Fallout. Some of my favorite gaming series ever. Zen Studios has really done a spectacular job creating creative and varied tables for these popular properties. This is an ambitious undertaking and while the end result is not flawless, it is incredibly difficult for me to put down. I mean seriously - Skyrim pinball? Sign me up.
Games of February 2017
February 01, 2017console, February 2017, Games of, microsoft, nintendo, nintendo 3ds, pc, playstation, PlayStation 4, PS4, sony, XB1, xbox, Xbox One
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It's that time again!
This month has a few heavy releases from Nioh which we've been able to take several looks at with our final one coming in right before the release date with our time on the "Final Chance" Demo just last weeekend. Throwing in some more weight is the latest in the Musou releases with Berserk and Ubisoft's interesting versus For Honor that had its closed Beta just this past weekend.
Friday Feburary 3rd
Naruto Shippuden Ultimate Ninja Storm 4 - Road to Boruto Expansion - PS4, XB1, PC
Having come out a year ago, Ultimate Ninja Storm 4 is getting an expansion with Naruto's son Boruto at the helm. Haven't picked it up in a while? Now's your chance!Poochy & Yoshi's Woolly World - 3DS
The awesome dinosaur is back for another of his solo adventures. Sticking to his newer and adorable yarn form Yoshi is being joined by Poochy on the 3DS later this week.Monday February 6th
Nintendo every now and then re-release older titles in new packages at lower prices for anyone that's been holding out. This month is seeing two such re-releases with bothKirby Triple Deluxe (Nintendo Selects re-release) - 3DS
and
Mario & Luigi: Dream Team (Nintendo Selects re-release) - 3DS
Tuesday Feburary 7th
Nioh - PS4
It's finally here. After two Demos (Alpha and Beta) in order to collect feedback and offer DLC to those that completed the challenges, Nioh even had a Last Chance Demo just last week (Impressions incoming) in order to obtain the Marks of the Conqueror and Strong one last time. Well the waiting is just about over. Just one more week!WWE 2K17 - PC
Having reviewed the Xbox One version back in November when it released on consoles, WWE 2K17 like many other titles of late is going over to the PC. Don't have a console and been looking forward to it? Now's your chance. In the meantime take a look at what Robert had to say!Tuesday February 14th
Earthlock : Festival of Magic (physical release) - PS4
Earthlock has been out digitally for a little while now and is seeing a physical PS4 release. Having played it on the Xbox One I can say that it's a decent RPG that definitely has that PS2 throwback feel.Ride 2 - PS4, XB1
Having already been out in multiple parts of the globe, Ride 2 is releasing in North America for some fast two wheeled riding with plenty of tight turns.For Honor - PS4, XB1, PC
I was sadly too busy to sit down to the Closed Beta but on the bright side I've been able to watch my brother and other streamers play and For Honor so far is looking good. Still not sure who I want to fight for though...Sniper Elite 4 - PS4, XB1, PC
The lastest Sniper Elite is coming out. Chris H. favorably reviewed the third entry and hopefully the newest meets his expectations!Wednesday February 15th
Pac-Man Championship Edition 2 + Arcade Game Series - PS4
Looks like the yellow ball like eating figure is coming back for another championship edition with some extras.Thursday February 16th
Warhammer 40,000: Space Wolf - PC Early Access
Seeing another Warhammer release is an older one making its way from the mobile platforms over to the PC. Why Early Access however I'm not sure as it's been out for years now...Tuesday February 21st
The Walking Dead - The Telltale Series: A New Frontier (physical release) - PS4, XB1
Nick enjoyed his time with the the start of the third season which is seeing a physical release after only two episodes. This physical edition contains the first episode on the disc with the season pass for the rest as they see their releases over the rest of the year.Professional Farmer 2017 - PS4, XB1
I wasn't sure about this but apparently it's different than Farming Simulator? Leaves more choice in the field I suppose.Berserk and the Band of the Hawk - PS4
Both Nick and I are suckers for a good Musou experience and after playing both Arslan: The Warrior of Legend and Hyrule Warriors / Hyrule Warriors Legends I have no reservations on Omega Force / Tecmo KOEI knocking another one out of the park with the Berserk series.Halo Wars 2 - XB1
After several years 343 has resurected Halo Wars with this being the second installment into the RTS approach to the Halo universe. I am surprised to not see a PC release right away bring an RTS but that may come along sooner or later.Tuesday February 28th
Horizon Zero Dawn - PS4
While I've still got a Killzone or two to catch up on Breanna is getting ready to steal our main gaming space in order to explore this fantastic looking world with weird hybrid machines animals. I'm looking forward to seeing how it plays while I tackle Nioh and Berserk.Story of Seasons: Trio of Towns - 3DS
After both Natsume and Marvelous went their seperate ways I've been having trouble keeping track of the possible farming possibilities. The bright side? There's now twice the amount of farming simulators available! I still miss Rune Factory though...Torment: Tides Of Numenera - PS4, XB1, PC
Those of the lands of the PC have been able to already jump on this incredible looking game. In an odd twist, and a good one at that, Torment is coming over to the consoles. I'm looking forward to jumping into this on a PS4 as it's been a long time since I've played Planescape Torment alongside IceWind Dale.Article by Pierre-Yves
Information Provided by Jim
Month In Review - January 2017
January 31, 2017console, January 2017, microsoft, Month in Review, nintendo, pc, playstation, PlayStation 4, PS4, sony, xbox
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Looks like it's that time of the month again! See everything that we've been up to and catch up on anything you may have missed.
So since our break we've had just a little bit of time to get back into the swing of things so this will be much shorter than normal. That said however, we still have some pretty good titles that we got to take a look at this month.
PlayStation Reviews
Xbox Reviews
PC Reviews
Heroine Anthem Zero
Knee Deep
Infinity Wars: Animated Trading Card Game
Warhammer: End Times - Vermintide Karak Azgaraz
War for the Overworld / Crucible Mode
Retro Reflections
Article by Pierre-Yves
Zen Pinball 2: Marvel's Women of Power - PS4 Review
January 31, 2017CGRreview, console, playstation, PlayStation 4, PS4, review, sony, Zen Pinball 2: Marvel's Women of Power, ZEN Studios
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Zen Pinball is frequently releasing new tables for their core game, and while some fare better than others, all of them are of high quality. In the end whether you like a particular table probably comes down to a matter of preference. For me, these are both good but not great tables that continue to use the Marvel license in an enjoyable way.
Siegecraft Commander - PS4 Review
January 30, 2017Blowfish Studios, CGRreview, console, Level 77 Pty Ltd, playstation, PlayStation 4, PS4, Real Time Strategy, review, Siegecraft Commander, sony, Turned Based Strategy
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Like all good adventures, what doesn’t kill you only makes you stronger. Taking this to heart is a bunch of humans who, after crash landing their ship face-first into the dirt, argue about who’s fault it was before setting their sights on something more important. Moving away from who’s fault it really is, this group of humans set it sights on what a group of Lizardmen have as they unfortunately and unceremoniously go about taking it from them by any means necessary.
Siegecraft Commander is probably the first title in a long time that made me feel bad for playing the human race. Let’s me honest for a moment that sometimes we can really, really, suck. This is actually one of those cases as the humans launch into a full scale assault into the Lizardmen because they have something that they want. Plot set, it’s time to plan the rest of your course of action which is going to require a lot of experimentation and possibly a decent amount of patience. At least from a console standpoint.
What can take some time in order to get right is how to slingshot your forces around the map. Technically this is the easiest part of gameplay as you pick a direction, pull back on the analog stick, let your building fly and leave the rest to the system. I’m going to say right here though that learning exactly how far to pull back and even pulling back could sometimes be tenuous with the dualshock’s analog stick. As much as I prefer a controller over a mouse and keyboard, I for once would have prefered the precision of the mouse as there’s a particular sweet spot that is the difference between letting your building fly and kicking a pebble with your toe only to realize it was a heavy rock and it didn’t move very far...
Once you’ve picked your direction and let your building fly, you’ll see a trailing line on a wall that lies between your original building and the newer one that shows arrows back towards its source. Seeing this let’s you know exactly how everything is interconnected once others are placed which is important as these lines essentially make up your defense network’s nervous system. Protecting the major nerves is important because as while taking out the last building in nerve cluster is fine, taking out a previous node or even it’s previous node? This will cause everything that came afterwards to crumble which is why placing your buildings is only half the battle.
The other half of the battle is making sure that these nodes are well defended so that while you’re off further ahead trying to break the enemy’s stronghold, the nerves that brought you that far can stand on their own. This is a bit where things don’t jive so well as there’s a weird formula that either is extremely effective or just doesn’t seem to work. You start off with a giant castle with lots of health. From here you launch outposts which come supplied with catapults in order to damage other buildings. Outposts can from that point spawn multiple other types such as armories for mortars, barracks for soldiers, or libraries for all sorts of fun things like a Tesla Tower. With all of these others however it generally didn’t come down to how well you could use them but how many troops that the enemy sent your way.
Mortars exist as an anti-troop attack. Barracks generate soldiers that can also be used for anti-troops as well as attacking the enemy’s buildings. Often though it seemed like the enemy just simply moved right through as the cooldowns on the mortars were too far between and the troops just simply didn’t spawn fast enough. Protecting these from airships was also an issue as ballistas have a long reload time, which is fair when you think about it, but the amount of airships coming your way didn’t even leave you a chance in the first place as they can unload a hell of a lot faster than a ballista can ever reload.
So with all of this said, you could place four or five mortars around, multiple barracks, a few ballistae, and still things could crumble. Honestly more often than not a better strategy was to aim for where your enemy produced troops and either catapult them manually or use the placement of new buildings to stomp their troops flat as new buildings can be used as a weapon of their own.
Placing buildings while easy in concept could be aggravating at times depending on the camera angle. From one point of view things looked good but placing them by launching them forward and they exploded because there was a slight incline on the map. Placing them “too close”, which sometimes was not even close where you were looking, was too close at the point of origin causing your new would be building to once again explode costing you precious time in certain circumstances. So what should have been quick and easy fun at times was an exercise in patience trying to launch the building just right and not hit that incline because for some reason one incline at ten degrees would make things explode while forty percent inclines were fine. It made no sense.
I wanted to enjoy Siegecraft Commander a lot more than I did, but the issues with the gameplay were too much to completely overlook. Between having to struggle with the analog stick and worry about every other incline while simultaneously concerning myself with the number of troops coming at you could be the difference between either restarting the level or taking a break before trying it again with a calmer demeanor.
Game Information
Platform:Sony PlayStation 4
Developer(s):
Blowfish Studios
Publisher(s):
Level 77 Pty Ltd
Genre(s):
Real Time Strategy
Turned Based Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
PC
Source:
Provided by Publisher
Article by Pierre-Yves
Atelier Shallie Plus: Alchemists of the Dusk Sea - Vita Review
January 30, 2017Atelier, Atelier Shallie: Alchemists of the Dusk Sea, Atelier Shallie: Alchemists of the Dusk Sea Plus, CGRreview, console, Gust, Koei Tecmo America, playstation, PlayStation Vita, PSV, review, sony, vita
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The Atelier series is long running with my first entry being the sixth entry of Atelier Iris back on the PS2. Not having played an entry through to completion since the twelfth and thirteenth* entries of Atelier Meruru and Ayesha, I was a bit hesitant to jump into the final entry of the trilogy that Ayesha started. I should have known better than to worry, as the reappearing characters hold very well to themselves and Atelier Shallie brings back one of my favorite aspects of the series. No Time Limits.
I was never a fan of the time limits that were introduced into the series through Atelier Iris 3 and then taken a step further through Atelier Rorona when the series moved over onto the PS3. Picking up ingredients costed time. Performing Alchemy costed time. Leave town costed time and so did moving around the world map turning an RPG series that I fell in love with into a lesson of time management. This added a stress into the mix as the adventure could simply end if you didn't meet your objectives all the while having to figure out where to go, what to do, and how to do it all the while seeing the day counter tick down to your next deadline and perhaps the end of the adventure.
Atelier Shallie brings back how things used to be creating a much smoother and enjoyable experience. There is now a chance to "fully" explore an area, defeat enemies, pick up resources and come back for more without losing "months" worth of time and seeing a dealing approach at mach speed. This has also allows an easier time leveling up in order to help move onto a higher leveled area and perform the alchemy needed for the items to survive it!
The Atelier series has never had a heavy emphasis on "grinding" even though some entries needed it. Atelier Shallie in some way does away with this as even if you fight in combat it's possible to gain fourteen levels at a time earlier on by performing objectives such as defeating xth number of beasts for example. This vast experience boost was a shock the first time though it pretty much turned having to fight monsters for experience into fighting monsters for materials.
Not really having to worry about leveling up leaves time, now unlimited, for everything else such as taking on as many quests as you want, performing alchemy, and moving the main story along when you're ready to. Quests can be picked up from the Cooperative Union Headquarters and come in two flavours. The first of these, and the one that will grant those leveling up spikes, are the monster elimination quests.
The second can be "picked" up only to finish them off as all they require is handing in either raw materials or alchemic goods. This leaves the possibility for a higher roll over of new quests when you're out exploring and tackling the elimination ones that must be accepted before leaving the town. Regardless of the quests accepted, the rewards are varying amounts of gold that can be used to buy other materials or books for learning recipes.
Taking these recipe books back to your lab is just as easy as it's ever been. Choosing a recipe that you have learned and now know opens up a menu to insert the appropriate styled ingredients. Bombs whether Fire, Ice or Lightning need paper and explosive substances while healing items needs herbs and liquids in order to begin the alchemic process. As you get more materials you gain access to more options as to how to make something.
What I found interesting was the use of a grid system in order to carry your alchemy items out into the field with you. Instead of just opening up an item menu and picking either a healing item or a weapon to throw at the enemy, you instead have to place them in a grid and only these items can be taken with you. The grid has a limited space and some items are more than a single grid space and sometimes not even a straight object making it difficult to fit them all in together.
This space increases as the Shallie's journey moves on but making a choice choices as to which properties to imbue can sometimes be tough when the options are either to make more, increase the potential for healing or destruction, or to simply shrink it down in order to fit better so that more items can fit into the grid. You could by the same principle make the item even bigger and take up more grid space for an increase in power. These choices are entirely up to you.
Not having played Escha and Logy, the last time that I played an Atelier with two main characters was Atelier Iris 2. This saw the switching of the two characters as the story progressed and they had their own events in order to handle. What I enjoyed about Atelier Shallie is that both main characters, both named Shallie (Shallistera and Shallotte), star as the protagonists to their own separate adventures. IT was interesting to see that each did their own thing before then meeting up chapters later before even then joining one another's party.
Now while this may be my first crack at Atelier Shallie, a lot of other people will be coming to it for an upgraded from the original PS3 version. I don't have a baseline to gauge off of but I can say that it runs smoother on the Vita's OS. The first chapter seemed a bit rough on the system resources but that was before the official launch day. Once that rolled around the performance issues smoothed over. There are still a few slowdowns when things load up either in town or in the field but nothing major or game breaking. The only real issue that I had is that a cutscene would be running and right as you are about to be told what to do, the scene cuts out and them makes you pull up the menu for whatever was decided on after the screen went black. I would have much rather preferred hearing what the task was and then only loading the menu thereafter if I needed a reminder because I put the Vita down for a few hours.
Overall Atelier Shallie Plus: Alchemists of the Dusk Sea was a great re-entry into the series for me. Not only is the story a good one, the dialog from both a written and verbal standpoint is highly enjoyable. Best of all, the gameplay is a return to a much more enjoyable and relaxing experience.
*if you consider Mana Khemia and its sequel part of the main series
Game Information
Platform:Sony PlayStation Vita
Developer(s):
Gust
Publisher(s):
Tecmo KOEI America
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 3 - Regular
Source:
Provided by Publisher
Article by Pierre-Yves
Bandai Namco has some great games coming up soon
January 27, 2017ACCEL WORLD VS. SWORD ART ONLINE, ACE COMBAT 7: Skies Unknown, Bandai Namco Entertainment, News, Ni no Kuni II: Revenant Kingdom
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Last year saw a lot of great games come out by Bandai Namco, and we're keeping an eye on several upcoming titles including the following news about Sword Art, Ace Combat and Ni no Kuni II.
Memorable Music in Gaming #32
January 27, 2017Memorable Music in Gaming, The Legend of Heroes: Trails of Cold Steel, The Legend of Heroes: Trails of Cold Steel II
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I don't do these very often but lately I keep finding myself returning to The Legend of Heroes: Trails of Cold Steel OSTs. These latest in the series have some incredible music tracks and more often than not I would find myself prolonging a battle just to hear the track start to repeat itself.
Battle music in an RPG can either make or break it. Now while that may come across as a bit of a melodramatic statement, do you really want to spend the next twenty, thirty, forty, fifty, so on and so forth hours listening to a track that drives you nuts? I didn't think so.
Trails of Cold Steel
Battle Theme 1 - The Glint of Cold Steel
The main battle theme of Cold Steel the first time I heard it I just let it run and still found myself doing so hours later down the line. It's a track that picks up and lets off in appropriate amounts while switching it up and not being overly repetitive on the same few notes making you want to simply end it as fast as possible or mute it. I swear I don't have the repeat fifteen minute version in my favorites...Battle Theme 2 - Tie a Link to Arcus
With the length of Cold Steel I was surprised (though shouldn't have been) to see that there was more than one battle theme. Taking a different tone from the first, this second theme makes the point that things have become more serious and is used to emphasize that point.Risking Everything, Here We Stand
Finally from the first entry is my favorite of the musical tracks which starts off the adventure before going back to the beginning. Risking Everything, Here We Stand was just as epic at the beginning with no knowledge as it was thirty of forty hours into it when you get back there and have all the details.Trails of Cold Steel 2
Battle Theme 1 - Heated Mind
Having moved over to the second entry the first battle that picked up I remembered asking myself what the hell was this? I had honestly expected the original battle theme to continue though after a few battles it grew on me and also showed that the music can change to accompany the rest of the changes.That's it for now! Hopefully a bit of battle music was enough to get you through the last day of the week before jumping into the weekend!
Article by Pierre-Yves
Robocop - Amstrad CPC 6128 Retro Reflections
This is another retro review for the Amstrad, a home computer of the eighties. Though most people today have never heard of it, this machine made me love video games and triggered my imagination, along with comics and cinema. So, I am very fond of it.
Heroine Anthem Zero - PC Review
January 25, 2017Adventure, CGRreview, Heroine Anthem Zero, Metroidvania-ish, pc, platforming, review, WindThunder Studio, Winking Entertainment
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Heroine Anthem Zero is a new beginning to an older series that saw its last release back in 2003. Set in a Slavic fantasy world, Wanin and Mormolia start off on a new adventure after heading back to their village as part of those known as the Forest Keepers.
From the store page on steam itself the developers state that "it may not be for the hardcore platform gamer". Having played platformers for the past twenty some odd years I can say that while they may be right, it feels a bit like a deprecated statement as Heroine Anthem Zero is still a great gaming experience in its own right even if it concentrates more heavily on its narrative elements for a good portion of the adventure.
Starting off with gameplay however, it is the weakest link. Taking control of Wanin, it can be a few hours before even getting access to anything new. Walking, running, jumping, wall jumping, wall sliding and flat out hitting things are all available from the very beginning. While these are available from the beginning however, out of the six hours that the adventure can take, you won't see any new weapons or armor for about three and a half to four hours. It isn't that big of an issue as most things short of poison and bosses won't kill you, but you'll want new weapons for the bosses as they are very Hit Point heavy.
Heroine Anthem Zero is titled as an adventure platformer but it does hold onto some Metroidvania aspects that I wished had been explored further. Most of these elements only come out to play hours later at about the same time as the new items. Once these elements do come into play however one can see how much effort was put into the design of the environments. Gameplay wise, as mentioned, is not hard but it is fun as it allows your fingers to stretch out as storytime is now over and it's time to let loose.
So if the gameplay only ramps up at the two-thirds mark of the adventure, what do you do in the meantime? Honestly, a lot of the beginning is simple gameplay and a lot of storytelling. The written dialog is translated and not natively English but it is only enhanced by either the Mandarin or Japanese Voice Overs for the multiple characters that Wanin and Mormolia encounter.
This storytelling is really what makes Heroine Anthem Zero. In a lot of cases it feels like a play along Visual Novel until things ramp up with two visual styles that move the events along. The first of these, in which you will spend most of your time seeing, is the "in-game" graphics that make up the gameplay and the bulk of the in-game cutscenes. When zoomed out this style is nice but it can get a bit pixelated once the camera pans up close.
The second of these styles that is used are gorgeous anime character portraits and full screen artworks that can sometimes scroll for better effect. All the main characters have their own portraits with several different expressions in order to properly support the context of the dialog. Mormolia for example is equipped with both annoyed and pissed off portraits for all the dumb things that Wanin can spew without thinking.
There are others with portraits around town but mostly you'll only see them from the main cast unless you move around and talk to the others that are going about their business. These two visual forms carry the narrative a long way. More often than not the two work together with the in-game sprites moving, shrugging, and using emoticons that match the portraits. Between this and the dialog it makes up for the lighter gameplay near the beginning.
The last piece to bring everything together is the stellar soundtrack that exists throughout the entire adventure. Not only does it sound great and work, but it also has a couple voiced tracks for specific scenes that are used to tell a story alongside the in-game graphics, the portraits, and the full screen artworks. This, if nothing else, eases the fact that it takes two-thirds of the adventure to really get the gameplay started as these bardic scenes had to be the best part of the adventure.
The only issue with the sound is not the sounds or the music themselves, but the audio levels during some of the automatic scenes where you didn't have to hit "A" (using an XB1 controller) to continue. For some reason the volume skyrockets, and if you are wearing headphones, it may hurt your eardrums a little bit as you reach for the volume adjustor.
Unfortunately the adventure is only five or six hours long, more or less depending on the state of "your" adventurous soul to look everywhere. The reason that this is unfortunate is that the "Zero" emphasises that this is an introduction and there is more to come both in terms of playable characters and episodes for the story. It really is over too fast and currently there is no information as to when the rest is to follow. In the meantime however they are working to fix any issues that are flagged which is always great to see from a developer.
Now while it can take a good deal of time in order to get started, Heroine Anthem Zero is a great experience. With an amazing soundtrack that supports a very well written, and translated, story, the marriage of the two create an experience that should not be passed up on because of it's "slow" start.
Game Information
Platform:PC
Developer(s):
WindThunder Studio
Publisher(s):
Winking Entertainment
Genre(s):
Platforming Metroidvania-ish
Mode(s):
Single Player
Other Platform(s):
N/A
Source:
Provided by Publisher
Article by Pierre-Yves

























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