• Gobliiins Collection - Switch Review

    In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.

  • The Core - PC Preview

    Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...

  • Cat Mail Co. - PC Review

    What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!

  • 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...

  • STARSEEKER: Astroneer Expeditions - PC Preview

    STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...

  • 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.

  • House Flipper Remastered Collection - PC Review

    I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.

  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

    GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...

  • 70s-Style Robot Anime Geppy-X - PS5 Review

    70s-Style Robot Anime Geppy-X is a mouthful of a title, but you know what? It’s quite the challenging game to describe as well. At its core, 70s-Style Robot Anime Geppy-X is a shooter...

WorldEnd Syndrome Release Date and Exclusive Goody!



PQube (London, UK) - March 13th, 2019 - Today, Arc System Works and PQube announce the release date of the romantic mystery visual novel WORLDEND SYNDROME in Europe and reveal the exclusive Day-One-Goodie!.

The gorgeous game featuring character design by BLAZBLUE lead artist Yuki Kato will be out physically and digitally on June 14th for Nintendo Switch and PlayStation 4! Fans who pre-order their physical copy or get it Day-One, will find a stunning artbook in the box that is only available with the European version!

 

Romance

Five gorgeous girls are with you on this mysterious adventure. Carefully pick your favorite but be aware: every girl has their own romantic ending!

Mystery

After a high school girl goes missing, her body is found in the river. Resolve inexplicable incidents around town and collect clues to find out what happened!

Aesthetic

Beautiful characters, pretty outfits and highly detailed sceneries make WORLDEND SYNDROME a treat for the eyes.

Exploration

Freely explore the picturesque seaside town during morning, afternoon or evening to meet different characters and enjoy diverging moods.

Check out #worldendsyndrome on social media!

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

Also make sure to follow Arc System Works on Twitter, Facebook, Twitch, Instagram, and the official homepage: https://arcsystemworks.com/

About Arc System Works

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

About PQube

PQube is a publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth, Paris, Bristol and Bawtry. As a licensed publisher with Sony, Valve and Nintendo and Apple, PQube’s software division publishes and distributes games for PlayStation 4, PlayStation Vita,Nintendo Switch, iOS, Android, PC and digital download and has established a track record of success with major franchises including: Gal*Gun, Chaos;Child, Valkyrie Drive, Cat Quest, White Day, Root Letter, BlazBlue, Guilty Gear, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins Gate. PQube’s hardware division designs, manufactures and distributes consoles and accessories including the brand-new Atari ‘Retro’ range, Sinclair ZX Spectrum, SmartBoy, Retron 5, SupaBoy SFC, Sega MegaDrive, Atari Flashback and Blaze Tab. We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. pqube.co.uk/games



Article by Susan N.

Share:

Constantine - Retro Reflection


In the old days, video games based on movies often were hastily made and disappointed fans. "Constantine", on the other hand, is a rare specimen that, in my opinion, is better than its source material.

The movie, starring Keanu Reeves, was about a man who had the gift to detect and banish demons back to hell. The plot was not clear and I could not understand what was going on. The game has the same strange plot, as the writers take for granted that you are familiar with the hero and his world. Thankfully, after a while it becomes apparent what you are trying to accomplish and there is even a nice surprise towards the end. Constantine's character is portrayed in an interesting way; although his past remains unknown, his broody demeanor, heavy responsibility and sense of humor made me like him.


The gameplay relies on exploration, third person shooting and puzzle solving. Exploring is necessary to find ammunition and upgrades or simply locate the exit of a dangerous place. Puzzles require some thinking and observation or even traveling from one world to the other (remember Zelda?) but they are never cryptic. The controls are perfect, allowing you to destroy demons with a variety of blessed weapons, such as a shotgun, a crossbow, a flame thrower and a nail gun (my favorite). You can also throw holy water flasks at possessed humans or cast spells by tapping buttons in the correct order. I loved "storm crow", which strikes monsters with lightning bolts while everything moves in slow motion and the screen trembles; super cool. Constantine can also see in total darkness and detect hidden doors or spots of interest by activating his special vision.

Generally, the game has an amazing atmosphere thanks to a combination of sharp, detailed graphics, dread-evoking scenery and excellent use of sound and shadows. Whether you descend to hell, where the sky is red and flames devour everything, explore a hospital flooded by monsters, try to find your way in a dark building basement or simply study the hero's notebook, "Constantine" pulls you into its scary, occult world.


There is not a big variety of monsters but they look hideous and attack in different ways, for example some crawl on ceilings and others teleport or fire projectiles. You save only at the end of a stage but you can replenish your health by drinking water from water dispensers (this reminds me of "Indiana Jones the Emperor's Tomb") and your mana regenerates over time. Nevertheless, it is important to find as many upgrades as possible to increase your maximum health and magical energy.

"Constantine" impressed me with its fine presentation and enjoyable action, mixing elements from the shooter and survival horror genre successfully. All its aspects, from its level design to the weapons to the cards you find scattered around to unlock extras, are crafted with attention to style and playability. Regardless of the movie, if you own a PS2 this is a great game.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Bits Studios
Publisher(s):
SCi Games
Genre(s):
Action
Adventure
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox
PC

Source:
Purchased

Article by Dimitris
Share:

Tiny Metal Releasing on the Nintendo Switch in the Spring!


TOKYO – March 14, 2019 – TINY METAL: FULL METAL RUMBLE, a turn-based strategy wargame of intrigue with a distinct Japanese flavor from the AAA veterans at AREA 35, Inc., reports to the Nintendo Switch for duty in spring 2019.

TINY METAL marks its return with FULL METAL RUMBLE packed to the brim with bigger, better, and more metal content. A new engrossing wartime narrative and beloved tactical gameplay return as TINY METAL: FULL METAL RUMBLE revisits the core of what made the first franchise entry a beloved and intense, turn-based strategy experience.

FULL METAL RUMBLE cranks things up a notch from the original TINY METAL, offering 77 skirmish maps, 21 of which are available for intense multiplayer showdowns. An expanded army fields more than 23-unit types, with additional Hero and Commander units, to lead into battle across 39 campaign missions. The addition of bonus challenge conditions on every map encourages commanders to fight for goals outside of the main objective. Four new difficulty modes enable veterans and recruits alike to find thrills in the heat of battle

TINY METAL: FULL METAL RUMBLE follows a familiar face but new protagonist, the fiercely independent leader of the White Fangs, Commander Wolfram. Search for her brother and stage defenses on multiple fronts against the Dinoldans to stop their excavation of dangerous, ancient technology and restore peace to a land ravaged by the horrors of war.

AREA 35, Inc. has crafted an engaging world with rich history, adding intrigue to every firefight. The writing talent of Hirotaka Inaba (I Am Setsuna) and composing genius of Tomoki Miyoshi (I Am Setsuna, Lost Sphear, STEINS;GATE) bring the characters, world, and action to vibrant life.

“Our all-star team of developers have expanded on the features of the first game and crafted a compelling new narrative to make for an even more thrilling tactical experience,” said Hiroaki Yura, producer, AREA 35, Inc. “We will test the strategic mettle of Switch with an adventure that evokes Nintendo classics like Advance Wars while pushing the genre forward.”

TINY METAL: FULL METAL RUMBLE will be available to demo at GDC on March 18-22 in booth #S327 and PAX East on March 28-31 in booth #21103. Additional TINY METAL collectibles will be available for giveaways at the shows while supplies last.

TINY METAL: FULL METAL RUMBLE will be available for Nintendo Switch in North America and Europe. It will support English text and audio localization.


About AREA 35, Inc.

Based out of Tokyo and composed of Japanese game industry veterans, AREA 35, Inc., Inc. is dedicated to the craft of making games. Its developers aim to perfect their craft and create fun, fulfilling experiences for players everywhere. For more information, visit the AREA 35, Inc. website.


Article by Susan N.
Share:

Eternity: The Last Unicorn - PS4 Review


Eternity: The Last Unicorn is a throwback RPG to the early days of the PS1, 2 and the Xbox. While searching for a remedy to cure the last of the Unicorns, and preserve the Elven immortality, the High Elf Aurehen from Alheim will cross paths with the warrior Bior from Midgard as the two follow their own adventures through the Norse realms.

From the beginning of this adventure, I want to state how gorgeous everything is. The environments are rich with colors and details making it a wonderful visual presentation. More than this, what impressed me the most was that Aurehen, a beautiful Elven maiden, is actually wearing damned clothes! Now I know how ridiculous that statement could be but in all seriousness, look at Elves in gaming and tell me where the females actually have proper wardrobes. Book of Unwritten Tales, they fixed it in the second, and Hunted: The Demon’s Forge are the ones that immediately stick out to me. Aurehen is dressed like she’s out on and adventure, her belt hooks on keys, magical devices and her sword. Finally, someone got it right!

From there though… things are bit downhill which is unfortunate because Eternity has all of the elements to make for a great title. Coming from Brazilian developers Void Studios, Eternity is their very first game and they set out to make something that would feel natural to long time gamers like myself that have played older titles especially like either Resident Evil or Onimusha (still on my to-do list). The camera angles are fixed which means you need to carefully examine your surroundings as you move forward because the view that you currently have is the only one that you’re going to get. And while it works, where it crumbles is when the fighting starts and your camera angles are what get you killed again and again.


Combat is simply brutal to be brutal. Enemies can basically kill either of your characters the second that they come into being if you're standing too close to where they appear. I've seriously loaded back up from a checkpoint dozens of times over to simply that aspect without even counting the amount of times that I died because the enemy just smacked me as I missed a dodge.

The above is only made worse as often you'll be fighting enemies in two to three camera angles because you simply cannot take a hit from the beings trying to kill you so you keep moving back. In a horror title such as Resident Evil this invoked a sense of fear because you had no idea how far behind they were or what was beyond that corner. In Eternity this invoked frustration as enemies have points of how far they'll go and sometimes they'll cross screens while others they'll simply lay in wait at that crossing point for your camera and kill you all over again.

Eternity is an RPG and as you defeat enemies you get experience points and loot for crafting. The second part allows you to make quest and healing items but the first? I have no idea what the point of leveling up was sometimes as you didn't really seem to get more attack of defense as you still does just as fast and the damage you could deal was utterly dependent on where you hit your enemy.


Making things worse in this avenue is that the second that you leave an area, your enemies respawn. Both big and small as well as all of the waves that came at you before. Every. Single. Time. As this is an adventure and you need to find your way through the various maps in the various locations, you'll be fighting A LOT. And since enemies can simply stomp you seconds within appearing I honestly felt like I was playing Demon's Souls on hard mode which is already bloody hard as I still haven't managed to finish it unlike the rest of that series and it's spinoffs.

So with all the dying, you eventually really start to notice the lengthy enough load times. Once an area isn't bad but as you keep dying and need to reload, it adds up and may even match Bloodborne in its earlier days. Adding to this is that there are still some game crashing bugs in which talking to an NPC or trying to open a chest will simply freeze the game essentially making you lose all the progress that you just completed because the checkpoint didn't kick in and you were far enough from the save point.

So while a lot of the elements were there in order to create a stellar throwback RPG with nods to some rather great titles for their time, Eternity: The Last Unicorn missed that mark due to some of those design choices and the performance issues. With a bit more work and balancing though, as it’s never too late, Void Studios still have a chance to fix a good chunk of these issues and I would be more than glad to revisit this title once they do.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Void Studios
Publisher(s):
1C Entertainment
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Provided by Publisher




Article by Pierre-Yves
Share:

Pixel Engineers Releasing Hunt 'N Sneak in April 2019


7 MARCH 2019 - Developers Pixel Engineers have today revealed their chaotic party game Hunt 'n Sneak - a game in which light is both friend and foe - will launch onto PC via Steam on Wednesday 10th April.

Alongside the announcement comes a brand new trailer showcasing the game's striking art style and frantic gameplay.

Hunt 'n Sneak is a manic couch co-op multiplayer game set in a world of mythical creatures. Players take on the roles of either the fearsome Gobbler as it tries to devour the Pixies and take over their world; or as the mischievous Pixies, who use pings of light to navigate their surroundings and escape the Gobblers. You'll have to play smart if you want to win as you pursue, evade or outwit your opposition.

Hunt ‘n Sneak started life as an experimental game jam at the Academy of Interactive Entertainment in Melbourne, Victoria. During this time, the game had the working title of Ping and is no stranger to awards after winning first place in the game jam’s category of ‘Couch Multiplayer’.

Since then, Pixel Engineers have transformed Hunt 'n Sneak into a fully-fledged, energetic multiplayer experience, playable by up to four players simultaneously.

James Koehne, founder of Pixel Engineers, said: "Stealth, intense chases, and jukes for days are just some of the things you'll be frantically doing in Hunt 'n Sneak. As we build up to the launch of the game we are ready to take the next step in the game's journey and I can't wait to show the game to everyone!"

Hunt 'n Sneak will be released for PC via Steam on Wednesday 10th April 2018, priced at $19.99 USD.

Check out Pixel Engineers social media on Twitter and Facebook. Hunt 'N Sneak has an Official Webpage.

About Hunt 'n Sneak

Light is both friend and foe in Hunt 'n Sneak - a manic party game set in a realm where mystical and magical creatures dwell. Home to the peaceful (albeit mischievous) Pixies, the realm is threatened by terrifying beasts. Darkness rises as Gobblers from a far-off land with a taste for Pixies try to overrun their kingdoms.

In Hunt 'n Sneak, one player must take control of a Gobbler, a fearsome invader of the Pixie realms. The remaining players control the mischievous Pixies, who are doing their best to survive by hiding in the shadows.

As a Pixie, use bursts of light known as 'pings' to navigate the environment. Each time a Pixie pings, however, their location is temporarily revealed to the Gobbler. For the Gobblers to be victorious they must devour each of the Pixies within the allocated time. In order for the Pixies to claim their victory, at least one of them must survive until the very end of the game.

Features

  • Gather family and friends to play with up to four players locally or online.
  • Explore a number of captivating maps including the Murky Cave, an Abandoned Mansion, an Enchanted Forest and a Ruined Castle.
  • As a Pixie, try to follow your movements through each environment and evade the Gobbler using your ping; each ping emits an illuminating light to help you navigate your surroundings. Pick up Moon Drops along the way to give you special abilities!

As the Gobbler, pursue the Pixies using Pixie revealing lights. Revel in their fright as you hunt them down before gobbling them up with your attack.

About Pixel Engineers

Pixel Engineers is a Melbourne based indie game dev studio comprised of three graduates from the Academy of Interactive Entertainment (AIE). Each member has continued to work effectively and enthusiastically within and around the games industry in Melbourne and they are currently working on their debut title Hunt 'n Sneak.


Article by Susan N.
Share:

The Caligula Effect: Overdose - PS4 Review


The Caligula Effect is a psychological term referring to the desire and compulsion to do and see prohibited things. The Caligula Effect: Overdose is an enhanced release of “The Caligula Effect” released on the PSVita in 2016, and it certainly does try to hit the psychological definition.

Before I start describing what type of game Caligula Effect is, I should note that this game flew completely under my radar when it first came out. Heck, I almost ended up turning down the opportunity to review it, and let me tell you I would have regretted it. While I didn’t play the original, I took some time to check out what the original was like, and I can say the developers certainly fleshed it out a lot more. The battles are smoother, the interface isn’t as ugly or cluttered, and they introduced new characters and options.

So what is Caligula Effect: Overdose about? Well, I think the best way to describe it would “vocaloid Persona”. Essentially, a bunch of people have been “kidnapped” into the virtual world of Mobius by an artificial intelligence music program “µ”. The thing is, all the people that have been “forcibly invited” to Mobius have some sort of mental issue. While the game implies that they’re all “traumas”, I’m pretty sure a bunch are moreso “psychological conditions” rather than specifically “trauma”.


Either way, everyone in Mobius is being brainwashed by µ’s songs, in order to make them “happier than in the real world”. And for some reason, regardless of age, everyone looks like a high schooler, and is in a “fake high school”. Upon graduating a year, you start again in the first year. Supposedly this is because you gain a form fitting your “ideal self”, but eternal high school sounds more like a hell than utopia to me. Your main character realizes there is something wrong with the world, and thanks to a spunky sprite (another vocaloid who helped build Mobius), you and the members of the “Go-Home Club” try and, well, get home. But µ doesn’t want you to leave, and neither do the “Ostenatio Musicians”, who act sort of like µ’s generals. Using the power to draw out your trauma as a weapon, it’s up to you to fight to leave this virtual world, or maybe fight to stay in it?

Right off the bat you get introduced to something I was rather fond of: the ability to make your character’s backstory. Well, to an extent, anyway. You are given a few questions, and how you answer them determines why your character is in Mobius. Also, you get an animated opening scene, regardless of whether you choose a male or female character, which is some nice production value right there. You’re free to name the character, although you’re limited to six characters, which is the exact length for my standard default name I choose, but then you get to choose a last name, and I didn’t know what to do with only six characters. Thanks to a fellow reviewer, I soon started my adventure through Mobius with my newfound protagonist: Rhea Lystik.

You’re introduced to combat right out of the gate, and while the tutorials are always there and quite helpful, the problem is that you’re going to need them. A lot, most likely. Heck, I’m still not entirely sure what “Risk” is. Essentially combat takes a “sort of turn-based” approach, where you can choose up to three actions, whether it be attacks, field movement, skill casting, or performing a special type of move. Each move has a different “time” it takes to employ, and you’re given a preview of up to three seconds of what the predicted battle will play out like. Keep in mind, this is only an “ideal-ish” scenario.


The enemy could have a skill that counters your moves that you don’t know about, or you could miss that guard break attack you need to hurt the enemy. After choosing you moves and starting the “round”, your up to four characters will perform their moves, indicated by dark grey, pink, and light grey “bars” in the action gauge. A dark grey zone is a “preparation” stage, where the character gets ready to use the move selected, and can be knocked out of the move if hit during this part of the attack.

The pink portion is the actual “action” portion of the move, and the light grey is your “cooldown”. Once the cooldown on the final skill has passed, you can choose moves for that character again. But keep in mind that each move costs action points that will keep being used. If you run out, you need to refill your action points via a “special action” skill. Unfortunately the game isn’t super smart, so if you’re out of action points, you can’t assign the “refill” to a move and then choose two others since your action points should be recovered, but at least it’s a pretty fast action.

Another aspect I liked is that each main character has their own weapon, skills, and fighting type. I used all of the characters in my party at some point, and they all have their own roles and areas of expertise. Except the main character, who is basically just all around useful. While you start with a limited number of skills and spells, you can learn more by levelling, and then spending skill points to learn/upgrade your skills. Here’s the thing though, you get three skill points anytime a character levels, and the skill points are applied to THE WHOLE PARTY. So yeah, the game doesn’t clue you in to that. Queue me spending all the skill points on the MC and wondering why everyone else has none for, like, two full dungeons. This brings me to one of the more interesting, but pain in the butt aspects of a game I have ever seen: the causality link.


Essentially, there are over 500 people trapped in Mobius, and anyone you can view in the Causality Link (read “relationship chart”) you can have join your party if you make friends with them. I have mixed feelings about this for a number of reasons. At it’s core, it’s a really interesting idea, where you can talk to classmates, make friends with them, and then help “resolve” their traumas for MC stat increases or passive equip rewards, and the chance to invite them to the party. Needless to say, the non-important classmates are pretty generic, and can’t use a lot of skills. Additionally, there are a lot of “repeated” traumas, where you do the exact same thing to help the person for the exact same trauma.

As an example, the solution for “Self-Harm” is to raise that character to level 20. Any character with self harm needs that same requirement, although the rewards will differ. Another interesting aspect is that characters may not talk to you right away. If you’ve ever known someone with a mental condition or trauma, you may know that they can tend to be guarded against new people. In order to commence helping them, you need to first make friends with someone else that they are friends with. While this system is really interesting, it ultimately feels a little shallow, as all you need to do to make friends with someone is to talk to them three times. While I certainly am not expecting super in-depth character arcs for more than 500 people, a little bit more variation would have gone a long way.

So, let’s talk a bit about the main group of protagonists, and by extension antagonists. They’re all messed up. Seriously, in some way or another, EVERYONE in Mobius has some sort of issue. For instance, that cute girl you just saw could be an 80 year old grandmother that enjoys making her children argue with each other, or that guy over there could be a 46 year old and a real life molester (true in-game example, btw).


The “Go-Home Club” and “Ostinatio Musicians” are no exceptions to this, which may be why I felt a lot more drawn to them than characters in most other games. They don’t go spouting off about “love, justice, and friendship”, they’re all flawed, and they fail miserably to hide it most of the time. They feel a lot more “real” than most standard protagonists and main characters that feel as they exist for no other reason than to advance the plot. Let me tell you, I found myself seriously vested in figuring out my virtual friends secrets and traumas.

Now, what is a game with a virtual idol that doesn’t have a musical focus in some way? I had some mixed feeling here as well. I hope you like vocaloid tracks, because pretty much every time you enter battle the vocals start going. I wasn’t a fan of the first two songs, so that made the first two dungeons a bit of a slog for me. Thankfully, it picked up a bit, and I started really enjoying it. Ultimately, it comes down to personal preference, but the theme for “Lucid” is still super badass. Seriously, go have a listen to “Suicide Prototype”. But I digress, the songs can feel really overdone and annoying, especially if you’re stuck in an area too long, and you can’t really sub them out, which is a little disappointing.

The graphics are rather smooth, and the characters look, well, sharp enough in battle, and pretty good outside of battle. Everything is anime-themed, so yeah, it’ll be another niche type title, although with how popular Persona 5 was, I’ve got higher hopes for more of these styled Eastern games.


So, now that the basics are laid out, let’s talk a bit about some points I liked and didn’t because this is a game that really revolves around what you prefer to do in games more than anything else. Perfectionist like me? Grinding through all the Causality Link will feel like a mini-nightmare. Only here for the main storyline? Then you’re missing so much in character backgrounds.

So first up: the combat can get seriously tedious rather fast, especially since there isn’t much of a “quick select” for skill usage, although this is solved in two ways, sort of. First of all, enemy AI when on the field map is really dumb and generally rather passive. You can sneak by the vast majority of enemies no sweat, which you may start doing rather often, most notably if you’re at or above the enemy level, most fights become a joke anyway. Heck, even the bosses can be push overs if your whole party is a level or two above them. The second “solution” is the fact that you fully recover between fight. This is the reason you may have enemies beating the piss out of you, because as long as you make it out, you’re now full health and action points. I’m not sure I’d be super happy if it didn’t work like that, as sometimes other enemies will walk in mid-fight. And they could be level 7, or 97.

As I mentioned earlier, the songs can get repetitive, so I hope you like them. While the trauma system is really interesting, and kind of messed up when you find a 12 year old “homicidal maniac” who you need to take to the library to find and read “a guide to lust murders”, things get a little sketchy. The rather blatant copy/paste type traumas also tend to downgrade the impact, although some trauma “resolutions” may give some pretty big WHAM comments. It’s super nice that every time you get in a fight the battlefield expands to a circular arena, regardless of walls in the way. To my understanding, this wasn’t the case in the original release. Unfortunately, I couldn’t find a way to turn the camera, so you’ve got to make deal with the default, at least at the time I’m writing this. I believe they added a camera patch in the original, so they might add it here too.


Speaking of changes form the original, the “world rewards” passwords are different. Actually, the “world rewards” themselves are completely different. I’m still not 100% sure how they work, but I think it’s a ridiculously low chance to have an enemy drop a piece of a three part password after battle. My first one should be pictured here somewhere, as long as the site editor doesn’t goof. You can also feel free to post the passwords you’ve seen in the comments, and I’ll do the same if I ever see any more.

Having trouble keeping track of where people are? Well, as long as you’ve talked to them once, you can send them a message asking where they are, and their name will be highlighted in blue, which is super handy. I did have one soft-lock crash, so be careful not to talk to a person you just solved a trauma for before the game does the “resolution” cutscene, otherwise you could be stuck with a blacked out screen. You can still do stuff, get into fights etc, just won’t be able to see anything. Like I said though, if you resolve a trauma for a person and they aren’t in your party, don’t spam the talk button on them and you’ll be fine.

Overall, I have to say I really loved how “relatable” or “real” the characters in Caligula Effect Overdose felt. A lot of good improvements were made on the original, and there were a lot of new and innovative gameplay ideas. While the game may get a little repetitive at times, if you intersperse with trauma resolution, it becomes significantly more manageable. I’m really hoping the team that made this continues on to do future work.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
FURYU Corporation
Engine Software BV,
Publisher(s):
NIS America, Inc.
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita (Original)
PC

Source:
Provided by Publisher




Article by Richard
Share:

First Look at Dong Zhuo in Total War: Three Kingdoms



FIRST LOOK AT DONG ZHUO IN TOTAL WAR: THREE KINGDOMS

Creative Assembly features the tyrannical warlord in latest new gameplay video.

Watch the world crumble as Dong Zhuo takes control of China in the latest video from Total War: THREE KINGDOMS. Seizing lands and causing chaos in his wake, he will stop at nothing to purge those who get in his way. Embrace your inner tyrant and watch here.

Dong Zhuo is driven by greed and a need to incite fear, striking down all those who oppose him. His playstyle relies on executing government officials, claiming vassal states as his own, and coercing deals out of those too weak to rise against him. With the Han Dynasty in his clutches and the might of his intimidation near unstoppable, victory will soon be in his grasp.

Players can unlock Dong Zhuo’s campaign by defeating his army in a battle or by reaching the rank of Emperor, bringing the total number of playable warlords to 12. Each of the warlords have their unique strengths they’ll have to employ to unify Ancient China.

Total War: THREE KINGDOMS will launch on PC May 23rd, 2019. Further details on THREE KINGDOMS can be found on the Steam page.

For the latest news about this title and the other Total War games, subscribe to the Total War™  YouTube Channel or follow us Twitter and Facebook.

 

About Creative Assembly

Creative Assembly is a British video game developer located in Horsham, England. Founded by Tim Ansell, the company is behind games like Total War: Warhammer, Total War: Rome II, Halo Wars 2, and Alien Isolation. More information about Creative Assembly can be found on their official website.


Article by Susan N.
Share:

Ni no Kuni II: Revenant Kingdom - The Lair of the Lost Lord - PS4 Review


Now here's a game I never thought would get a large downloadable content package. But lo and behold a year after its debut Ni No Kuni 2 has released the Lord of the Lair DLC.

I didn't hear much about this DLC other then there was a new dungeon, extra story content and new equipment. Last time I played Kuni 2 I had just beaten the main storyline so I was roughly level 60-70, which is a good level to start at for this DLC pack. You'll notice if you enter your kingdom that there are two new events that become available. One, that focuses on some back story between Batu and Tani. Two, being the mysterious labyrinth.


I chose to do the father/daughter quest first since the game never really touched upon it during the main story, it intrigued me. It was a short and sweet quest and didn't take me too long to beat. It was a nice stepping stone to get me back into the groove of the gameplay since it has been some time since I last played.

After I was finished with that quest I started the labyrinth one. This event threw me off guard at first as it had a recommendation to be at level 120! Holy canole, was I under leveled for this, but I didn't let that discourage me. I took my shiniest sword and my merry men and marched, chin high, into the depths of the labyrinth. First off I noticed that you DON'T have to be at a high level to explore this dungeon, but the deeper you go the stronger the enemies will become. Second, the labyrinth has the same kind of layout as the Dreamers Door quest. The only difference is that the difficulty scale is gone so you are free to spend as much time as you please on each floor. However, some floors have conditions that will either aid you or handicap you. This maze is multiple floors long and is NOT to be taken lightly. It's best to always be prepared.


I found the DLC to be... not for me. Ni No Kuni 2 is a fun game in it's own way, but not enough to keep me invested. I had thought the DLC would bring me more excitement... unfortunately it had the opposite effect. I found it to be more challenging than fun and I lost interest in it pretty quickly. For those who like a harder edge on the game then this DLC is perfect to test those skills.

As I bring it all together Ni No Kuni 2: Lord of the Lair is a DLC prepped for hardcore veterans of the game. The added features and small side quest are refreshing, but be prepared to grind till your teeth turn raw if you wish to challenge the labyrinth portion. I give this downloadable content a 6.5 out of 10. It's difficulty spike was a little over bearing and it could have used a bit more charm.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Level-5
Publisher(s):
Bandai Namco Entertainment
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Natasha
Share:

The Sinking City Release Date Pushed Back to June 27th, 2019



March 8, 2019, Lesquin, France — BIGBEN and Frogwares are sorry to announce that the release of The Sinking City, originally scheduled for March 21st, 2019, has been pushed back to the 27th of June 2019.

In order to release the game in a less crowded period and offer players the best possible game experience, the game’s release date has been pushed back a few weeks.  The Sinking City will be released simultaneously on Xbox One, PlayStation®4, and PC on the 27th of June, 2019.

Discover Frogwares’ video explaining why the release date is changing.

Set in the ‘20s, The Sinking City is an adventure and investigation game inspired by the works of H.P. Lovecraft, the master of horror. The player embodies Charles, a private detective who has just landed in Oakmont, Massachusetts to investigate the cause of an unprecedented supernatural flood. In this heavy and murky atmosphere, the player explores the town to discover what’s behind whatever has taken hold of the town and the minds of its inhabitants.

Discover the answers, June 27th 2019, on PC, PlayStation®4, and Xbox One.

Stay up-to-date with the latest news and information for The Sinking City on Facebook, on Twitter, and on Youtube.


About Bigben

Bigben is a major video game publisher, designer and distributor of mobile phone and gaming accessories as well as audio products. The group, recognized for its innovation and creativity, aspires to become a European leader in each of the sectors it is active in. www.bigben.fr

About Frogwares

Frogwares is an independent video game development studio based in Dublin and Kiev. Since 2000, the studio has become renowned for its vast catalogue of games, ranging from RTS to action-adventure games. The studio is most known for creating the critically acclaimed Sherlock Holmes games franchise. Frogwares' games are available on all major game platforms, including the latest generation consoles. It is now concentrating on its upcoming new IP The Sinking City
For more information, please visit www.frogwares.com or www.facebook.com/frogwares.

Article by Susan N.
Share:

SNK 40th Anniversary Collection - PS4 Review


The SNK 40th Anniversary Collection represents a far different age in gaming than what people are used to today, both for better and for worse. Regardless of whether or not the arcade and NES collection of titles appeals to someone personally, almost everyone should agree that the way that this collection was lovingly put together is impressive and shows how a compilation of classic games should be done.

Share:

Gun Gun Pixies Announced for Nintendo Switch!


PQube (London, UK) - March 4th, 2019 - PQube and developer Compile Heart are pleased to announce that they will release Gun Gun Pixies for Nintendo Switch both physically and digitally in Europe and North America later this year, featuring a lovely Day One Edition!

The crazy Japanese third-person shooter and 3D platformer in one sends two tiny girls from outer space to earth, so that they can infiltrate a women's college dormitory. Once arrived, the Pixies stealthily bustle about the regular sized girls' towering legs and rooms to fulfill their mission: study human behavior in order to help overcome the social issues of their beloved home planet!

Mission Start!

Gun Gun Pixies is an exhilarating mix between a third person shooter and 3D platformer where stealth is key! Sneak around the dorm and climb furniture to search for non-combat story objectives or get good venture points for sniper shots to pacify the girls. Collecting large coins hidden around the levels and completing missions lets you unlock new weapons, lingerie, gadgets and costumes. This and more awaits you in the craziest missions you will embark on this year!

Day One Edition

If we didn't have you at "tiny girls from outer space infiltrate a women's dormitory", the Day One Edition of Gun Gun Pixies comes in a special Nintendo Switch collector's box that includes the game and a high quality artbook! Countless concept drawings, gorgeous key artworks, all characters in alternative outfits and more make this goodie an indulgence for every manga/anime lover.

Check out #GunGunPixies on social media! For more information and the latest news, follow us on Twitter, Facebook, Twitch, Instagram and our official website: http://pqube.co.uk/


About PQube

PQube is a publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth, Paris, Bristol and Bawtry. As a licensed publisher with Sony, Valve and Nintendo and Apple, PQube’s software division publishes and distributes games for PlayStation 4, PlayStation Vita,Nintendo Switch, iOS, Android, PC and digital download and has established a track record of success with major franchises including: Gal*Gun, Chaos;Child, Valkyrie Drive, Cat Quest, White Day, Root Letter, BlazBlue, Guilty Gear, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins Gate. PQube’s hardware division designs, manufactures and distributes consoles and accessories including the brand-new Atari ‘Retro’ range, Sinclair ZX Spectrum, SmartBoy, Retron 5, SupaBoy SFC, Sega MegaDrive, Atari Flashback and Blaze Tab. We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. pqube.co.uk/games


Article by Susan N.
Share:

Darkwatch - Retro Reflection


As a fan of western movies, shooters and vampire stories Darkwatch was a “must have” game on XBOX. The story is about an outlaw who attempts to rob a train and accidentally releases a vampire that was being transported in it. The monster soon wreaks havoc in the land and the hero unwillingly accepts the responsibility to stop it; during his quest he is led by a virtuous woman who belongs to a sect dedicated to hunting supernatural threats.

This is a traditional first person shooter that is set apart by its dark atmosphere and the protagonist’s special abilities. Those include a regenerating shield that functions as armor, a super high jump and two sets of magical skills, “light” and “dark”. I chose the light skills, which include increased bullet damage, limited time invulnerability, lightning bolts and a spell that scares enemies away. They are all effective and fun. The super jump is great too, as you reach distant platforms many feet above the ground. Generally, your special abilities make you feel like a supernatural being, which is cool.


Guns available include a rifle that is good for most occasions, a crossbow which shoots exploding bolts, a sniper rifle and twin pistols that become devastating if you keep the fire button pressed. All weapons have a powerful melee attack, handy for close quarters combat, are well designed and dish out satisfying damage. Enemies do not present a lot of variety, however they are appropriate for the game’s theme; among others, you fight skeletons with scythes, obese things that can absorb lots of punishment and flying banshees who fire projectiles. At the end you face two demons who hurl deadly fireballs and require dozens of bullets before they return to the hell they came from; it’s a pity you have to kill the last boss though (I can’t explain why, it would be a spoiler!).

The graphics are not spectacular, however all locations, such as a mine, an abandoned fortress, a haunted town with rivers of lava, a cemetery, a canyon and an armored train create the impression you are in a Wild West subverted by the forces of evil. Concerning the sound I don’t recall anything worth mentioning and Darkwatch does not get any extra points in this domain. As for the controls and difficulty, aiming is never an issue and the game is challenging but not unfair.


If there is something I would rather change is the game’s length: when you become member of the Darkwatch (by the way, the giant rock where they hide reminds me of the vampire nest in the movie “Priest”) there should be a couple more missions and more interaction between the hero and the general as well as the captivating Talia.

In conclusion, Darkwatch is fun, atmospheric and highly playable. I recommend it to fans of shooters and horror fantasy. I am also surprised no one made a movie out of it yet; its story and setting are begging for the silver screen.

Game Information

Platform:
Microsoft Xbox
Developer(s):
High Moon Studios
Publisher(s):
Capcom (North America)
Ubisoft (Europe)
Genre(s):
First Person Shooter
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Sony PlayStation 2

Source:
Purchased


Article by Dimitris
Share:

Levelhead Enters Early Access in April 2019!


St. Louis, MO — March 7, 2019 — Levelhead, the cooperative level-building platformer from the DICE Award-nominated team at Butterscotch Shenanigans, launches on Steam Early Access in April 2019.

Welcome to the Bureau of Shipping! As a member of the universe’s premiere delivery service, you’ll make sure the galaxy’s packages are delivered on time, every time, even if it costs your pension (and maybe your life, didn’t you read the small print?). But don’t worry! Your faithful GR-18 robot will handle the hard stuff, like navigating outlandish hand-crafted levels in a fully-fledged campaign.

Each level tasks the GR-18 with taking a package to the delivery zone. This package is your new best friend. Protect the package. Love the package. Use the package’s silly little face as a stepping stool when convenient. Having trouble reaching the drop-off point? Powerups like the Quantum Electrodongle let the GR-18 warp through space and go through walls, while the Juice Drive serves as a jetpack. Up to four players can cooperate in the campaign mode, so recruit some friends onto the delivery squad.

The campaign offers deliciously snappy platforming with tight controls, but it also serves as a level-building tutorial. That’s right — while your little buddy repeatedly explodes by face-planting directly onto spikes and getting attacked by robotic creatures, you’ll learn valuable life lessons! The campaign mode gradually introduces new level-building elements, showing how they can be effectively used in a natural, intuitive way.

When it’s time to flex those creative muscles, hop into the Workshop and start the glorious process of level creation. With a ridiculously easy-to-use interface, stages can be as simple or complex as you want. Build a breezy, atmospheric stage or a chaotic, controller-crushing gauntlet. More than 100 different creative elements, three biomes, and game-changing powerups allow for intricate ideas like disappearing platforms, secret areas, switch-based mechanics and much more. Four players can create levels together to make the craziest ideas less daunting.

Satisfied with your beautiful new level-baby? Publish it and send it off to the world! All levels have multiple tags assigned to them, making it easy as space pie to find something that floats your boat. Leaderboards track the best runs, meaning there’s always a record for you to destroy. Subscribe to other Levelheads to curate your own feed of content while also becoming a well-known creator yourself.

“Levelhead started its life as a more traditional game that put satisfying platforming above everything else,” said Sam Coster, co-founder Butterscotch Shenanigans. “After we saw the potential of our level editor, we just couldn’t stop making it bigger and bigger. Seriously, please help us.”

Levelhead will be available on Steam Early Access for $19.99 this April in English, with Nintendo Switch, iOS and Android launching later this year.

To learn more about Levelhead and Butterscotch Shenanigans, check out their Discord and podcast, Coffee with Butterscotch.

About Butterscotch Shenanigans

Started by three brothers, Adam, Seth and Sam Coster, Butterscotch Shenanigans set out to create games that don’t take themselves too seriously and keep players hooked. Along with their platform specialist Shi Chen, the brothers manage everything they create in-house as a small team of game-loving professionals.

For more information on Butterscotch Shenanigans, please visit their official website.

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