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  • STEINS;GATE RE:BOOT - PC Review

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SpellForce 3 - Reforced Review

SpellForce 3 - Reforced by developer Grimlore Games and publisher THQ NordicSony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 6 minutes.



Having originally launched in December 2017, Grimlore Games and THQ Nordic's SpellForce 3 is now available on a console. Having been refined over the years and put under a new banner of SpellForce 3 - Reforced, this Real Time Strategy RPG is now available outside of the realm of keyboards and mice. With plenty of updates and refinements under the hood, the result is an interesting one.

Having originally reviewed the PC version for Chalgyr's Game Room, Robert's review was favorable enough. Having also reviewed it at the time for DigitallyDownloaded, I had also enjoyed my time with the latest in this series of hybrid Real Time Strategy and RPG. So when the opportunity arose to dive back in, but on a console with a controller, I was curious to see how it handled.

Starting off with the main portion of the experience, your heroes, things work fairly well. Once selected by either having your cursor directly above them or by pressing and holding “X” to expand a selection menu, you can then order them to a new location. Moving to a new location like in most RTS will come in one of two types. Move to the new location and ignore anything and everything else, or, move to the new location and fight as needed. Both work well enough and expand over to your armies once they start to be built up and assigned to different squads to move around.

The main difference between these two is that your heroes also have special abilities that are attached to a command wheel menu that can be brought up at any point in time. What I enjoyed about this wheel is that it made it much easier with a controller to select special abilities than it would have with the normal command bar that comes with a keyboard and mouse approach. Furthermore, what I continued to enjoy is that this command wheel is a shared element between all heroes. This shared space lets you setup according to what makes the most sense for you, and for the heroes that you have on the field. Once you’ve run out of space, a quick click is all that is needed to swap for an entire second command wheel which is great for lesser used, but still useful, abilities.

Moving from heroes and their troops into buildings and bases, this is where things kind of fell off for me on the console version. In the PC version, it was easy enough to rotate your buildings as you needed in order to maximize the use of space. In the console version however, short of constantly trying to rotate the camera and hoping that you get it right, if a building doesn’t fit it’ll try to throw itself into the next available spot. This made it hard to manage the placements of barracks for example alongside wood and stone cutters for your main bases before even worrying about outposts and defense towers to start mining metal. Much less building farms with orcs in their barren lands when all you want is a few trees to get things going!

As time goes on, and that these buildings have been set up, and you have your defenses in place, there's a bit of a rinse and repeat that will start to get old. Starting with a central location as your main base of operations, you'll soon have to conquer outposts, take them over, and build up. Over, and over, and over again all while under constant attack meaning that you can't really move your main army from that point if you don't want to lose all of the effort that you put in.

Eventually it'll be safe enough once you get troops mainly for this position and enough towers, but with the controller? It made it harder to swap between these locations unless you've really explored your options and know that there's an option for the overview map. Sadly this is still several clicks away and oftentimes it'll be faster to simply mosey your way over there with the cursor instead of fumbling around for which menu. Another approach to mitigate this would be to "hotkey" squads to these locations and then double tap the selection to move the camera over to them.

When not worrying about a base, building a base, outposts and managing your armies though, SpellForce 3 really lends itself well to the consoles. When only having your heroes available to explore a location and basically go on a dungeon crawl, the adventure is not that dissimilar than your standard top down third person isometric RPG. Your characters can be moved around as mentioned above, use their attacks and then interact with switches, treasure chests and looting defeated enemies. The character menus themselves are fairly easy to set up gear, learn new abilities and then set these new abilities to the command wheel. Finally, if you really want to zoom in on the action, you can and it's in these moments that you really get an appreciation for the levels of detail that went into SpellForce 3.

If there’s one real complaint however to SpellForce 3 - Reforced, other than some of the adaptations to the controller which were to be expected, it would be the user interface. The UI cannot be scaled up which means if you’re sitting 5, 10, 15 feet away and have a decent sized screen? You’d better hope that you know what you’re looking at or you’ll need to move up close in order to better read the screen. When looking to see if it was an issue with the PC version, it looks like there are some workarounds, but sadly there was nothing within the console’s in-game menus.

Summary

Overall though, Grimlore Games and THQ Nordic’s SpellForce 3 - Reforced is a decent experience on the consoles. While it may need a bit of an adjustment period to get the feel for a real time strategy on the consoles, it shows that there is a way to do it and I think with the mixing of RPG elements and that level of dungeon crawling helps to break up the pace just enough to make it all work together without the need for a mouse and keyboard for extended periods of play.

Score: 7.75 / 10




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Announcing Demonschool by Necrosoft Games Releasing in 2023!

OAKLAND — June 12, 2022 — Demonschool, the school-life tactics RPG with hints of Persona, Shin Megami Tensei, and Italian horror cinema, summons fast-paced, streamlined combat on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, PC, and Steam Deck in 2023.

Developer Necrosoft Games and publisher Ysbryd Games (WORLD OF HORROR, VA-11 HALL-A) invite fresh-faced students to a colorful island and its "prestigious" university, where exciting sports clubs, a world-class education, and the impending doom of a demonic apocalypse await!

For freshman Faye, the last living heir to a long-forgotten family of demon hunters, school is nothing like it looks on the brochures. While her peers get to flirt through Freud and dabble in Dante, Faye and her new band of misfit friends get shunted toward supernatural investigations. A woman who lost her face? A summoning ritual in the cemetery? Mailer Daemons!? The underworld inches ever closer to the world of humanity… college is hell!

Demonschool is a streamlined tactics game where movement equals action, decisions can be rewound, and speedy mechanics remove the genre’s traditional cruft. Plan each student’s moves at your leisure, then hit the action button and watch it all play out in devastating, character-based combos. Destin, a hot-blooded fighter, can knock foes forward into Namako’s debuffing dash, and damage dealers like Faye benefit from shrine keeper Knute’s helpful wards. Adjust strategies for monolithic bosses and unusual battlefields, bucking genre conventions. Unleash tide-turning special moves to keep the demons at bay—if they reach the back line, the human world is lost.

Each surreal encounter brings Faye and their friends closer to a dark conspiracy beyond their imagining, but thankfully, student life isn’t all bloodstained butterflies and dolls from hell. Live out an entire school semester, choosing what to study, who to befriend, and how much trust to share. Plan your team's class schedule to develop their skills and acquire over a dozen new allies through myriad side quests in a vibrant world of giallo colors and lighting. Foster friendships or fiery romances between them all, strengthening combo attacks and elemental affinities and uncovering new endings. Explore extracurriculars in and around town with a darkly comedic cast of eccentrics.

View trailer: https://www.youtube.com/watch?v=P_aaE_vmSx0

Demonschool worships at the ritual altar of classic Italian horror films of the ‘60s and ‘70s, drenched in strange visuals and hellish grotesquery driven by a funky bassline that renders even the most horrific scenario irreverent. Its tactical battles evoke genre giants like Into the Breach, but fluid mechanics with fewer clicks and a generous planning phase make starting this class a cakewalk.

“We wanted to create a game with complete transparency while still allowing for mystery. You'll never have to guess at numbers or what does what,” said Brandon Sheffield, creative director of Necrosoft Games. “We hope the story carries you through to a positive vision for the future, and what is possible when like-minded individuals work together against a larger evil.”

Demonschool opens enrollment on PlayStation 5, PlayStation 4, Xbox Series X|S, Steam Deck, Nintendo Switch, PC, and Steam Deck in 2023. Take notes from Ysbryd Games on the official website, research the studio on Twitter and Facebook, and join the official club on Discord. Catch Necrosoft Games after school on the official website, Twitter, and Discord.

About Ysbryd Games

Publisher Ysbryd Games delivers games with stories that have the heart and soul to stay with players for a lifetime, underlined by captivating gameplay and striking aesthetics.

About Necrosoft Games

Necrosoft Games is an Oakland, California-based game developer with members all over the world. Founded by Game Developer Magazine and Gamasutra alum Brandon Sheffield after he left journalism, the studio now numbers six strong after developing a string of cult indie gems like Gunhouse, Oh, Deer!, and the upcoming Hyper Gunsport.



Article by: Susan N.




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The Amulet of AmunRun Review

The Amulet of AmunRun by developer and publisher Fruits of Yggdrasil StudioPC (Steam) review written by Susan N. with a copy provided by the publisher.Estimated Reading Time: 11 minutes.



The Amulet of AmunRun is a cooperative escape room game set in an Egyptian tomb. On the surface, this game is perfect for puzzle aficionados like my partner and I. It includes complex challenges, cartoony and fun graphics, and is set in an Egyptian pyramid. Without really looking at the game type, I snatched the opportunity to play it. Then I regretted my life choices in a serious way.

Gameplay

AmunRun is listed as an indie, and adventure game, and markets itself as a cooperative escape room. Two archaeologists enter a dangerous pyramid and their objective is to recover the pharaoh's amulet hidden deep within. Historically, tombs were constructed to protect the mummy and their goods from thieves. It is a practice used to protect prestigious persons like pharaohs or powerful people in Egypt. However, these 'traps' are not designed as depicted in modern movies. Anyways, the gameplay has two distinct sections. The first is the puzzle section and the second is the running portion. In combination, The Amulet of AmunRun could have been a great experience. Unfortunately, we will get to why I didn't enjoy my playthrough.

Puzzles in the game are layered in that each room has multiple stages to complete the encounter. After players make it through coordination and sleuthing the solutions, they will progress to the runner portion of gameplay. In these areas, there are timers in the form of boulders or mummy chases, or floors collapsing. Thankfully, the puzzles break up the frustrations of running sections that feel stilted and inconsistent.

The Puzzles:

At several points in the game, players have to solve intriguing puzzles like deciphering texts. In other areas, players need to find objects for placement on stone blocks. Most of them require players to activate switches in order, indicated on cartouches or scrolls found in the area.

At the very least, while the puzzles seemed to be logical, there are too many solution possibilities. Normally, adding challenging puzzles to a video game is an aspect that I love. Sadly, the answer to puzzles is reduced to trial and error because players are given all of the solutions at once. Unlike other puzzle games, there is no separation of the clues to assist the players. In this way, the game feels padded. It takes hours to figure out puzzle solutions if players follow the wrong set of clues. The only way that players know if they are successful is if they live, or if new objects appear.

For example, the mummy room has three stages. The first requires jar placement on the stones. The second is the placement of the scarabs. The third requires throwing the Ankh at the lights on the walls. Part one is hard because there are multiple cartouches on the walls, a plethora of symbols on the statues, and a bulletin board with even more symbols. The next part is logical but hard to determine the order. The third stage of the puzzle was easiest to execute but irritating because of the mummy chase, the indicator disappearing, and the inability to aim. Plus, the player that catches the object has no idea they have it! There is no audio indication nor does the character seem to react. As such, the puzzle sections relied too heavily on non-logical solutions and random chance.


The Running Portion:

The first running section gave me the impression that I would hate the game. While I expected swinging weapons, spikes coming through the ground, and being chased by mummies, I was not expecting the difficulty level to be ramped up at the very beginning. AmunRun's first running section has players fleeing from a boulder, but running and jumping through spikes and pendulums. After getting to the next section, players have to run back up and around, which is particularly stressful because a giant boulder moves toward you. Did I mention this is THE FIRST RUNNING SECTION? Right. Anyways, due to the difficulty level, I hated the idea of continuing the game because I died many times. What's worse is that progression only occurs if both players make it far enough to trigger the next checkpoint. Yay! (Not.)

That aside, what bothered me most about these sections stemmed from game issues like proximity to spikes that automatically kill players. Other times, players could be close to an object that should kill them, but doesn't. Sometimes, key inputs wouldn't register, making entire runs particularly useless. Plus, both players can get stuck if they are too far behind the other. Not only is there a restriction on movement speed, but they are hindered by the other player's speed! And with the inability to determine closeness to traps or to the other player, I threw in the towel on multiple occasions. But if the individual portions weren't frustrating enough, there were a number of issues that my partner and I came across that tanked the entire experience.


Game Issues:

The Amulet of AmunRun is a fully released game that has been out since April. As such, I expected that gameplay would be smooth and polished in some capacity. Unfortunately, that expectation was much higher than deserved. AmunRun has a multitude of issues that make the game almost unplayable, or at the very least difficult to enjoy. Below is a list of issues that my partner and I found during gameplay, separated into sections.

UI Issues:

     The menu options are limited. Among the missing features are: player join buttons that actually work, sensitivity speed options, lack of zoom functions, no options to optimize the graphics, ways to change keybindings, and no difficulty toggle.

     In order to join your partner, you must use the option through Steam. The in-game function doesn't work.

     Being a game that relies on speed and reaction time, the lack of sensitivity features is a detriment to gameplay.

     Since the graphics style of the game is almost polygonal and cartoonish, I noticed that several symbols are small or faded. This is why a zoom feature would be integral to the game. There are multiple puzzles that have tiny symbols that are impossible to see. Besides, not only does this add to the difficulty level of the game, but it also doesn't bode well for player accessibility either!

     Steam users comment about the keybindings automatically changing. Keybinds cannot be changed nor reverted by the players. If the game is so badly put together that the basic controls change, then there are deeper issues.

     Amulet of AmunRun doesn't have a difficulty toggle. In fact, I expected the difficulty level to gradually increase, but I was wrong. Players begin at Mission Difficult level without any options. While I may not be the most versed in this genre, I gave it a fair shot. I found there were simply too many issues to aggravate both my partner and I. In my opinion, the lack of adaptability in a non-souls-like game is just bad form.

     Another absent feature is a ping function. My partner and I resorted to shooting at objects to explain what we were thinking. Being able to point out clues with a ping would be a serious boon to the game.


Puzzle Issues:

     The first puzzle requires players to arrange papers on a corkboard that contain clues to the puzzle's solution. Unfortunately, aligning objects in any way is tough, especially in timed sections. This is neither fun nor useful. There are countless puzzle games that are difficult because of complex solutions, not because of a lack of gameplay options. In my opinion, these puzzles are difficult due to a lack of information and not because they are actually challenging.

     While several of the puzzles have some indicators as to their solutions, it is challenging to solve many of them. Each puzzle room has multiple stages that require solving, and there is no real way to determine which clues correspond to them. In fact, the only saving grace is the hint system, which gives players some semblance of direction. We used this feature to death and this is the only game that either of us has RELIED HEAVILY on hints. That said, the hallway with the switches we brute-forced, and the spike maze we cheated to progress.

     As a cooperative game, Amulet of AmunRun is not playable in a single-player mode. The moment one player dies, both must restart. While not uncommon, there are several sections that cannot be completed by both players. One such area is after the hallway of levers. There are spears that only one player can cross. Also, during the mummy chase, only one player can solve the puzzle. As in, one player is bored running around while the other tries to figure out the solutions.


Glitches and Bugs:

The Amulet of AmunRun contains several glitches and bugs. Puzzles are easily glitched which is the easiest way to progress without brute-forcing them. For example, during the boulder chase section, my partner and I found a glitch where I was untouchable. Thus, only he had to do the running. At the end of that puzzle, players had to put statues in specific spots to get through the door. The boulder MAGICALLY SPAWNS at the end while you both appear inside the room. But, I was still behind the boulder and he should have been killed by it? I've no idea what happened there.

In the mummy room, it was possible to pick up objects after a section was complete. After failing to solve the next part, the puzzle resets and the glitched object remains in your hands. The first problem is that objects remain in the player's hands. The second problem is that players don't know if they catch the Ankh. I couldn't see it in my hands and I died as a result. In order to fix this issue, my partner and I had to reload back to the menu.

Also in the mummy room, even when using the 'restart challenge', the jars don't reset! This is a particularly frustrating issue as one of the later puzzles requires another jar to get through the maze. If for some reason players died in this section, the jar doesn't reset and also requires restarting from the main menu.


My last point in this section is the shitty design and issues in the spike maze area. Firstly, this entire section is inconsistent. In order to pass it, players rely SOLELY on RNG. Secondly, even though the game requires you to bring the Ankh, it doesn't cause your death like in every other area prior. Thus, the thing can stay on the ground and will reappear at each checkpoint regardless of bringing it along. (As in, if you want to cheat the system, this is one location you can leave the blasted thing behind).

Thirdly, the lever to activate the puzzle doesn't always activate or it RANDOMLY RESETS ITSELF! Fourthly, the spike maze can be completely avoided by walking through one area! To do otherwise would require HUNDREDS of deaths because THERE IS NO PATTERN to the puzzle! You both have to HOPE the game will produce a safe path and in my opinion, this is a massive disservice to players. The inclusion of a puzzle like this is what we call a dick move.

Thank goodness only one player needs to get to the end in order to complete that particular section but by that point, my partner and I gave up on the game.


Final Thoughts

I really wanted to enjoy this game, but I just couldn't do it. There are too many issues littered throughout that make it difficult, if not impossible, to enjoy. It's not even the challenge level or specific aspects that destroy the experience, it's inconsistent inputs, multiple bugs, and bad game design that kills AmunRun. Not only were my partner and I able to exploit multiple sections, but we encountered several problems that pad the experience. And as a person who doesn't like runners or insanely difficult games, I'd sooner die repeatedly in Elden Ring (which I have NO interest in playing) than finish this game.

Summary

The Amulet of AmunRun could have been a fantastic escape room game, but unfortunately, it fails. The game is a buggy mess, player inputs are inconsistent, the puzzles seem to rely on RNG, and many of the problem-solving locations lack information which forces players to guess the answers.

Aside from the overall graphical style and general concept of the game, there is nothing good about this title. I don't recommend purchasing this game. It had the potential to be a challenging and fun experience but fails spectacularly.

Score: 4 / 10


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Persona Franchise Announced for Windows and Xbox!

IRVINE, Calif. – June 12, 2022 – Today ATLUS announced that the critically acclaimed Persona 5 Royal, Persona 4 Golden, and Persona 3 Portable will be coming to Xbox and Windows and will be available on day one with Xbox Game Pass. Check out the Announce trailer on the official ATLUS West channel (below).

Join the Phantom Thieves on October 21, 2022, when Persona 5 Royal comes to Xbox Game Pass, Xbox Series X|S, Xbox One, and Windows PC. To stay up-to-date on the latest Persona series information visit: www.persona.atlus.com.

Persona 5 Royal: Forced to transfer to a high school in Tokyo, the protagonist has a strange dream. “You truly are a prisoner of fate. In the near future, ruin awaits you.” With the goal of “rehabilitation” looming overhead, he must save others from distorted desires by donning the mask of a Phantom Thief.

Persona 5 Royal makes its epic return with previously released DLC included in the base game!

https://www.youtube.com/watch?v=S7tVV9zRFMM

Persona 4 Golden: They say your soulmate will appear if you stare into a television set on a rainy night… This strange rumor slowly spreads through the rural town of Inaba, the protagonist’s new home, just as a chain of mysterious murders begins. As the protagonist and his teammates chase after the truth, they find themselves opening the door to another world.

For the first time, enjoy Persona 4 Golden with text in French, Italian, German, and Spanish!

Persona 3 Portable: If I say there’s an hour “hidden” between one day and the next…would you believe me? This unknown time is the “Dark Hour.” Unfamiliar stillness swallows the city, people turn into eerie coffins, and otherworldly monsters called Shadows swarm. One night, the protagonist is attacked by these Shadows. When all hope seems lost, the power of the heart, their Persona, is awakened.

Featuring enhanced graphics, Persona 3 Portable will also be available with French, Italian, German, and Spanish text for the first time!

About ATLUS

With a wealth of award-winning titles, such as The Game Awards 2020 and DICE awards 2021 nominee for “Best RPG,” Persona™ 5 Royal, the long-running, legendary JRPG Shin Megami Tensei™ series, the groundbreaking action-adventure/puzzle game Catherine™, and many more, ATLUS delivers unforgettable, story-driven gameplay experiences to enthusiastic and dedicated fans around the globe. Learn more about ATLUS at www.atlus.com.

About SEGA of America, Inc.

SEGA of America, Inc. is the American arm of Tokyo, Japan-based SEGA CORPORATION, a worldwide leader in interactive entertainment both inside and outside the home. The company develops, publishes, and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft, and Sony Interactive Entertainment Inc. SEGA of America, Inc.’s website is located at www.sega.com.

All company names and product names mentioned are the trademarks or registered trademarks of their respective owners.



Article by: Susan N.



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Dungeon Defenders: Awakened Review

Dungeon Defenders: Awakened by developer and publisher Chromatic GamesSony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 4 minutes. 



If there's one title that could be considered a guilty pleasure at this point, it would be Chromatic Games' Dungeon Defenders series. Having been playing since the original launch, having covered the launch of the sequel and of Awakened's own relaunch, this tower defense action RPG has made its way back over to the consoles with some new content.

The concept of Dungeon Defenders way back when was a crazy one. Mixing in a tower defense style with action RPG elements meant that you were no longer simply in the passenger seat. Now, you had a front row seat to setting up your defenses and then aiding them as waves of monsters are unleashed with one goal. To destroy your crystals.

To defend your crystals, you'll have access to several characters which also act as classes with different attacks, special abilities and defense types. What I’ve always enjoyed with the character class selection is that there is something for everyone. Want to be up close and tanky? Squire is for you. Want to be ranged while having towers? Apprentice. Ranged and something a bit more flashy with exploding traps? Huntress. Up close and personal but on your own terms while slowing down enemies with an aura? The Monk has your back. Adding in the other characters such as the Dryad Warden, the Android Series EV-A Unit and the Dark Elf Rogue, there’s more choice and variety to be had.

The inclusion of these classes is something that I thought had been missing when Dungeon Defenders Awakened had first launched since the Series EV had been an original DLC character alongside a Barbarian that I would still love to see make a return alongside a Jester and Summoner. All together though, these characters can create some interesting defense combinations whether playing by yourself, as you can now have a hero deck of 6, or with others and concentrating all of your earned experience on one specific hero.

Looking back over my Dungeon Defenders: Awakened review for the PC, there are still some issues that haven’t yet been addressed that I wonder if they will be at this point. Playing with a controller has become much smoother than it was but the inventory was still a mess, if not worse with a controller as there was no select all option. Furthermore, the tavern is still bare and honestly I wonder why it’s being used since there are still no merchants or pet venders for certain cosmetics that existed in the original version all those years ago.

In terms of content, there are plenty of different modes to challenge yourself and others with. From the default campaign over survival which pits you against ever increasing difficult waves, challenges where you have to win through specific rule sets, pure strategy that you have to sit back and hope your traps do the trick and then a mixed mode to swap everything up a bit survival style. There are tons of maps and depending on the difficulty, hours upon hours of tower defense fun as a normal stage can go for 10-20 minutes depending on the spawn time so it makes it easy to do a few in between other gaming or waiting for your party to be ready.

And that’s really it at this point in time though I was happy to see some of the updates that have been done since the last time I dove into Eternia in order to defend the world’s crystals. Better yet, there is also more upcoming content so it looks like Dungeon Defenders Awakened is here to stay for a while. I just hope that some of the items listed above could be addressed to make certain elements feel more lively and useful because the original tavern was definitely an adventurer’s go to for everything.

Summary

Overall though, Dungeon Defenders Awakened for the consoles was enjoyable enough on the big screen and brings plenty of Tower Defense goodness for console players as it is also available on the Nintendo Switch and Microsoft’s Xbox.

Score: 7.5 / 10


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Gameplay Trailer and Playable Demo Available for The Cub

11 June 2022 – Belgrade, Serbia + Warsaw, Poland | Demagog Studio and Untold Tales have released a new gameplay trailer for The Cub to coincide with the release of their Steam demo plus the game’s showing at both the Tribeca Games Festival and the Guerilla Collective showcase. 

Soundtrack Teaser: https://www.youtube.com/watch?v=aR4Ahn0uPOc

Steam page: https://store.steampowered.com/app/1941410

The Cub is a 2D platform parkour game inspired by classic SEGA games of the 90s - The Jungle Book, Aladdin, Lion King – but with modern twists and ideas. Set in the same post-apocalyptic world as Golf Club: Wasteland, this time the story is from the point of view of those who stayed and survived on Earth as the ultra-rich fled to Mars as society collapsed.

https://www.youtube.com/watch?v=O29hM2xydRw

The game was recently part of the final 9 games selected by the Tribeca Games Showcase that are innovating on the front of storytelling, art, and innovation alongside other upcoming titles such as Oxenfree 2, Cuphead - The Delicious Last Course, and A Plague Tale: Requiem.

A further feature showing at The Guerilla Collective is going to be followed by a spot in the June 2022 SteamNext Fest. The playable demo has however been made available now for anyone to try on Steam. It gives players a snippet of 3 different levels as well as a healthy dose of the next wave of Radio Nostalgia From Mars - the signature radio show broadcast of stories and tunes beaming from the ultra-rich colony on Mars.



Article by: Susan N.



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fault - StP - LIGHTKRAVTE Review


fault-StP-LIGHTKRAVTE
by developer ALICE IN DISSONANCE and publisher Phoenixx Inc.PC (Steam) review written by Richard with a copy provided by the publisher.

Estimated Reading Time:  5 minutes.


fault-stp-Lightkravte is a tale of a young boy struggling to make his way in the world. A part of the "fault" series, but working as a stand-alone title, Lightkravte will delve into a story of what it means to chase after your dreams.

Lightkravte gives a look at the boy Khaji Oberg, the son of a fruit farmer in a kingdom where peace along the border is tentative, and refugees are being taken in. During this time, Khaji is more concerned about his future. Instead of looking to take over his father's fruit farm, he wants to be something different: a painter. The quality of his work, however, may leave a bit to be desired. In this Visual Novel, we get to see Khaji's story, and how he hopes to overcome the gap in talent in order to become a painter.

Lightkravte is, 100%, the definition of Visual Novel. What I mean is that there are no choices, no gimmicks, it's 100% text with pictures. No voiceover, either. Needless to say, that makes this more of a "book review" than a game review, really, but hey, it is what it is. Lightkravte takes about, maybe 5 hours or so to get through, reading speed pending, and has some dynamic 2D character models, a few sort of action like scenes, but will largely be characters talking to each other, or Khaji monologuing. On an interesting side note, I have not actually played any of the other fault titles, but Lightkravte has made me want to, although maybe not in the sense you're expecting.

So all in all, without giving away spoilers, the story is…fairly entertaining, for the most part. Most of the characters are pretty interesting, and have a decently fleshed out character personality and backstory, some being more enlightening than others, but they're all there. Unfortunately for me, Khaji himself is one of the two types of characters I distinctly loathe. It isn't until probably the last 5 minutes or so of Lightkravte until his character actually evolved to a point I was content with, although perhaps you may enjoy it a little more. Incidentally, my favourite character was Ritona, who doesn't really get a whole lot of screen time until the end. I didn't know this until after finishing Lightkravte, but apparently she is a main character for the rest of the fault series, and this is more of a spin-off prequel type deal. Go figure.

In terms of presentation, I have to say it is rather well done. The backgrounds are pretty and have a lot of depth, the character designs are all pretty neat, and the environments on display are nice to view. The soundtrack does a very good job of being unobtrusive yet matching and emphasizing the tone at the right time, and the character expressions, while a little corny or over emotive at times, do a good job at expressing how the character is feeling. The only real issue I had with Lightkravte is the second time I booted it up, it switched to Japanese language and I had to mess around trying to find the language settings. Annoying, but nothing happened mid…read? Playthrough? that caused any sort of issue.

You know, I do need to hand it to the developer, ALICE IN DISSONANCE, because they've managed to very artistically, and successfully, set up a story that's more or less about "just some guy". No, seriously, despite there being a huge political drama, conflict, and magical background, a lot of it is almost irrelevant to Khaji, as he just wants to focus on his goal of being a painter, often neglecting those around him to do so. There's a wonderful world full of plenty of backstory and tidbits, most of which may be found in an Encyclopedia that is available both from the menu, and when a new world pops up you can click on it to explore the meaning and context. But that conflict and political drama? Pretty much entirely unused with Khaji, that's for the other characters that appear in the other titles in the series. Khaji is, by and large, just some random guy trying to get his life together. It's both endearing and frustrating at the same time.

The fantasy elements are integrated really well too, where people will practice different forms of manakravte, the act of using what is essentially magic to impose their will on the world. This isn't full fantasy either, as the world still has to follow the laws of physics, there is just an extra element added that can interact with the world. It's really neat, and I always enjoy seeing magic and technology integrated well. One of the only complaints I have is that it seems like 90% of the cast is some sort of genius savant in some way or another, which is a little weird, but hard to tell really, because Khaji himself could just be a bit more of a dolt than I thought.

Oddly enough, despite my extreme dislike for the main character, I kept coming back for more, which is a great point towards ALICE IN DISSONANCE for their wonderful storytelling. The visuals are really impressive, character personalities are unique and actually realistic, and despite being a surprisingly fantasy reflection of real world issues, still manages to draw you in, despite how close to home some of the concepts may hit.

fault-StP-Lightkravte has done a really good job of making me want to pick up the entire rest of the series, and maybe you should too.

Score: 8.5 / 10


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Teenage Mutant Ninja Turtles: Shredder's Revenge Review

Teenage Mutant Ninja Turtles: Shredder's Revenge by developer Tribute Games and publisher DotemuSony PlayStation 4 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 



Chances are that if you were an adult, teenager or a kid between the 80s to early 2000s, you know who our heroes in a half shell are. Having written a love letter to both fans and to the Teenage Mutant Ninja Turtles themselves, Tribute Games and Dotemu's Shredder's Revenge is a brilliant retro designed beat 'em up as our heroes run through New York city to foil the latest plans of the Shredder and his Foot Clan.

Starting off with an attack on Channel 6 News where Bebop takes the air as a news anchor, this is everything that I've been wanting from this series for a long time. Keeping with the arcade design of the older NES titles of TMNT 2: Arcade Game, TMNT 3: The Manhattan Project and SNES TMNT: Turtles in Time, it was clear that the developers knew what they were doing, and had a lot of fun doing so. Foot Clan soldiers answering telephones, texting in the hallways, typing away at workstations or whisking bowls in the studio kitchen before you walk in and it's time to brawl, the ridiculousness is enough to make you smile.

So it was moving into this first stage with my personal favorite nunchuk wielding orange bandana wearing Michaelangelo that I had but one hope. The hope that this fun and ridiculousness holds up throughout the adventure and that it doesn't just fall off after the first couple stages. Being a love letter? My hopes were fulfilled and even in solo play my next three hours would be amazing as I completed the adventure for the first time before diving right back in.

Before even getting into the gameplay, TMNT: Shredder's Revenge looks and feels just like a classic TMNT side scrolling brawler should. Various palette swapped Foot Clan soldiers to know what weapons they are using? Check. Mousers constantly biting at your shins? Check. Classic boss enemies like Bebop, Rocksteady, Baxter Stockman, Krang and others from the original series of games and even movie appearances of Tokka and Rahzar? Check, check, and check. It's all of these little details, the absurdity of the Foot Clan doing mundane tasks and the comedy of it all that raises the rest of the experience.

Starting off with the story mode, you'll be picking from one of six playable characters.

     Leonardo, our fearless leader and dual katana wielder

     Raphael, our grumpy dual sai wielder

     Previously mentioned Michaelangelo, our goofball dual nunchaku wielder

     Donatello, our bo staff wielder, and

     New to the side scrolling beat 'em ups but also present, both Master Splinter and April O'Neil who can kick just as much Foot Clan butt as the rest of the Ninja Turtles

Each of these characters, whether tried and tested or new, have something to bring to the table essentially giving everyone an option that caters more to them. Split between three stats of Power, Speed and Range, each character has a strength and a weakness unless you use Leo who’s well rounded with two points of three points in each stat.

Once you, and up to five others, have selected a character, you’ll get to go through each stage one at a time, or even go back to complete previous stage challenges. These challenges range from not being hit, to not getting grabbed more than two or three times, not being hit by hazards such as rampaging dinosaurs or Foot Clan soldiers behind the wheel of a car as you move through a stage. The stages themselves contain a variety of elements where you’ll move through certain areas freely enough before being stopped to fight your way through a specific segment. Once you’ve gone all of the way through, you’ll fight a boss with some specific mechanic to watch out for.

The stages are short, sweet, and never over welcomed in their stay allowing for you to easily go back through as many times as needed, or as wanted, solo or with others. What’s special about the story mode though is that there are also some RPG-lite mechanics in which a chosen character can upgrade after accumulating a certain amount of points to have more health, more special attack bars or extra 1ups for the stage to prevent game overving. It’s neat and encourages the use of that character from start to finish instead of bouncing back and forth. Unless you want to test them all of course.

Whether you pick one character and stick with them or try them all out and wind up finding out that April O’Neil is MVP until credits, the combat system is an absolute pleasure. With everything unlocked for you from the beginning short of special attack variants that are unlocked on leveling up, it’s easy to get into the groove and the stage challenges will help you perfect the system. Forward attacks, dodging, combined dodging and lunging attacks, jumping, double jumping for a different attack, jumping and coming back down. All the beat ‘em up attacks that you would expect, and in some cases a bit more are there making it a true pleasure to play through as everything feels natural with only a few select buttons to do it which was impressive.

More impressively though, is that grapple attacks are done without buttons. Simply walking up and into an enemy will trigger an attack and from there, you can use left, right, up or down in order to perform a throwing move such as the classic Foot Clan soldier to the screen trick. Classic.

Finally in regards to story mode, another good reason to start here is that it allows you to take the adventure at your own pace, and once completed for the first time, you’ll unlock Casey Jones for a seventh playable character option. As a side to the Story Mode though is perhaps where some players will find themselves more challenged by taking on the Arcade Mode. Doing away with an overworld reminiscent of the original Teenage Mutant Ninja Turtles where you moved around nodes before moving into the action, Arcade Mode follows the classic “stage, complete, next” approach. Limited lives and no leveling up, it’ll be a challenge at times to make it all of the way through to the end of Stage 16 and the final boss fight.

More than just the mechanics though, and I know I’ve said it above, it’s the love that Tribute Games have shown on this project. Retro looking but smooth graphics for gameplay, the original TMNT voice actors from the late 80’s cartoon series that I grew up watching, and all of the tiny in stage elements and nods to the overarching series over the years including that wicked looking Super Shredder statue in a particular stage. Whether from the cartoon or the live action movies with an appearance from Tokka and Rahzar, there was so much TMNT nostalgia but wrapped in something new essentially creating a damned near perfect homage especially for fans of the series.

Summary

So some gushing at the experience aside, Teenage Mutant Ninja Turtles: Shredder's Revenge is definitely a love letter to both fans of the series, fans of the classic NES / SNES titles, and the Ninja Turtles themselves. With multiple stages, modes, local or online coop with up to seven playable characters? There’s no reason NOT to dive into Tribute Games and Dotemu’s latest beat ‘em up.

Score: 9 / 10


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IGN Summer of Gaming: Symphony of War is Out Now on PC!


SEATTLE – June 10, 2022
Symphony of War, the pixel squad-based tactics RPG from developer Dancing Dragon Games and publisher Freedom Games, sneaks onto the PC battlefield via Steam and Epic Games Store with a surprise release during the IGN Summer of Gaming Expo today.

Step into Tahnra, a land embroiled in war and rebellion, as an Imperial Army Officer tasked with rescuing the kidnapped Empress Florina. Carve a path through hoards of enemy factions like the cold-blooded Tidereavers pirates, dark cultists, and rival nobles, all fighting for a piece of power. Prepare to meet the catalyst of the conflict, General Antares, in battle with a newly formed tactical squad.

Lead these fresh recruits against rival armies in turn-based encounters across a grid-based battlefield. Strategize with 50 different class types including Archers, Magicians, Cavalry, Supports, and even Dragons to approach from numerous angles and distances. Between strikes, keep each unit’s health topped off with healing spells and items along with seizing local fortresses to gain additional resources like gold, iron, or Faction XP. Return to the Home Base between each chapter to fix up gear, organize unit classes, and trade with locals with the potential to even recruit them in the future.

On the journey through an epic campaign, bask in beautiful artwork from Sean “Raikoart” Tay (Legends of Runeterra, League of Legends) inspired by classic ‘90s medieval fantasy titles to relive the PC RPG glory days. Plunge into a gripping story with sixteen memorable characters thanks to voice work from talent like Mara Junot (Destiny 2, Arcane, Guild Wars 2). Symphony of War marks the first entry in The Nephilim Saga, setting the stage for a beautiful and unforgettable world to grow and flourish.

“Surprise! The project we have poured the last number of years of our lives into is out right now,” said Phil Hamilton, Co-Founder of Dancing Dragon Games, “Getting the opportunity to shadowdrop our game in the middle of a huge summer showcase is something we never would have imagined. We are looking forward to everyone’s reactions to the twists and turns we have cooked up for the story along with the ‘just one more turn’ late-night battles. We would like to officially welcome everyone to The Nephilim Saga!”

Symphony of War is out now, with the standard edition available for $19.99 USD as well as the collector’s edition, which includes a 10% discount for the game, strategy guide, original soundtrack, and artbook for $28.77 USD with English language support via Steam and Epic Game Store.

To learn more, visit Symphony of War’s official site, join the community on Twitter and Discord, and search #SymphonyOfWar on social media.

About Dancing Dragon Games

Dancing Dragon Games is a two-person development team based in Seattle, Washington. They’ve previously released titles such as Skyborn, Echoes of Aetheria, and Deadly Sin leading up to their next major release Symphony of War. The duo works with a number of contractors collaboratively aiming to recreate the same magical feeling that a child feels when they explore a new fantasy world for the first time in every project.

For more information, check out the official Dancing Dragon Games website.

About Freedom Games

Freedom Games is a publisher dedicated to offering best-in-class services to partners and providing players around the world with unique and memorable experiences. With over 50 years of combined industry experience at the executive level, Freedom! Games seek to leverage their expertise to facilitate great games and even better publishing experiences.

To learn more, visit the official Freedom Games website.

 

Article by: Susan N.


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