• Echo Isle - PC Review

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  • Minos - PC (Steam) Review

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  • Isekai Villain - PS5 Review

    Hello everyone and welcome to the next instalment of KEMCO RPG: Isekai Villain! This time we get to witness the tale of a regular dude who gets transported into his favourite webnovel, but as a villain mob character!

  • Volontes - Nintendo Switch Review

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  • Medieval Crafter: Blacksmith - PC Review

    Medieval Crafter: Blacksmith, to me, is a relaxing simulation game until you get to the time-management portion of it. I've had the pleasure of actually making a part for my sewing machine at a friend's forge which this game brought back some fond memories.

  • Dread Delusion - Xbox Series X|S Review

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

  • People of Note - PS5 Review

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

  • Nitro Gen Omega - PS5 Review

    Nitro Gen Omega may be one of the weirdest experiences that I've ever sat down to. Having lost the war to the AI and its robot armies, humanity is on the brink of extinction.

  • EA Sports UFC 6 - PlayStation 5 Review

    EA Sports UFC 6 is one of those titles that felt almost immediately comfortable and familiar in my hands, but with enough updates and nuanced changes to make it interest after having taking a few years off from the series.

  • Net.Attack() - PC Review

    Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset.

Announcing WRC World Final in Greece on September 7-8th


Lesquin, France, July 20, 2022 - NACON, KT Racing Studio, WRC Promoter, and EKOAcropolis Rally Greece are very pleased to announce the eSports WRC World Final presented by AGON by AOC that will take place in Greece on September 7 & 8, 2022. The best players will compete on WRC 10, the official game of the FIA World Rally Championship.

For the second consecutive year, the final will take place during the Acropolis Rally. The 8 finalists will compete in the heart of the Olympic complex, at the end of the regular season, which will end on August 15th. Among them, Sami-Joe Abi Nakhle (Lebanon - World Champ 2020) who has already won 7 out of 11 rounds, and possibly Lohan "Nexl" Blanc (France - Triple World Champ 2017, 2019, 2021), who is competing to retain his title. The event will also host Race Clutch and other drivers from the reigning World Champion team.

Partners AGON by AOC, Playseat, Fanatec, and FlexIT will also be present for this 7th consecutive season, organized by NACON, KT Racing, WRC Promoter, and EKO Acropolis Rally Greece.

You can find the current general ranking via the following link: https://www.wrc.com/en/more/gaming/standings/

WRC 10 is already available on PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, Steam PC, and Nintendo Switch™.


WRC Generations will be available from 13 October on PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, PC, and later on Nintendo Switch™.

Buy WRC 10 on Steam

Add WRC Generations to your Steam wishlist

About NACON

NACON is a company of the BIGBEN Group founded in 2019 to optimize its know-how through strong synergies in the video game market. By bringing together its 16 development studios, the publishing of AA video games, the design and distribution of premium gaming devices, NACON focuses 20 years of expertise in the service of players. This new unified business unit strengthens NACON's position in the market and enables it to innovate by creating new unique competitive advantages. https://corporate.nacongaming.com/

About Kylotonn

Created in 2006, Kylotonn is one the most important French video game development studios, also known under KT Racing label. Specialized in motorsports and official developer of the WRC FIA World Rally Championship series and Isle of Man Tourist Trophy, the company is internationally recognized for its know-how and for the passion of its teams. With more than 170 employees as of today in Paris and Lyon, Kylotonn has developed more than 30 titles distributed by major publishers. Kylotonn has forged itself a strong technological expertise thanks to the real-time 3D engine KT Engine that the company owns. At the forefront of the video game industry, this technology is also used within R&D partnerships on autonomous vehicle projects in the automotive industry. Since 2018, NACON, one of Europe's leading video game publishers, holds a 100% stake in the company. Kylotonn is member of the French National Developers Federation (Syndicat National du Jeu Vidéo) and Capital Games. The company is supported by BPI, IFCIC, and the Ministry of Higher Education, Research, and Innovation. For more information, visit www.kylotonn.com.

About WRC Promoter GmbH

WRC Promoter GmbH is responsible for all commercial aspects of the FIA World and FIA European Rally Championships, including TV production and the marketing of global media and sponsorship rights. It also has the responsibility to increase competitor numbers and to propose the venues that form the WRC and ERC calendars. WRC Promoter is the umbrella body for Rallycross Promoter GmbH, which is responsible for all commercial aspects of the FIA World and FIA European Rallycross Championships.

The World Rally Championship (WRC) is the FIA’s premium rally series. It showcases high-performance hybrid-powered cars and the world’s best drivers competing in dramatic surroundings, ranging from Sweden’s freezing winter to Kenya’s heat and rocky tracks. Participants battle for drivers’ and manufacturers’ titles at 13 rallies. More information can be found at www.wrc.com.


Article by: Susan N.



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Bright Memory: Infinite Review

Bright Memory: Infinite by developer and publisher FYQD-Studio and publisher PlayismSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 5 minutes. 


Following up on their one person development team’s fast paced fan-freakin’-tastic Bright Memory, FYQD-Studio is back for more fast paced action with Bright Memory: Infinite. While technically a sequel and starring the same protagonist Shelia, Infinite takes a different direction than the first and again leaves us wanting more of it. A lot more of it.


Quoting the FYQD-Studio off of their Steam page,

"Bright Memory: Infinite is the sequel to the popular Bright Memory. However, the sequel features an all-new world, along with newly created improved battle system and level design.

For Bright Memory: Infinite, I wanted to focus on adding content to give players a more satisfying experience. As a result, development took three times as long as Bright Memory. This process allowed me to learn how to create a strong game while dealing with time and financial constraints. I spent a lot of time thinking of ways to maximize whatever technology and resources available to me in order to deliver an unforgettable experience through the game. As such, Bright Memory: Infinite represents the culmination of FYQD Studio's growth."

So essentially starting off from scratch, this helped me place myself in this new experience without holding out for some of the elements from the first. Set in a first person shooter style, Bright Memory, and now Bright Memory: Infinite, are anything but slow. You're supposed to move around at fast speeds shooting anything that moves and slashing anything that gets close with your sword.

Now here is where I once again find myself torn.


On one hand, you have this stellar high paced action hack & slash shooter which looks fantastic and is all done by a single person. On the other hand, the adventure when all is said and done is less than 2 hours. While 4 times longer than the original, Infinite feels like an introduction session to the main course making you want more even after obtaining the Platinum Trophy on your third playthrough at the highest difficulty.

Now while it would have made more sense to replay the original first, I didn't. Instead, I jumped back into the original after my first run of Infinite to compare and probably the biggest differences are the elements that didn't make it back for an encore. More mythical monsters such as undead warriors and chimera, a combo counter with a grading system and gaining experience like an RPG to level up your skills. Was this a bad thing? I don't think so, no, as Infinite has streamlined various elements making it almost even faster paced than the original.

Instead, you'll generally be facing off against more human-like enemies such as human soldiers and some rather imposing looking ancient warriors that can decently shrug off your standard bullets. So it's a good thing that in Infinite, Shelia is equipped with her sword that can be used all the time instead of having a cooldown. Swordplay has become almost integral to this adventure as not only will you hack & slash at your enemies, but you can also block bullets, send bullets flying back and parry blows from even the largest of foes!


Having access to your sword like this also increases the pace of gameplay as it doesn't matter if you're using your guns or your sword, you don't need to stop. Both have their uses and that's before getting into special abilities that you can unlock such as a lightning punch that once fully upgraded, can launch a fireball once its fully charged burning everything in its path. Your sword also gets some new neat abilities like being able to launch itself forward and auto attack enemies while you worry about dodging out of the way of incoming fire or melee attacks. Finally, you can perform a ground and pound for anyone unlucky enough to stand beneath where you're coming down from a jump.

To not only offer "more" of the same even with the adjustments, there are completely new gameplay elements to Infinite in which one works really well, and the other I would like to see refined if it's to be used in the next iteration. Keeping spoilers out of it, there's now a stealth section that slows down this super fast pace to something more of a walk, not a crawl, as you'll still be moving around quickly enough. This also isn't a choice as if you've been spotted you're pretty much dead. It makes sense in context and also shows that FYQD-Studio are willing to do more than just "more of the same".

The other new gameplay element is a car chase making me think that Shelia could potentially star in her own James Bond movie if that's what her Q can dish out. Super slick to look at though, sadly this is the newer element that didn't work as well for me. While everything inside of the car looked great, it was the responsiveness of the car that didn't work for me. Essentially putting the pedal to the metal didn't feel like it did anything as going from 0-60, whether kilometers or miles an hour, felt like a slow advance when it should have felt like a thrill ride. It was a slow crawl forward and with everything else so fast paced? It didn't fit as well as it could have.

Summary

Because other than that, change in design forward or not, Bright Memory: Infinite is a hell of an experience and a worthy successor to Bright Memory. I just wish it was longer in terms of everything as it does feel more like an appetizer than a main course.

Score: 8 / 10


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Shattered Heaven Coming to Early Access in Q4!

Rome, Italy - 20th July, 2022. Global publisher Leonardo Interactive is thrilled to announce that their thrilling new deck-building rogue-lite RPG Shattered Heaven, will be coming to PC Early Access in Q4 2022. Shattered Heaven will be the new title from the company’s internal development division, Leonardo Production, and will be published by Leonardo Interactive.

Set in a dark fantasy world, Shattered Heaven combines classic card game/roguelike gameplay with deck builder and RPG elements to create a thrilling story-driven player experience with high replay value thanks to the multi-branch narrative structure. Procedurally generated dungeons and a deep crafting system add to the gripping narrative that is influenced by players’ choices all brought to life in a unique 2D hand-drawn art style with a dark and Lovecraftian flavor.

“I am thrilled to finally reveal our new internally developed title: Shattered Heaven.” Commented Leonardo Caltagirone, founder of Leonardo Interactive. “We have been working tirelessly behind the scenes at Leonardo Production to deliver our vision of this title, and following our hugely successful Kickstarter campaign, we have built a solid community of fans and feedback to help us shape the future release. We believe that we have an exciting and engaging experience with Shattered Heaven and can’t wait for the fans and community to join us on our journey”.

https://youtu.be/f6Rx2GOSbeY

About Shattered Heaven

A betrayal, a dying God, An ancient curse, a divine punishment. A forsaken world suspended in time and buried in ashes.

In a nameless world, only a select few survived the fall of God. Striving to live in a hostile environment and feeding on what their barren land has to offer, four factions are bound in a merciless fight for survival. Victims of a terrible curse, these populations are condemned to sleepless nights, infertility, and doomed to die at the age of 40. The only way to break the curse is to offer a Vestal and a team of valiant warriors as a sacrifice for a ritual lost in time: a violent and bloody battle known as the War of Ascension.

Which faction will win the brutal battle and secure the survival of their people? In Shattered Heaven, you will decide their fate!

Features:

  • Dynamic deckbuilding – Build your initial starting decks (three decks, one for each of your heroes) and customize them by drafting new ones during each run, for an ever-changing gameplay experience

  • Tactical RPG fights – Slay epic monsters in procedurally generated dungeons and loot valuable treasures! Upgrade your equipment and enhance your strategy thanks to a deep skill tree system

  • Story branching – A game with an ambitious branching narrative, where your decisions not only determine the fate of the main characters but that of the entire world.

  • Unique mechanics – Each character features completely different mechanics and fighting skills, which can be further customized through trinkets and the skill tree.

  • Innovative Crafting system – Use treasures and recipes you discover inside the dungeons to create and upgrade potions, weapons, and amulets.

  • Pick your poison – Choose a difficulty and a special effect that changes every time at the start of each dungeon and earn black bones used to improve characters at the dark forge.

Shattered Heaven will be launching for PC in Q4 2022. Fans can Wishlist the game on Steam now. For more information please visit the official website here and follow Leonardo Production / Shattered Heaven on social media channels Twitter / Facebook / Instagram / Discord.


About Leonardo Interactive

Leonardo Interactive is an award-winning video game publisher based in Rome that managed a series of productions and publications of titles available on all the mainstream Platforms. Bringing its titles to market in both digital and physical formats, Leonardo Interactive has achieved a series of hits in various genres such as our visual novel Dry Drowning, the click n’ point adventure Willy Morgan Curse of Bone Town, and our real-time strategy game Hell Architect. Leonardo Interactive's next releases are Temperia: Soul of Majestic, Shattered Heaven, Simon The Sorcerer Origins, and Daymare: 1994 Sandcastle.

About Leonardo Production

The inspiration born from the passion for narrating stories is what drove Leonardo Interactive to establish its first own development studio: Leonardo Production, an Italian studio focused on multi-branching story-driven games that blend RPGS, roguelites, dungeon crawlers, and card games to create unique experiences that have great artistic and musical assets. The core of the original studio was established in 2016 with its first title Dry Drowning, an award-winning dystopian detective story with a massive branching narrative. The sum of all these elements is Shattered Heaven, our first own-produced project.



Article by: Susan N.


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Urbek City Builder Review

Urbek City Builder by developer Estudios Kremlinois and publisher RockGame S.A.PC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated Reading Time: 8 minutes. 



Urbek City Builder is an enjoyable, approachable and lightweight city builder that gives the player remarkable freedom to build while hiding a remarkable depth of complexity. Using a pixel-block style that brings to mind the original line of SimCity games, Urbek challenges the player to balance population, production and pollution. Players will progress through a variety of biomes with unique buildings and challenges seeking to overcome constraints to build cities that thrive in different ways.

Before getting into the meat of the review, however, I want to address something that has already been coming up in the Steam discussions of the game during these times of conflict - this is a developer out of Chile (and publisher out of Poland), not Russia. From the developer’s own post:

With a friend we used to make games when I lived in Paris, in Le Kremlin-Bicêtre neighbourhood, and as we are Spanish speakers, instead of "studio" we call it "estudio" (you know, we say stadium or star and not stadium, star, like the other languages). So we called it Estudios Kremlinois (the people from Le Kremlin-Bicêtre are called Kremlinois).

In fact, when you press the button to choose the name of the city at random, that neighbourhood appears :)

Then I went back to Chile and started making games, my friend did something else but I wanted to keep the name. Now I regret the choice of the name, but it's a bit late :/ "

Starting Out

Moving the focus back to Urbek City Builder, it’s time to jump into the new player experience. Out of the gate, Urbek will block all but the basic biome for new game selection. Designed with balanced resources, and lots of buildable or farmable area, this biome really is a good place to start new players and comes with a fairly soft-touch tutorial.

Tutorial goals are presented in an unobtrusive banner in the lower right of the screen and are context sensitive, progressing automatically as each is completed. Often, these will take the form of goals for the next thing to do - increase population to X to unlock this next building upgrade, for instance. Detection of completion for tutorial steps was quite reliable even in the pre-release review copy that the developer provided, and didn’t leave me feeling like I had to do things in one specific way.


Starting small, with the tutorial banner visible in the bottom right corner.

Location, Location, Location

As seems to be a trend in colony and building sims that I have been reviewing recently, Urbek leverages the idea of adjacency - although it uses a radius proximity rather than locking the player into specific side-by-side placements. For example, residential areas won’t increase in density unless there are enough other residential areas at a similar level of density within a certain radius. This ends up creating a very natural-looking progression of city buildings, with multi-story buildings occurring only where they form the core of a developed area. The edges of these areas will naturally begin to taper off in density (and building height) as they cannot fulfil the proximity requirements to upgrade.


You can see how the taller, more developed buildings tail off as we move away from the core.

Proximity detection applies to many of the systems in the game. Resource buildings have their own special types of housing that will evolve next to them, lending a distinct feel to the area. Pollution-producing buildings will impact what types of farms can be placed nearby, as well as directing housing evolution towards high-density tenement-style buildings instead of glittering high-rises. Even abundances of night life or religious buildings will impact what evolves nearby! All in all, Urbek has very successfully leaned into this idea, and it really gives the player great control over how their city looks as it grows.


The fisherman's houses here look different from normal houses thanks to the nearby dock.

Progression and Victory

Progression within Urbek is primarily population based. New buildings and upgrades for existing buildings will often be gated behind population values, with a secondary condition requiring the presence of a certain number of another particular building type. To unlock the hospital requires the player achieve specific population and that three medical clinics have been placed in the city, for example. Housing upgrades occur automatically as their needs are met, and this can lead to waves of redevelopment at times that provide a sudden “wow” factor and sense of achievement for the player. Seeing everything come together and ripple across the city is definitely gratifying, and helped keep me engaged for hours at a time.

Winning a map in Urbek can be done via three distinct paths in any biome, depending on what the player chooses to build first in the early game. Wealth, Leisure and Productivity are all options that can be chosen, based on what the player wants to do. A path towards wealth, for example, will require the player to build a certain amount of high-density/high-value commercial areas. This multi-path approach adds to the freedom that Urbek provides the player, and also helps to ensure replayability for each biome.

Nice Touches

Urbek City Builder ships with mod support at release, a great addition that helps to boost the longevity of many games. The developer’s Tumblr (https://urbek.tumblr.com/) goes through mod creation, and shows a pretty straightforward system that potential content creators should be able to pick up quickly. Directions on how to make new buildings within the game’s artistic style can also be found here along with step-by-step instructions on how to validate and load mods. It will be quite interesting to see what the community comes up with for the game in the weeks and months ahead.


You can even zoom in and stroll around with your Sims...er...Urbekites? Urbekians?....citizens.

Urbek’s developer has obviously put a lot of thought into the little things that affect quality of life in the game. The UI layout rarely feels crowded, with a minimum of the popups and dialogue windows that other games stack and tile over the playing area. Information windows on buildings always include links to potential upgrade paths that the player can check. Future buildings of the next tier show as greyed-out items in the menus - but tooltips still work on them and show the unlock requirements for fast referencing. Hotkeys are set up by default to navigate to menus and submenus in a consistent fashion, and building options never reorder within their menu once they appear in the greyed-out hint form.

What its Not

Urbek is not a hardcore, super-detailed urban planning simulation that is going to challenge a Cities Skylines or Cities In Motion. Roads are modelled to the level of needing them within a particular radius of a block, and having to have your road network connected into, well, a network - no isolated chunks. Traffic simply is not something you need to manage in Urbek. Sewage, pipes for plumbing, poles for power - none of that is a level of detail that Urbek requires the player to deal with. Pollution doesn’t accumulate, your sea level isn’t going to rise, nothing like that. Urbek is a lightweight, accessible city builder, and seems to be well-developed in that niche.

Conclusion

Urbek City Builder is a great entry from a small developer that is well worth the time to play. This is a game that feels like the developer knew their resource limits and kept themselves focused on what was achievable - and delivered really, really well within that.

Urbek feels well balanced and fairly polished at release, and provides ample re-playability for its maps. The player has the freedom to create and grow their city without having to worry about the nitty-gritty that some other city builders focus on. The result is a very enjoyable game that you can intend to play for 15 minutes and put down an hour later wishing you had just a bit more time available.

Summary

Urbek City Builder is a light, approachable city builder that eschews micromanagement of utilities in exchange for creative freedom for the player. Well balanced and polished at release, this game offers multiple victory paths for its various biomes and includes modding support from the outset. This is a game that knew what it aimed to deliver and hit that target in the bullseye.

Easy to learn, fun to play, and hard to put down - grab this one on Steam and dive right in.

Score: 9 / 10
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Loud By Hyperstrange is Out Now on the Nintendo Switch

15 July 2022, Warsaw, Poland | Developer Hyperstange is happy to announce that LOUD, their wholesome rhythm arcade guitar game is now available on the Nintendo eShop around the world.

Alongside their work to finalize the game for other platforms, the developers will be adding a few free updates and content to the game too.

The first confirmed update for Switch will include additional unlockable guitars, outfits, and stages along with + 6 new songs that will expand story mode and 2 bonus songs. An exact date for the update has not been confirmed yet.

LOUD is priced at 11.99 /USD / EUR but launches with a 40% discount making it 7.20 USD / EUR and will apply till August 4th in the NA store and August 14 in the EU store. 

https://youtu.be/62O7Xy0ir_Y



Article by: Susan N.



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Numina (Part 1) Review

Numina (Part 1) by developer and publisher Starlit StudioPC (Steam) review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 


Having taken a very first look at Starlit Studio's Numina back in 2017 through a Sunday Bites approach, the first part of this RPG is now available with Part 2 set to drop sometime in Q3. Taking a more serious tone, RPG and JRPG fans could find a decent amount to enjoy here as there’s a good balance between the tones of the story, the elements of gameplay, and the interactive-ness of the environments.


To start off, I found it rather interesting to read through something that I had written over five years ago in order to review it today. What changed? What stayed the same? It’s an interesting approach as the Sunday Bites format was never designed to really lead into a review format within a foreseeable release date. The format was to give small currently in development projects a chance to be highlighted outside of our typical publishing schedule as they weren’t at the same point as something that launched into Early Access for example. So with a bit of reminiscing done, let’s jump into it shall we?

Designed with RPG Maker XP, Numina is an interesting RPG adventure that puts you into the role of two people. On one hand, you’ll be in control of the protagonist Shawn who will move around the maps, initiate dialog with NPCs and run into enemies in order to launch combat. On the other hand, you’re also you.

Yes you, the person behind the computer screen.

You’re also a character who gets to choose their own name and interact specifically with Shawn as their guardian spirit and then others over the course of the journey, 'if' they can hear you. While something different, it was different in a good way as while "you" may think something is a good idea, other characters, Shawn included, may not. They may also love the idea which is great! It helps to build the bonds between everyone.

The world of Numina is an interesting one and the tale begins like any good JRPG. Much darker in tone, the beginning of Numina opens up with a prison break where the characters you follow are leaving corpses or blood spatters in their path as they try to escape. Making a clean cut away from this, you are introduced to Shawn, our protagonist, who wakes up, gets dressed and ready to bring his younger sister up to a place called The Temple of the Clouds with his close friend Raph(ael).

The shift in tone felt a bit startling until things caught back up, and while still early on, I won't spoil any details but it's heavy. This takes a lot in order to get right as oftentimes what a developer aims for and what they achieve can be made or broken in the dialog and the tone that it takes. While jokes can obviously be made, they fit the atmosphere in which the characters are trying to break the tension. This doesn't always work in their favor, or if it does, it does for a limited amount of time before the reality of the situation settles back in and it works really well against the overall approach.

To get to these points and further on the fairly lengthy adventure is a rich looking world with plenty to explore. Each area will have its own quirks and can take some time to walk or run through and if you've not sure where to go? Exploration is the name of the game and there's plenty to find whether in a cave, an enchanted forest or a sewer system under a major city. Some paths forward will be blocked by locked doors requiring keys while others need a series of switches to be hit in sequence to get the appropriate bridges moved into place.

What I found neat with these areas is that it's actually hard to miss points of interest. Showing up as shining or glimmering spots, these points could be usable items, equipment or even key items as not everything is hidden in treasure chests. Just because these points of interest are hard to miss, it doesn't always mean that they are easy to get to. Hidden paths, multiple grapple points, paths from one area of a map into another, it can take some time to get to them, but like any good RPG, it's always worth picking up everything to save your money for new equipment once you hit that new town.

Before getting to these new towns to spend your hard earned money, you'll first have to fight for it. Designed with all encounters showing on the map, you can choose just how many of these encounters you want to go through while adventuring. Low on potions? Maybe it'll be best to pass on by. Fully loaded? Need to level a bit as that last boss fight was tough? There are often plenty of encounters available and they will respawn once you've left the current area and come back in. What I liked is that Numina doesn't fall into the trap of having too many random encounters because of it. Just make sure to not take these roaming foes lightly as they will chase after you.

If you do decide to get into an encounter then make sure to have your fingers ready to hit the right prompts! Designed in the same vein as a few other RPGs across the decades, Numina requires a hands-on approach to battle and depending on the actions, what's required will change. Normal attacks with a sword for example will require you to hit the action button as the outer circle crosses the inner one. Charge attacks that do more damage require holding an arrow key until a meter fills up to the specific point. Ranged attacks will have a moving line that needs to line up with a set outline.

If you manage to get relatively within the sweet spot so to speak you'll do full damage to the enemy based off of character stats which is sometimes a grand total of zero. What can I say? Sometimes a more magical based character just doesn't do the same amount of damage with normal attacks. So it's a good thing that every character has special abilities, but, in a prevention of spamming them for "instant wins" you have to accumulate the points for them first.

This is perhaps the one area that I found didn't work as well as the rest. To perform special abilities you’ll need to accumulate TP by either attacking enemies or being attacked by enemies. The better the hit, the more TP that you'll accumulate, however, there are some enemies that you'll be accumulating next to none making your spell casters a bit useless as they can do zero damage and they have no TP to cast spells unless they are hit. This really makes your healer useless in certain battles as everyone is taking a hit but your healer can’t heal them meaning that they need to waste turns using healing items instead of being able to attack.

Summary

Overall though? From my first look at Numina through a Sunday Bites approach years ago, I would say that this adventure has been worth the wait and there’s still more to come with Numina Part 2 later this year. Well written dialog in a world that is nice to look at, the gameplay is just as fun and interactive keeping you in the immersion of this world both as the protagonist, and as yourself!

Score: 8 / 10


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Zombie Cure Lab Releasing in Steam's Early Access in Q3 2022!

MUNICH — July 14, 2022 — Zombie Cure Lab, the undead treatment lab builder from the AAA sim vets at publisher Aerosoft and fun-loving, problem-solving developers at Thera Bytes, begins experiments to save mankind on Steam Early Access for PC in Q3 2022.

After years of hiding underground, the last remaining humans stand ready to reverse the zombie apocalypse. With a means of curing the undead in hand, return to the surface and lead a settlement of brave scientists in their mission to save the world.

Start by using natural resources in the forests and mountains to give the human race a place to eat and sleep. Happy workers make better survivors! With their immediate needs met, the world-saving work can begin. Construct sturdy walls and defenses to prepare for night. Open a laboratory and begin your research on sci-fi tech like freeze rays and barriers. With these colorful gadgets in hand, capture roaming hordes and start the treatment process.

https://youtu.be/wt-75nCdMUA

With each zombie cured, grow the workforce and expand the operation, turning back the doomsday clock. Set day and night shifts for your human-zombie hybrids—the Humbies!—to keep them happy and productive. Upgrade the lab to harvest more premium, high-efficiency material and let the new-fangled science equipment open a path toward the final cure.

Use time, careful planning, and proper management of the lab economy to create a well-oiled research machine and turn the hordes into the Working Dead. But be wary—Humbies, like the humans they aspire to be, are fickle creatures. Go beyond their basic needs with comfortable quarters, plentiful food, and luxurious recreational spaces to keep them happy and satisfied, lest they revert to their flesh-hungry baser instincts within the very walls of your base.

“Most games featuring the undead solve the problem with killing, so when Thera Bytes approached us with the idea to focus a zombie game around empathy and healing, we were immediately onboard,” said Winfried Diekmann, Managing Director at Aerosoft. “We hope that Zombie Cure Lab not only brings a refreshing take to the genre, but exemplifies how there are other, nonviolent ways to solve problems.”

Zombie Cure Lab is available via Steam Early Access for PC with language support for English, French, Italian, German, Spanish, Polish, Portuguese, Russian, and Simplified Chinese. Development of Zombie Cure Lab is financially supported by FFF Bayern and the budgetary funds of the Free State of Bavaria. Research Zombie Cure Lab on the official website, follow @ZombieCureLab on Twitter, check out the latest development updates on YouTube, and join the official Discord server.

About Aerosoft - “The Simulation Experts”

With more than 30 employees and more than 50 free developers worldwide as well as numerous cooperations, Aerosoft is one of the leading software manufacturers and publishers worldwide in the field of simulation games today. Thanks to its strong distribution partners in Europe, South America, and the USA, Aerosoft today generates more than 50% of its sales abroad. The high-quality standard of the products is repeatedly proven by international awards and a customer satisfaction rate of over 90%. The Aerosoft online shop currently offers one of the largest PC simulation ranges in the world, with nearly 1000 products.

For more information, visit their official website.

About Thera Bytes

The people of Thera Bytes love games, adore science, and strive to educate and empower gamers at the intersection of both. By addressing serious real-world problems with playful, exploratory solutions, games and health can become intrinsic. To that end, Thera Bytes develops both original game IP and problem-solving applications for the healthcare sector.



Article by: Susan N.



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Monster Hunter Rise: Sunbreak (DLC) Review

Monster Hunter Rise: Sunbreak (DLC) by developer and publisher CapcomNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated Reading Time: 5 minutes. 



Hello fellow Hunters! It's finally time for Monster Hunter Rise to get the G Rank, er MASTER rank expansion you've been expecting! Following after the Monster Hunter Rise review and beginner's guide, we now get to talk about the expansion: Sunbreak!

Alright then Hunters, here we go! Since Sunbreak is an expansion to the already existing Monster Hunter Rise, a title we covered when it first released, I'm assuming that all of y'all here have already played the base game. I'm also assuming the majority of you here aren't long time Monster Hunter fans, as you'd have already bought the expansion anyway (trust me, I would have too).

As such, the vast majority of you reading this have probably played base Rise, maybe it's even your first Monster Hunter title, and are wondering if the expansion is worth it or not. So, long story short, is it worth it? Well yeah, I certainly think so, but it depends a little on your time with base Rise. For the most part, you can probably expect to roughly double your time from the base title with a slew of much more challenging creatures, some of which are new to Sunbreak, so if you didn't spend a lot of time in the base game, or found it too challenging, you may want to make a careful consideration of Sunbreak.

So! Let's discuss some of the new elements to Sunbreak. First off, you now have access to Master rank. For those who know the franchise, this is basically G Rank. For those new to the franchise, Master Rank monsters are tougher, healthier, and have new moves added to their move set. I also personally found them to be far more aggressive, but that may just be me. You also have access to more switch skills, as well as the ability to swap between switch skill sets on the fly, a really cool way of loading out different playstyles and being able to swap between them. Some new monsters even make use of this with special skills associated with the monster.

Sunbreak offers two new areas to hunt in, some new endemic life and records to find, lots of challenging Master Rank monsters, both old and new, as well as some quality of life improvements. You'll enter a new hub area once you've progressed the base Rise story enough, where you can begin fighting creatures that are probably significantly tougher than you were expecting. No, really, it isn't all that unusual to see 80% or more of your health disappear in a single move. Well, that's kind of part of the challenge though, so have fun and remember your defensive buffs!

So let's talk a bit about the new monsters. I won't spoil any for you if you want to go in blind, but I will talk a bit about the new monsters and returning monsters. First up the new monsters. I honestly loved fighting all the brand new monsters added in Sunbreak, especially the flagship monster and the "last boss". The fights were really fun and had the perfect combination of "Oh sh*t" and "Yeehaw". There weren't any particularly awful attacks or patterns, the monsters were reasonable but challenging, and they all looked pretty cool.

For the returning monsters from other titles, I admit some of them made me question who coded the hitboxes on them. I mean, there aren't any hyperspace plesioth tackles, but a number of times I was really confused about why a hitbox extended to where it did. Nothing really all that different from normal though.

Even after you complete the main campaign there is more to do, more quests to take, more sidequests to fulfill, and more guild card achievements to acquire, so don't think beating the last boss is everything the expansion has to offer. But what is the biggest thing that Sunbreak has to offer, in my opinion? Is it the cool new monsters and armour you can craft? The added challenge? The little Easter eggs you can find in the new hub? No, it's gotta be the follower missions.

Guess what hunter, you can take select NPCs on missions with you now. Yup, I'm pretty sure this is the first time in Monster Hunter history, but you can bring fully fledged help in the form of NPCs, only on select missions though. Still! It was really cool to see the Kamura sisters fighting for you outside of Rampage quests. As a wonderful added bonus, the followers getting KOd doesn't count as a cart, lucky you! The AI is also surprisingly solid, offering timely help, mounting other monsters in the area, or releasing powerful moves on the enemies to help you out.

Summary

All in all, I have to say I had a lot of fun with the Monster Hunter Rise: Sunbreak expansion. The challenge was great, the new monsters were fun to fight, and the new additions that were added really help to enhance the game. Being able to take ally NPCs on quests is also a major new function, and I really enjoyed being able to do so, even if it was a somewhat limited capacity.

While the price point may be a sticking point for some, I believe that if you had fun with Rise, you'll certainly get your enjoyment out of Sunbreak.

Score: 9 / 10


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Cloud Imperium Games Will Meet Rival CCP at "Battle of the Bricks" To Fundraise for Extra Life!


REYKJAVIK, Iceland, and LOS ANGELES – July 13, 2022 – Cloud Imperium Games will soon meet their interstellar rival, CCP, at the CIG studio for the "Battle of the Bricks," a fundraising event for Extra Life, a charity supporting Children’s Miracle Network hospitals. Battle of the Bricks tasks each team with hand-building replicas of popular ships from sci-fi spacefaring MMOs, EVE Online and Star Citizen, while completing difficult challenges. Tune in to Star Citizen’s Twitch channel at 1 p.m. Eastern / 10 a.m. Pacific on Friday, July 22 to watch CCP and Cloud Imperium Games build ships while eating the world’s hottest chili peppers, revealing embarrassing photos, and more. The fundraiser will remain open until December 31, 2022.

CCP and Cloud Imperium Games are accepting donations today on the Battle of the Bricks fundraiser page here: Tiltify - Battle of the Bricks.

Throughout June 2022, EVE Online and Star Citizen players submitted digital recreations of their favorite spacecraft to be considered for the charity live stream event. The teams received countless creative submissions, with EVE Online’s Primae and Star Citizen’s Banu Merchantman being selected by a panel of community judges as the winners for the build-off.

When Cloud Imperium Games challenged us on Twitter to a spaceship build-off back in December, we gladly took them up on it,” said Rafn Herlufsen, Director of Player Experience and Community at CCP Games. “CCP Games and Cloud Imperium Games are friendly rivals, but they are similar in that each has a dedicated community of intrepid space pioneers. Tune in to the live stream event on July 22nd to cheer on your team and help us fundraise for a good cause.

We knew our friends at CCP would answer the call to the Battle of the Bricks, and we're excited to bring our amazing communities together for this fantastic fundraising event for Extra Life,” said Tyler Witkin, Director of Community at Cloud Imperium Games. “It has been inspiring to see our separate universes join forces to rally around such a wonderful cause and celebrate the creativity and passion on display in the space game genre that we all share. We hope everyone joins us live for the final challenge on the 22nd.

We're thrilled that CCP Games and Cloud Imperium Games are going to be supporting Children's Miracle Network Hospitals through Extra Life,” said Adam Schifani, Senior Manager of Community Experience at CMN Hospitals. “We are grateful to both the EVE Online and Star Citizen communities for their generosity and passion!



As various donation milestones are met during the stream, CCP and Cloud Imperium Games will spin a wheel to determine the activity both teams must attempt. Activities for the stream range from wholesome to zany, including EVE Online or Star Citizen in-game ship giveaways, trying rotten shark, eating mystery-flavored jelly beans, and much more. The full list of activities that the teams could be tasked with attempting will be revealed during the live stream event on July 22, 2022.

EVE Online can be downloaded for free by visiting www.eveonline.com. For all the latest information about the game, please visit EVE News

For further information, including how to download and play Star Citizen, visit the official website. Enlist today and join this ever-expanding universe by visiting the game’s Welcome Hub and Guide System for tips on how to play.

About EVE Online®

EVE Online (PC/Mac) is a compelling, community-driven sci-fi MMO game where players can build and pilot a wide variety of spaceships, traversing vast solar systems for free and choosing their own path from countless options, experiencing space exploration, immense PvP, and PvE battles, mining, industry and a sophisticated player economy in an ever-expanding sandbox. EVE is a captivating game in which hundreds of thousands of players compete for riches, power, glory, and adventure, forging their own destinies in a single thriving universe.



Article by: Susan N.


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Mothergunship: Forge Review

Mothergunship: Forge by developer and publisher Terrible Posture GamesPC (SteamVR) review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 


Having originally released as a first person shooter / roguelike / bullet hell back in 2018, Terrible Posture Games is back again with more Mothergunship action. Taking you from behind the screen and putting you right into the action within VR, Mothergunship: Forge is all about the same thing but from a less safe space as it drops you right in that middle of the action instead of keeping you safely behind a screen.


Full disclosure? I jumped many times and this isn't even a horror experience. Like in real life though, when you don't expect something to be somewhere it's going to scare the crap out of you. Thankfully you can punch things but more on that shortly.

Mothergunship: Forge is an intense experience that doesn't hesitate to throw you right into the action. Starting off with nothing more than your fists for a tutorial, you'll be punching and blasting your way through various rooms with various enemies. The goal? To both hopefully complete the challenges ahead and defeat the Mothergunship by any means necessary. Even if that means equipping your guns with 80s style boomboxes and cowboy stetsons.

The great thing about Mothergunship is that it's easy to pick a starting point. Loading up an adventure will bring you right into the action where you'll literally be using your two hands to put crazy weapons together. Split between gun parts and connectors, there's no shortage of insanity as long as what you have on hand, oh yes, I went there, fits together with neat little arrows of what direction a node can be attached.

The best part of this is that all of these connections go straight onto your primary connectors which are attached to your in game gloves. This means if you move your hand, you move your weapon. Have a connector that has three horizontal outputs? You can attach three different items. Three guns. Two guns and a power up. Two power ups and a gun. Three power ups if this connector is already attached to another. The options become limitless once you start to get new pieces and if you're not happy with the loadout? Swap it all around as everything is plug and play!

This flexibility makes combat that much easier, or that much more chaotic, depending on what you have on hand. While most guns will shoot forward, and some may lob such as grenade launchers, not all connectors will be offering straight shots. Some are at angles, some will be literally shooting to the left or the right of what's currently forward, and others will be up or down. So while you're standing in the game and looking around to see what's currently attacking you, you'll also have to pay attention to how your hands are placed in order to get the best shot(s) possible.

I can also easily state for the record that I will never star in a John Woo film. Not with my performances!

Looking through a screen is one thing as you're detached from the experience regardless of how immersive it could be. Standing in a room with a virtual reality headset though? There's nowhere to run as you're now in it for better, or worse! With this came something that I appreciated. While pulling the trigger guns blazing in the direction of anything shooting at you, the only thing you need to worry about not getting hit is your head. Not your body, not where your legs would potentially be. Just your head.

This makes the rest of the action a lot smoother as Mothergunship: Forge is a bullet hell and oh, let me tell you, it lives up to that name especially in boss fights. So only having to move your head means that you can easily play standing up in a small to medium sized room, or, sitting in a chair if you're willing to strafe a bit by pushing your chair wheels over whenever necessary. It also means that you don't have to really worry about moving around with the joysticks on your motion controllers as just a good step or two should be good enough most of the time… as long as you see it coming.

For the moments that you don't see coming, that's where either your fists or your health bar come in. In terms of enemy types, you have turrets, flyers and what I'll call crawlers. With your eyes "up" you can miss these still sizable metal munchers that make me think of Teenage Mutant Ninja Turtles Mousers, or Digimon's Metal Greymon. This is where you'll want to make sure that you have a bit of pressure on your controller sensors to activate your fist weapons and you'll need to be ready to punch, straight or uppercut, if needed. It's a good thing to have as knee jerk reactions will often save your health meter.

This is where I'll take a second to lead in to maybe my only potential suggestion as I don't have any complaints on Mothergunship: Forge. Because of how I was standing, it took me two actual runs to find out where my health meter was or where my currency was being listed for whenever I would get to a shop. More on that shortly. These are displayed on the back of your gloves instead of a heads up display. While it does keep the experience super clean as there's nothing to distract you… you do have to either extend your arms or look down to see how many more hits you can potentially take.

In between all of the gunning and punching, after each room has been cleared of enemies, you'll get a choice to pick a door forward. Do you want to go towards cash? Gun parts? Shops? Purple embershards... crystals... stuff? More on those shortly but NPCs make up your mind! Or do you want to tackle a challenge which ups the difficulty of what comes next? There's no real right choice other than what makes sense for you at that moment in time.

Finally, the last element to Mothergunship: Forge are these purple "crystals" that can be acquired. Collected either by defeating enemies or by choosing them as a room reward, the accumulation will unlock new weapon options for you on your next run. Available from the main hub menu, you can see what can be unlocked once you have collected enough of these such as what was called a pizza launcher. Looked like a pizza launcher but shot out metal saw disks of destruction. Side to these, other perks such as starting off with extra health can also be obtained if you perform certain actions that are listed which only help to give you a head start on your next challenge run.


Summary

As a fan of Roguelikes and still a beginner in the realms of VR, I thought that Terrible Poster Games' Mothergunship: Forge was a solid experience. Solid visuals, scary bosses when they come up to your face, loads, and I mean LOADS, of weapons and weapon combinations to choose from, there's more than enough to keep anyone going for hours at a time all from the… safety of your living space. Hard to be safe when you're technically in another world!

Score: 8.25 / 10


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Watch LOUD Gameplay Full Song Playthrough on Hard Difficulty


12 July 2022, Warsaw, Poland
| Polish developer Hyperstrange have put out a full song playthrough from LOUD, their upcoming passion project that is a wholesome rhythm arcade guitar game. The footage is captured from the Nintendo Switch version of the game and features the custom-written song, Fear No More.

We can all choose to ignore that the dev playing wasn't able to make this a perfect run and botched it right towards the end :D

LOUD also comes with a full story mode staring Astrid, a young teenage girl with big dreams of becoming a talented musician to avoid a potentially mundane adult life. So she dives head first into the world of guitar, pop-punk, and emo.

14 custom-written songs make up the 14 chapters of Astrid’s story as she goes from playing air guitar in her basement to hopefully signing her first deal with a talent scout. Master songs and improve your timing to unlock additional cosmetic upgrades such as outfits, guitars, and locations. Three difficulty modes plus a 4th tier are unlockable in-game.

LOUD will release first on the Nintendo Switch on July 15th, 2022, and will be coming to other platforms at a later date.

About Hyperstrange

We are Hyperstrange, and so are our games.

Hyperstrange is a games development and publishing studio operating from Warsaw, Poland. Founded on the day of 2015 Solar Eclipse, we continue to bring Metal, Fantasy, Action and Hyper-strangeness to gamers worldwide.
 


Article by: Susan N.



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