Thursday, August 31, 2017

The Division is preparing their largest free update to date

 

It has been roughly a year and a half since the release of Ubisoft’s ambitious third-person shooter MMORPG, Tom Clancy’s The Division. In that time the game has carved out some success for itself; breaking sales records for the developer, releasing some well received paid DLC packs as well as scoring a movie deal around the same time as the Assassin’s Creed movie last year.  Now The Division is preparing to launch their biggest free update ever this fall, Update 1.8 titled “Resistance”. Resistance is looking to expand The Division more than anything else that has come before it, adding in two new game modes and an entirely new area.

The new game modes consist of a similarly titled PvE mode, Resistance, and a PvP mode called Skirmish. In the Resistance mode, the different enemy factions of the game team up against the division agents coming at a team of up to 4 agents in a varied wave, similar to a standard horde mode. In Skirmish two teams of 4 agents compete against each other to see which team can get the highest number of kills before a timer expires. These modes may seem pretty basic, but keep in mind that they are completely free to the player and bolster a lot of the replayability of the game.

The new area added in the Resistance update, the West Side Pier, is spread across 2 zones and accessible to all players. In the West Side Pier, enemies from other zones are joining forces and it is the Division agents’ duty to put a stop to that, thus the new game modes. The West Side Pier also contains a new social hub called Camp Clinton where agents can coordinate their teams before taking the fight to the new super group of enemies.

Along with the straight up new content, Resistance will be adding some improvements to past DLC and the base game. This includes a revamp of rogue mechanics and some improvements to the Underground DLC. One of the more interesting of these updates is an improvement on the gear system, which will now let players improve stats of their favorite equipment instead of being forced to replace it. For more detailed info, you can tune in to the official Twitch livestream for The Division here on 5PM CEST on August 31st.

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REVIEW / Aztez (PC)

 

Aztez is a snazzy little side-scrolling brawler and strategy game by Team Colorblind. The game is set in the Aztec Empire just 20 years prior to the Spanish invasion. When I first watched the trailer, I was only expecting a hack and slash game with a cool color scheme and Aztec theme. However, there’s so much more to Aztez than an incredibly fun and brutal battle system.

 

 

A campaign in Aztez can be completed in just under/over 15 turns, according to the inbuilt guide. Each turn in Aztez follows the same pattern, although each campaign can vary wildly. First, you are dropped onto the map which covers many locations in the Aztec Empire, including the capital and nerve center of your operations – Tenochtitlan.  You start with a predetermined number of cities in your Empire, and the rest of the cities are neutral. During the strategy stage (on the map), events pop up around the map which can net you resources (money), cards (items or single-use services) or extra Atzez. Aztez are the warriors you use in the battle stage. You start out with one and can collect more by completing events.

One of the “game over” requirements is running out of Aztez, so you have to be careful about picking up battle-based events that are too hard. When you hover over an event, it shows the conditions for victory (e.g. defeating all foes in 3 minutes), the consequences for losing (e.g. Aztez dies, lose X resources), and for every event there is a bonus condition that you can meet (e.g. sacrifice two foes during battle) to net extra items or resources. This screen also shows how many of each enemy type will be present during the battle, which is vital if you want to stay alive and avoid really difficult to deal with enemies. On this screen you can also access your Aztez’s loadout, which includes cosmetic changes, the kind of god you can summon in battle, and obvious things like weapons and armor.

 

 

Events which lead to battle will, after you have finished tinkering with your loadout, take your Aztez to a side-scrolling hacky-slashy section in an area modeled after places from the Aztec Empire. On the controller you have two attack buttons whose type of hit (i.e. flinging the enemy in the air or crushing them in the ground) can change based on the direction you hold the analog stick. You can also block and grab enemies. While the enemy still has a decent amount of health, grabbing them will give you the option of kneeing them in the gut until they fall back. However, when most enemies are on low enough health, they sway in place and are surrounded by a red light. You can then grab them and sacrifice them to the gods, resulting in a gigantic spray of blood.

All attacks result in bright red blood flying across the screen (which looks great on the otherwise greyscale battlefield), which you can absorb by holding down a button. You are left vulnerable when doing this, but absorbing blood both slowly refills your health and fills your blood meter. When your blood meter is full, you can use the same button to summon whatever god you’ve unlocked and picked in the loadout screen, which appears to deal a hardcore attack to multiple foes.

 

 

If you die in combat and have no more Aztez, it’s a game over. If you have other Aztez available or that have already been successful during their missions, you will continue the campaign with one less Aztez to use on your next turn. Once you have exhausted (but not killed) all of your Aztez in a turn, you can go about using your resources or items. Resources can be used to buy one of four services – for example, a General can be placed in a city to prevent dissent. Each time you use a service, its resource cost increases for the next time you use it. You can also receive cards featuring items during your turn which have different effects. One item will remove all current events on the map and replace them with new ones. Another acts as a single use version of one of the services and doesn’t cost any resources to use.

You have to budget your Aztez, your resources and your items carefully while taking the current climate of the Empire into account. After one or two turns, neutral cities on the outskirts of the Valley of Mexico start to be overtaken by dissent. As turns go on, dissent can spread to adjoining cities. You can deal with dissent by paying for one of the services to neutralize, convert, or prevent dissent from spreading. There also events which can show up letting you take over neutral cities and neutralize dissenting cities – typically the latter will require a battle segment against the rebelling citizens. If dissent reaches your capital city, it’s game over.

 

 

As the turns go on, it becomes really hard to keep the resources and dissent in check while dealing with the increasingly difficult enemy mobs. You can strategize by taking on festival events which allow the player to reap massive resource rewards, or take on training to acquire new gods to summon and weapons to use. Unlocking new weapons makes them available for your initial weapon selection at the start of the game, which gives you many different ways to play. Once you’ve played a few times you’ll get towards the end of the campaign, where an interesting and terrifying event (complete with new, high stakes music) will begin. Despite about five or six runs at the campaign, I only reached this point once. The first few times I was just feeling the game out and getting a handle on all of the aspects of the strategy and how to deal with different enemy types. After that, I really focused hard on my strategy and still only made it to turn 10 or 11.

This may not be true for everyone, but for me, Aztez was hard. That said, it’s not an insurmountable difficulty. I think if I really worked at my strategy, I could definitely get to whatever the end of the game holds. Part of the difficulty comes from battling with the enemy types and the strategy element at first. After a few tries you start to understand what’s really, really important for success – e.g. having more than one Aztez to deploy. Aztez does offer a training and advanced training session at the start of your first campaign, which you can also access from the main menu, but dealing with different styles of enemies requires concentration and practice, something you don’t usually expect to do too much of in a hacky-slashy game.

 

 

Aztez is fun, albeit somewhat difficult, but you won’t find yourself banging your head against a wall out of frustration. Aztez doesn’t make you rip your hair out  from battling with the controls, but it could stand to give you maybe a tiny bit more instruction on the battle side of things. The strategy side is trial-and-error and provides a healthy but not frustrating level of challenge. Aztez is also legitimately fun to play, as you would expect of a game where you send sprays of blood everywhere during battle.

The impact you have on the enemies when you send them flying or come up against a block feels real and powerful, as you would expect from a battle between two hardened warriors. The gods you can summon feel truly massive, and absorbing blood from the battlefield is so, so satisfying. The battle arenas, the map, and the carefully chosen pockets of color in the blood and the event markers are just gorgeous, and the Aztec design isn’t one you see a lot of, so it’s really refreshing to look at as well. The music is absolutely perfect and doesn’t wear after the 10th or 20th battle or strategy section.

 

 

I’ve read around the internet that Aztez is slated for release on PS4, Xbox One and Vita in the future. I think that the game would work on any of these consoles, but the Vita would be the most enjoyable. A game like Aztez, being like Civilization but with less of a hardcore time investment, would really thrive on a portable like the Vita. I’ve enjoyed the game so much that I plan to pick it up on the Vita when it is eventually made available, and I’m not usually a fan of strategy-heavy games. Whether you’re a fan of strategy, of hack-and-slash games, or neither, I implore you to give Aztez a go on PC. It’s good, unclean fun. Oh god, so much blood. Blood everywhere.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

 

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Wednesday, August 30, 2017

A visit to the Gaming Lounge at Wizard World Chicago 2017

 

Wizard World Chicago 2017 is packed up and on its way to the next city. The Donald E Stephens Center in Rosemont, Illinois, is always abuzz when Wizard World is in town, and this past weekend was no different. There were plenty of comics and collectibles to browse through, photo ops and signings with your favorite television or film actors, and lots of great artists on site offering commissions and exclusive prints. So how was gaming represented at one the of premier cons in the Chicagoland area?

 

 

I was on hand to check out all the above plus the Wizard World Gaming Lounge. Bandai Namco was a big sponsor again this year as they were last. Pac-Man wandered the lounge floor while attendees hovered around the main stage watching players take on each other in games like Smash Bros. Wii U and Rivals of Aether. Having not been exposed to Rivals of Aether, I was impressed by the Smash-clone’s retro art-style and colorful levels. If you are fan of Smash and are looking to mix things up, I would definitely take a look at Rivals of Aether, which is available on Steam for $15. The commentators calling the matches mentioned that additional content for the game had just arrived in the store, which adds Ori and Sein from Ori and the Blind Forest.

 

 

The Lounge floor also had a demo of Ace Combat 7: Skies Unknown. I’ll admit that I haven’t played an Ace Combat game since Ace Combat 4 (Greatest Hits version), so I was a bit rusty jumping into the cockpit. Specifically, the PlayStation VR cockpit. In the demo version, I got into a dogfight with a couple enemy planes, needing to protect my allies in the process. I surprisingly kept my stomach intact while performing barrel rolls and engaging enemies perpendicular to the surface of the earth. The demo was over relatively quick, but I think I played for a solid 5-10 mins, which in my opinion is plenty of time in a game like this until you need a break. If the demo is anything like the full game, I think Ace Combat fans are going to by psyched to play this game on PSVR.

 

 

Con attendees were able to drop in to a number of systems scattered around the Lounge floor, where there were lots of competitive matches going on away from the main stage. Adjacent to the main stage was a VR experience of the new IT horror movie was enticing attendees to wait in line for a frightening experience (no thanks!). Also hanging out in the lounge was Extra Life – I’d highly recommend checking out this group fighting the good fight for those in need. A tabletop gaming section was also set up next to the Lounge where vendors were selling a variety of board games for attendees to sit and play with friends and/or strangers.

 

 

When making comparisons to last year’s Wizard World, it was great to see the Lounge integrated into the fabric of the show floor – it almost served as a gateway between the two main floors, offering people a chance to take a break from browsing the booths to hang out and play games. The downside of this placement was that there was less overall space dedicated to gaming, but it still was a better showing than this year’s C2E2. I’m hoping this isn’t a trend, and maybe next year they can bring back some cabinets or more demoes for attendees to try.

 

 

So now we wait until next year. Even though it’s close to time where we hunker down with our PC/consoles for the winter months, I always look forward to closing out the summer each year with Wizard World.

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Tuesday, August 29, 2017

Rockstar launches next Grand Theft Auto DLC: Smuggler’s Run

 

You’ll either rejoice or despair.

Rockstar Games has announced its next GTA DLC: Smuggler’s Run.  It launches today, August 29th, and is sure to be another massive success.

This update centres on Nervous Ron, Trevor’s sidekick in the game.  He’s turned to smuggling, and needs a new business partner to help him stay sane.  That’s where you come in.

Smuggler’s Run opens up the airways of Los Santos and Blaine County, which is a good thing because the roads are by now filled with motorcycle gangs, rogue CEOs and dangerous armed militia thanks to the Gunrunning DLC released a few months back.

However, just because the skies have opened up doesn’t mean you’re not in danger.  Yes, you have access to a new range of planes, choppers and ultralights but you will still have to deal with hydras, anti-aircraft missiles and public lobbies filled with players who want to ruin your day in the most explosive way possible.

Smuggler’s Run promises a massive range of new, customizable aircraft along with expansive new aircraft hangars where you can house your aircraft.  Your hangar doubles up as your HQ for all things smuggling.  Nervous Ron will be on hand to guide you, and Charlie will be your mechanic/assistant who will take care of fixing your sure to be damaged machinery.

Looking online it seems like this update is receiving mixed feedback from players.  Some are genuinely excited at yet another free DLC from a game that has provided so much entertainment in the last few years. They’re looking forward to getting some airborne action and the trailer certainly offers that.

Others are unhappy that it’ll be yet another expensive set of options, forcing hours of ‘farming’ or having to buy Shark Cards (the in-game currency option) to keep up with their friends, and that’s not to mention the effect it might have on public lobbies where pilots in Hydras already try to ruin every bit of fun by destroying everything in sight.  Giving them more flying machines and other weaponry might just be a step too far for some.

Either way, be ready for an expensive time of things.  I downloaded the DLC this morning and with the most expensive of every hangar/vehicle plus all optional upgrades (engines, weaponry) there was not much change out of $35M in-game cash.

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A quick hands-on with Band of Outlaws

 

A while back I wrote about my time at the Indy Pop Con media convention, specifically about the game Cattails which you can read here. However, during my time at the con I played a sizeable amount of independent games. A lot of those games, while promising, were still a long ways off of an official release date. I held off from speaking about them until they were closer to launch, but one of my personal favorites from the show completely snuck up on me! I’m talking about a 2D action platformer called Band of Outlaws, which has just hit its big release date on Steam.

In Band of Outlaws , you control an adorable 8-bit version of the iconic Robin Hood and his band of Merry Men. As the famous thieves, you take back towns from the evil Prince John and defeat bosses while watching your Sherwood Forest hideout grow and accumulate a mass of gold that would make Smaug blush. The game also contains a local multiplayer deathmatch mode that pits two of the Merry Men against each other in a battle of archery skill.

In my time with Band of Outlaws, I played the first mission and took back the land with style. Band of Outlaws provides a satisfying platforming experience with tight jumps and a silky smooth wall jump mechanic; I am just an absolute sucker for a nice wall jump. The main weapon of the Merry Men is the simple bow and arrow. You can peg the enemies from a distance, but I found that it fired quick enough to work just as well in extremely close quarters. In the level I played the enemy design was varied really well and each enemy and their placement gave me a challenge. I would have to dodge an attacking bird, while also keeping an eye on enemy archers who would take pot shots at me until I could land a total MLG turnaround no scope arrow shot on both enemies while hitting just the right jump.

Unfortunately, the show floor demo did not include the multiplayer aspect, which bummed me out really hard. The gameplay in the single player mode felt great and just the thought of transferring that to a two player deathmatch could lead to some very intense battles; similar in spirit to Towerfall Ascension.

Band of Outlaws is available now for $4.99 USD on Steam, and you can visit the store page here.

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Bethesda’s Creation Club out now for Fallout 4 on PC

If you’ve played one of Bethesda’s many open-world RPGs, you will at some point have come across the modding scene. It’s too big to ignore, too whacky to resist; heck, I play 2002’s The Elder Scrolls III: Morrowind with a complete overhaul mod pack that brings the game almost in line with its younger brother, 2006’s TES IV: Oblivion. I have nothing but respect for the ladies and gentlemen who dedicate exorbitant amounts of their own time to bringing the rest of us new content for games long since forgotten by their developers. It’s a thankless task, and one that rarely reaps any rewards other than the joy of seeing that little ‘downloads’ counter inch slowly upward.

Morrowind, like you’ve never seen it before. Courtesy of Ornitocopter.

A heated debate is currently raging on this very topic. Several months ago now, Bethesda announced and unveiled the Creation Club, a forum and community designed to provide official paid content – like the loot crates that are so common nowadays – for their most recent titles, TES V: Skyrim and Fallout 4. Offering content created and curated by both Bethesda developers and the best of the modding community, the Creation Club is very clearly an effort to enforce some form of currency exchange in an otherwise prolific, free-to-use modding scene.

It’s hardly surprising, then, that cages have been rattled.

I am telling you all of this because the Creation Club has officially launched, and as a result some of the early offerings are available to browse. I’m going to come clean: as a huge fan of both the Elder Scrolls series and the Fallout games, this sort of stuff did give me tiny fanboy goosebumps. The new content covers everything from armour to weapons to characters to foliage to gameplay, and seems to be keen to incorporate returnees from previous Fallout titles; the Chinese Stealth Armour and Hellfire Power Armour, for example, will be familiar to anyone who has spent a bit of time in the Capitol Wasteland. We’ve then got the Power Horse Armour – comprised of Giddyup Buttercup parts, mostly – as well as a replica of the spacesuit from Arkane Studios’ recent outing, Prey.

There’s also currently a home-made shotgun, a prototype pre-war Gauss Rifle from Fallout 3, and even a military rucksack that increases carry weight and provides other perks as it is customised. Throw in new paint jobs for certain power armour sets and your pip-boy, and you get the general idea: this is the CS:GO loot case shop of Bethesda RPGs. To purchase these new additions to the base game, you’ll need Creation Club credits, which can be purchased for real money like any other micro-transaction currency; once purchased, some of the above items will require that you complete a quest in order to access them (which is a decent idea, particularly for those of us who have 100%-ed the game), whilst others will simply drop into your inventory.

Bethesda are currently offering 100 credits for those who log in to the Creation Club store on console or PC, just to sweeten the deal (marginally, mind you: 100 credits won’t get you that Hellfire armour). Oh, and for the record: the modders who have successfully applied to become Creators are paid for their efforts, which I happen to think is pretty cool. If you’re interested/concerned/outraged, check out the official webpage for more information and the E3 announcement trailer.

Bethesda’s Creation Club is scheduled for release on PS4 and Xbox One in the near future, and is currently available on PC as an update for Fallout 4 only.

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Sunday, August 27, 2017

The Escapists 2 breaks out onto Steam, Xbox One, and PS4

 

You may or may not have heard about a game that became rather popular after it was released back in 2014. The Escapists did very well for itself, in fact it did so well that Team 17 and Mouldy Toof have announced that its sequel has been released for Steam, Xbox One, and PS4.

The Escapists 2 is the successor to the award winning sandbox prison-escape game. Escaping will, of course, be something much easier said than done. You’ll have to work around a strict prison schedule if you want to avoid the unwanted attention of the guards. This time you’ll find yourself crafting weapons and tools found, or of course, stolen from within the prison. You’ll need to watch yourself though, a cell shakedown could easily mean the undoing of all your hard work.

The game has many new features for Escapists fans to explore and enjoy. Among these are a series of new items to craft, including a taser, an item that is a must for those times when you absolutely have to make a guard unconscious. A new combat system has also been implemented featuring new lock-on targeting and the ability to make light and heavy attacks. In addition to this the game is offering a more rounded experience by giving you new ways to make your prison life less miserable. You can join a band, learn to paint, and much more.

On a more technical note, the game is offering drop in/drop out play and will support both split-screen and online multiplayer for up to four people. The Escapists 2 offers co-operative and versus play so if that’s your thing there will be plenty to do with your mates.

Fans of the first game in the series will probably be very pleased to see that their experience has been given a spit and polish and made bigger and better to boot. New comers to this franchise will be able to look on what is already a rather acclaimed series with fresh eyes and hopefully get a lot of enjoyment out of something that has been enhanced for them. Either way if you’ve got the itch for a bout of breaking out The Escapists 2 will be in stores for your relevant device now.

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Saturday, August 26, 2017

Ubisoft’s Pax West lineup announced

 

Ubisoft (one of the companies everyone loves to hate, but still buys their games) recently announced what they are bringing with them to Pax West.

The first (and personally what I am most excited for) game coming to the event is Far Cry 5. Anyone lucky enough to go to Pax West will be able to play a demo of the game as well as take part in a new fishing competition where whoever among 8 people catches the biggest fish wins a Far Cry 5 pin. Also, on Saturday September 2nd from 2:30-3:30, Jack Patillo of Achievement Hunter is hosting a panel that will include the Lead Writer and voice actors of the game. The panel can be watched here.

From 11:00-4:00 on Saturday and Sunday of the event, Ubisoft will be livestreaming gameplay of Far Cry 5, Assassin’s Creed: Origins, For Honor, and Tom Clancy’s Rainbow Six Siege. The livestreams can be found on their Twitch, Youtube, and Facebook.

On Monday, September 4th, at 2:30, the For Honor development team will be holding their first live show to take questions, provide some news and information, and give a look into the game’s coming content. The show can be seen here.

Personally, I am excited to see any new things from Far Cry 5, and I am sure fans of For Honor are excited to see if the game will be improved at all. Also, Rainbow Six Siege and Assassin’s Creed always seem to catch a glimpse from me as well. Anyone else excited to see anything from Ubisoft? Let me know in the comments!

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Friday, August 25, 2017

REVIEW / Undertale (PS4)

 

Imagine a role-playing game where you don’t have to grind, level up, or even attack enemies. Sounds like one of those challenges you see on YouTube, right? Well Undertale is no challenge…literally. Well there’s a little challenge, but the point of the whole game is knowing that you have a choice whenever you encounter enemies and bosses: you can beat them to a pulp or you can spare them by giving mercy.

 

 

Undertale originally came out for the PCs a couple of years ago. Created by a one-man developer, Toby Fox, the game became a hit and garnered high scores from review sites for being very unique. The combat system of nonviolently defeating enemies, while not a farfetched idea and probably have done before (where you escape or flee enemy encounters), was given a cool twist in the game.

In Undertale, when you encounter an enemy, you have the option to fight or act. Choosing to fight will bring up a mini-game, where you must hit the center with a slider that goes back and forth. The damage you do depends on how close you are at the center. Choosing to act, however, brings up another subset of commands that is different from each enemy or boss. These actions is what will lead you to spare an enemy.

 

 

Sparing an enemy or boss for a pacifist run of the game is where that little challenge I was talking about earlier comes in. Allowing mercy isn’t so cut-and-dry like fighting; there’s a little bit of experimentation and dodging to do. You can do certain actions for each type of enemy or boss, but there’s always one (or two) action that, if done, will allow you to spare an enemy. It takes a little bit of observation, by the way. One enemy might outright say what it wants in order for him to be spared, but others will show it to you.

Then there’s the dodging aspect of sparing. When you do an action to an enemy, the enemy will fight back by attacking you. It launches a mini-game where you have to dodge the enemy’s projectiles, which can be quite interesting. There are times when you’re dodging missiles, fireballs, cats, and sometimes you’re not even dodging projectiles, but rather shooting them back to the enemy. Clearly, following a pacifist run is the more entertaining of the options to either fight or spare.

 

 

Story-wise, Undertale is a trip. You wake up to a world where monsters and humans inhabit the world, and you have the urge to go back to your home. The journey home takes you to a very amusing, sometimes outright silly path of quirky characters and dialogue. There is humor littered all over the place from the banters to the boss battles. I guarantee you’ll find something amusing in the first few minutes you play the game.

One of the game’s awesome features is that there are multiple endings based on whether you took the path of violence, the path of mercy, or somewhere between the two. In fact, more gameplay is also unlocked when you, of course, take the harder route of sparing every single enemy and boss. Just remember though, the extra gameplay means harder bosses, so hopefully you’re an expert in bullet hell.

 

 

By the way, purchasing the PS4 version of Undertale gives you a copy of it for the Vita. The game is perfect for on-the-go gamers, since the game is quite easy and can be finished in six hours. It also has some replay value with its multiple endings and different ways to defeat enemies. It’s also good for a laugh as well.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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Rainbow Six Siege hosts a free weekend for the Pro League Finals

 

Tom Clancy’s Rainbow Six Siege has been steadily grinding out content since its December 2015 release date. Ubisoft has been supporting the game extremely well; providing new contents and updates, as well as patches that improve the user experience. In fact, Rainbow Six Siege is just about to wrap up their latest event, Operation Health, where the whole purpose was to patch in improved content and eliminate as many bugs as possible. Flash forward to today, Ubisoft has announced a free weekend for the fast-growing FPS just in time for the next content update, Operation Blood Orchid, and the Pro League Finals.

Rainbow Six Siege’s free weekend will run from August 24th-27th on the PS4, The Xbox One, and PC via Uplay on Steam. During the free weekend, and extending further to September 4th, Ubisoft will be offering the game at a 50% discount. To make the deal even sweeter, free weekend players can carry over all of their progress and continue to play uninterrupted if they purchase the title.

The Operation Blood Orchid content update was pushed back from an August 29th release to a September 5th release on all platforms. However, content updates will enter the Technical Test Server on PC starting August 29th. This update is aiming to add in a brand new, theme park based map in Hong Kong as well as 3 new, officially-yet-to-be-revealed, operators.

Rainbow Six Siege firefight

For those of you interested in checking out Rainbow Six Siege for the first time during this event, let me give you some survival tips.

  • Take your time. It is incredibly important to be patient and devise a plan before running and gunning.
  • Learn the maps. Knowing sight lines and choke points will greatly help in defending. It will also give you a better idea of how to approach on attack.
  • Listen. Siege is full of audio cues that help you find the enemy. If you have a surround sound headset, wear it. It’ll give you a huge advantage.
  • Communicate. Telling a teammate where you saw an enemy or coordinating a breach and clear can elevate your game to new levels. Also, remember, you can still communicate even after you die in the round.
  • Know your gear. Each operator has a unique loadout and a special piece of equipment only they can use. Study up on how to optimize that gadget usage and you’ll be the best teammate around.
  • Be Kind, Be Courteous, Be Helpful. Friendly fire is always on in Siege, so it’s best not to get on your team’s bad side. This means don’t be that person playing music over the mic. Or that person unfairly blaming your teammates for a loss.
  • Last, but not least, Ignore your stats. While you’re learning the game and getting used to how it plays, you are almost guaranteed to do poorly statistically. Don’t get discouraged by a poor K/D or Win/Loss ratio. Once you learn, those stats will sort themselves out anyway.

You can learn more about the Operation Blood Orchid update on the official Rainbow Six Siege twitch channel here on August 26th.

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THQ Nordic announces a new open-world action RPG

 

Fans of videogames often bemoan the industry because of a perceived lack of new IP from developers. Their feeling is that many of them seem to continue to just rehash the same old tired gaming tropes over and over. Well, THQ Nordic is stepping out on a limb and bringing a totally new open-world action RPG to consoles very soon.

 

 

The gaming company that brought us titles Battle Chasers: NightwarSine Mora EX and Spellforce 3 announced today that their new game Biomutant, a new and original open-world action RPG for the PS4, Xbox One and PC, will allow you to explore a world in turmoil and define its fate.

Set in an imaginative post-apocalyptic universe, Biomutant is a kung fu fable filled with fantastic creatures to discover, dangerous factions to navigate, and colorful worlds to explore with mechs, paragliders, balloons, mounts, jet skis and more.

 

 

Biomutant’s unique design lets players change their character’s abilities and appearance with powerful mutations, bionic prosthetics and weapons. You can grow claws, sprout wings, or attach a robotic leg – each choice will impact the way your hero plays in real-time combat that blends melee martial arts and firearms.

While THQ Nordic haven’t revealed a specific launch date as of yet, they did report that Biomutant is expected to launch sometime in 2018. Check out the cool reveal trailer below. I’m actually excited for this one and am hoping that it plays as cool as it looks.

 

 

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Wednesday, August 23, 2017

PREVIEW / Next Up Hero (PC)

 

Inspired by old school, twin stick arcade games, Next Up Hero offers a very unique take on multiplayer hotseat type games. There are currently nine heroes available in the Next Hero Up beta (two of which must be unlocked somehow) and each one sports two different offensive abilities. The primary attack is essentially the auto-attack ability. It can be spammed over and over. The secondary attack is a bit more powerful and consumes energy from the character’s “special bar.” I never felt low on energy though as the bar regenerates rather quickly over time.

 

 

 

Once you choose your character, you load into the stage selection screen. Here you have the option to create your own game or join someone elses. Whichever you choose, you’ll start from the beginning of the stage and fight your way through until you die. Combat feels very similar to Forced or Gauntlet. However, unlike in those games, dying in Next Up Hero is kind of a good thing…kind of.

 

Character selection screen.

 

Next Up Hero is designed to be difficult. So much so, that dying is usually an inevitability, not a possibility.  So WHEN the unfortunate does happen and your character falls in battle, just accept it. But know that all is not lost. Your hero will live on as an Echo, a ghostly apparition of their former self, which can be revived by the next hero who plays that stage.

 

The faint, transparent person attacking the enemies is another player’s “Echo.”

 

YOU however, cannot be that hero. A rather annoying aspect of Next Up Hero is if you die, no matter how far you got in a stage, you’re not allowed to play that level again until someone else plays it first. The goal here is that eventually there will be enough echoes of fallen heroes to help someone actually beat the level the whole way through.

 

Stage selection screen.

 

Echoes can do a couple of things to help the Hero that revived them. For one, they can fight enemies for you. Echoes are invincible and as such, can safely draw aggro and dispatch enemies. And while they don’t deal as much damage as a fleshy hero, their presence in a fight is definitely welcomed. If you manage to revive multiple echoes though, you can merge them into monstrous allies called Ancients that can help in combat in various ways.

 

 

One final aspect of Next Hero Up is the equipped ability feature. Any monsters the player slays is tallied in the table shown above. Once the required amount has been slain, the player can unlock that creatures special attack or skill. Only one of these abilties can be equipped at a time but they can be applied to any hero. One of these added benefits in combat could really mean the difference between beating the level or becoming just another echo.

 

 

I’m definitely keeping Next Up Hero on my radar. It was fun with a lot of hardcore components while still maintaining a casual game atmosphere. You can play the game for five minutes or 50 and still have a good time. To learn more about the game please visit its official website. There is also a short video tutorial that briefly breaks down the game and allows players to hit the ground running.  Next Up Hero will be releasing on PC sometime this year and is headed to the PS4, Xbox One and Switch in 2018.

 

 

 

This preview is based on an early access copy of the game provided by the publisher.

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Fe is given a release window during EA’s Gamescom event

 

Piggybacking off of the success that EA found with the indie darling Unravel in 2015, the company started a new initiative called the EA Originals Program; a way for small indie studios to receive a triple A publisher to distribute their hard work. The very first game supported by the program was Fe by Zoink Games which was intended to be released this year. However, publishing dates were moved around and the release was left up in the air entirely. Until now, when EA gave the small indie game a release window of early 2018 as well as a list of supported platforms.

For those not in the know, Fe is a new type of unspoken platformer that is brimming with rich audio cues and vibrant soundtracks. In this game players will assume control of a small cub that discovers its place in nature as the player engages with the world through sights and sounds while interpreting the interactions to tell a whole new story in their own mind. The player will meet strange new creatures in the forest as well as the Silent Ones, machine antagonists that are representations of deforestation and a direct threat to the player.

When asked about the choice of the setting in Fe, CEO and creative lead of Zoink Games, Klaus Lyngeled, said “We would spend hours in the woods as kids, and while it felt scary at first, eventually the strange sounds became familiar — you become part of nature and the forest feels like home. Players will realize similar feelings as they play through Fe. Wherever and however the game is played, we ensure it will be a unique experience of discovery, unlike anything played before.”

Fe is launching worldwide in early 2018 for the Playstation 4, the Xbox One, PC via Origin, and the Nintendo Switch. For more information on Fe, you can visit the official website here.

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REVIEW / Nadia Was Here (PC)

 

In some ways, Nadia Was Here feels like familiar ground. There’s a party of a thief, a mage, and a fighter, traveling through the kingdom looking to solve some mysteries and to discover secrets about their pasts. There are gods and monsters and ancient temples and a secret plot to stop the adventurers from reaching their goal. In other ways, Nadia Was Here holds unique takes on some classic RPG game mechanics and pleasant surprises for anyone who’s moaned about level grinding.

 

8-bit Map of the Kingdom of Amytah, Setting of Nadia Was Here

 

The game begins by introducing us to a very young titular character Nadia, mysteriously appearing in a desert town and being adopted by a gang of bandits. There’s an abrupt change of pace when we switch to many years later as an old soldier named Hogan has a special shield stolen from him and sets off to get it back. Hogan teams up with Nadia as she escapes from a prison, having followed in her foster family’s footsteps to become a thief. At first Hogan is simply strong-arming Nadia into helping him recover his shield, but when they are joined by Tereshan, a mage in self-exile from his home, they suddenly have a mystery to solve, with every step revealing more secrets that need to be uncovered.

The battle mechanic is unusual and takes a bit of getting used to. Your party appears in a line along the right side of the screen with enemies on the left side. Nadia and Tereshan have multiple moves and can learn new ones when they encounter new enemies, Tereshan by using a “Study” move and Nadia by outright stealing them. Hogan only has one move but can switch easily between different shields that have different abilities (increasing evasion, ignoring enemy defenses, that kind of thing).

 

 

Instead of your traditional turn-based combat, this is a little more like Child of Light where different moves take different amounts of time to “load”, if you will. However, aside from HP, there are no additional stats that affect your ability to cast spells or choose attacks. Characters will perform the same move in perpetuity until they run out of HP, though status effects like poison, berserk, sleep, and sticky can affect whether or not the attack lands. Your party does have an energy meter based on how much damage they are dealing and taking, which allows them to summon different spirits for different kinds of attacks or benefits to the party. These cannot be switched during combat, which can become really frustrating based on the way battles are structured. (More on that in a bit.)

Early on in the tutorial-esque escape from the prison tower, you learn that you can dodge enemy attacks by moving characters between lanes on the left side. When you have three party members, you might start thinking that the mechanic is pointless (especially since you have three party members for the majority of the game). However, when you start learning more about which characters are effective or immune against which enemies, being able to swap positions mid-battle can be quite effective.

 

 

Another interesting difference from most RPGs is the lack of “revive” items. If one member of your party dies, you lose. Period. This affects which spirit you choose to have on deck for summoning, which items you stock up on, how hard you work to reach the free items laying around the dungeons. Even though the characters do NOT level up (because there are no levels), there’s a convenient replacement for stereotypical level grinding- a coliseum where you can face off against monsters you’ve already seen for big boosts to gold and “dust” (more on THAT later). I did this a couple of times because I found it a lot easier to keep some poison darts and shurikens on hand for enemies that have healing abilities.

The lack of leveling is counterbalanced by magical amulets that CAN be leveled up by spending gold and dust at a particular location in the kingdom. An amulet that gives 5 extra HP can be leveled up to give 15, an amulet that increased evasion by 15% can be leveled up to 45%, so on and so forth. Each character can only hold three amulets and each amulet is only attainable by solving a puzzle that DOESN’T help you finish the dungeon, so this becomes a really strategic part of going into battle.

 

 

Which brings us to how and when you fight. There are a decent number of enemies on dungeon maps that can be avoided altogether, as well as enemies that are smack-dab blocking the way to the next portion of the map. The longest battles however take place when going to a new location on the map. These are marathon battles with multiple sets (somewhere from 3 – 7) of enemies. During my playthrough, I more often died during these big battle sets than during boss battles. I also knew that if there was only one set of enemies on the road to the next city, it was going to essentially be another boss battle.

I feel like combat is actually less than half of what I spent my time on during this game. Solving the dungeons- I say dungeons but I actually mean secret libraries, abandoned mines, forests, caves, temples, and occasionally an actual dungeon- usually involved spacial puzzles, managing to collect a new item that allowed you to interact with the environment in a new way, and MORE spacial puzzles based around your new ability.

 

 

The cool thing about that is that there are very obviously some areas you can’t get to from the very first area in the game, so you keep heading back to old locations to see what you missed. This is also the maddening thing because if you’re a competitionist, you’re going to constantly go back through the same levels over and over trying to figure out if you’ve finally discovered all the secrets. This is compounded by the side quest to take pictures of various plants that are ALWAYS just out of reach.

Many people will be pulled in by Nadia’s classic 8-bit art and sound, and will stay for the story that is revealed piece by piece as you explore the world of Amytah. I think that equal numbers of people will be enticed and repelled by the fact that there are essentially zero let’s plays, walkthroughs, or hint guides for the game. Although there are a very few people active on Steam’s community group for the game (who are being happily assisted by the game’s developers, by the way!), when you get stuck in this game, you are effectively on your own.

 

 

Overall, Nadia Was Here is an interesting play for fans of RPGs and puzzle-lovers. But if you depend on hints to get you through the puzzles, you may want to wait until the following has a little bit longer to develop. Until then, you can always check out the demo for free.

 

 

This review is based on a retail copy of the game provided by the publisher.

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Tuesday, August 22, 2017

BioMutant takes Kung Fu and gives it fur

 

I think we all enjoyed Kung Fu Panda a bit more than we’d all like to admit. There’s just something about a bunch of humanoid animals kicking, chopping, and Wuxi Finger Holding their way across our screens that fills our hearts with a sort of enthralled amusement. Or, I mean, maybe there isn’t; maybe I’m talking utter trash, in which case, BioMutant makes a whole lot less sense.

Under development at the hands of ex-Avalanche studios creative director Stefan Ljungqvist (you know, the guys who make Just Cause), BioMutant promises to be an ambitious open-world adventure that pairs a post-apocalyptic environment with a bunch of cybernetically-enhanced fauna. Boy, that was a good run of hyphens. Check out the trailer – courtesy of IGN – if you’re a little confused:

The announcement comes from the purveyors of extremely loud brand logo animations, THQ: speaking on behalf of the dev team at Experiment 101 – Ljungqvist’s own studio – THQ Nordic revealed that BioMutant is currently in production, slated for a 2018 release.

Details are relatively scarce, but it seems that you’ll be able to customize and upgrade your furry character not only with new equipment and weaponry, but also with new bionic enhancements that include – and are not limited to – weaponized claws, wings, and tails.  You’ll even be able to enhance your brain with psychic upgrades that allow for telekinesis or levitation.

Promising a “martial arts style combat system” that will support “maximum freedom of movement,” BioMutant offers an ever expanding roster of fighting styles that can be learned as you progress. Experiment 101 are also creating a strong variety of vehicular choice with which to traverse their – presumably huge – open world: from jet packs to air balloons to jet skis, expect any sort of ‘fast travel’ mechanic to be the boring option.

If you’re interested in what BioMutant might have to offer, wander on over to the official web page for a more detailed exposition of what to expect from Experiment 101’s new IP.

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Assassin’s Creed Origins lets you experience ancient Egypt in the latest Gamescom trailer

 

I’m probably the biggest Assassin’s Creed fan I know, even with the recent missteps and questionable directions the series went. After the announcement that the series was going to be put on hold for a year after Syndicate, my mind raced with all of the ways that the franchise could be upgraded and completely revitalized. Ever since the second entry I’ve always wanted the series to explore ancient Egypt; I loved learning about the culture in school and it’s probably the most ripe for that mythological happenstance that is Assassin’s Creed’s bread and butter. Recently at Gamescom, Ubisoft revealed a brand new cinematic trailer for the latest entry in the long running series, Assassin’s Creed Origins.

This trailer makes my heart happy as a fan of the series. We see beautiful vistas, intense action, and some major historical figures. From the trailer we can see the building of iconic structures and promises of backstabbing politics; personally, I’m most excited for the war with the Roman Empire. There are also appearances from Ptolomy and Cleopatra, just all the things to make Assassin’s Creed fans and history buffs alike to really start salivating over the possibilities.

Assassin’s Creed Origins will be available on October 27th on the Xbox One, the Playstation 4, and PC. There is also a listing for a November 7th release date for the Xbox One X. You can read up on more of the specifics of the title at the official website here. We also have some details on universe expanding books and comics here.

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Path of Exile: The Fall of Oriath launches August 24th on Xbox One

 

It was announced today by Grinding Gear Games that Path of Exile: The Fall of Oriath is scheduled to launch on the Xbox one August 24th at 2PM Pacific Time. This is the first console release of the game.

The Fall of Oriath was originally released on PC in early August and has accumulated quite the following. With the game’s overall success, Path of Exile has seen an average audience growth of about 27% over each of their last four releases.

Path of Exile: The Fall of Oriath is Grinding Gear’s biggest launch of new game content since the game originally released in October 2013. With the release of The Fall of Oriath, the game features six brand new acts which doubles the size of the current game.

To get your hands on Path of Exile‘s Xbox One release, go to the Xbox One store on your dashboard on or after August 24th at 2PM Pacific where it will be made available FREE for all Xbox One owners.

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The Raiden Series returns to PS4 this October

 

I don’t think it can be denied that fans of the space shooter genre that has now evolved into Bullet Hell are pretty hardcore. They like their action fast and furious and are willing to go up against almost suicidal odds just to get a thrill. There are so many excellent game franchises that make up this category of gaming and one that many of you will know is the Raiden series. Fans of these titles are going to be very pleased to hear that the latest installment will be coming to Playstation 4 this October in the shape of Raiden V: Directors Cut.

PQube are excited to announce the European release of the latest installment in the Raiden series which will be hitting your PS4 on October 6th. The game will also launch with a limited edition physical copy including an exclusive Raiden V Soundtrack CD.

The title will continue a 27 year old tradition of fast paced, exhilarating gameplay.  You can expect a fully narrated campaign which will blast you into the skies of real-life locations such as Paris, New York and London. After the planet’s most powerful weapons have been taken by the alien Cranassians, the Raiden supersonic attack fighter squad is scrambled to counter the alien threat and save the planet from destruction.

Apart from a thrilling story you can expect a few other new additions to this well loved series of games. You will have control of three all new ships with vastly different abilities and weapons. In addition to this and moving away from the, “one hit and you’re dead,” trope we’re all used to you’ll also find yourself with a health bar. This may seem like a no-brainer in any game but in a game such as this it really is a luxury.

For players who enjoy sharing their thrills with a friend Raiden V: Directors Cut will support multi-player allowing you and your buddy to take the fight to the aliens together.

This is a game series I’m rather fond of and one that I remember well from being a child, (yes it’s almost as old as I am,) it’ll be great to see it re-emerge to tantalise a new generation of Bullet Hell fans and fanatics. This is definitely going to be one worth keeping an eye on and a potential highlight for this October.

 

 

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REVIEW / West of Loathing (PC)

 

Right … well I’m not sure where to even begin with this one. I’ve either been doing this for to long and I’m hallucinating again or I’ve just spent an exceptionally large amount of time around lethal cows, bandits and immensely silly humor. Wait … no it’s just West of Loathing and boy am I going to have fun telling you about this game.

 

 

The first thing I really need you to note here it that this is an RPG. With this in mind, this review is based on more of a this-is-the-story-so-far-type thing. I’m still playing West of Loathing and I’m still thoroughly enjoying it but with tons of side quests and basically all the trappings you’d expect from an epic game I can only base this on what I’ve seen and done so far. If I try and give you a blow by blow you’ll still be reading this review when the sequel comes out.

So in West of Loathing you begin with one of three character classes. You have the Cow Puncher which is basically your warrior type. As a piece of advice don’t go looking for fights with cows, (I can’t believe I’ve just said that,) too soon or you’re going to be getting your spurs handed to you in a neat little package with your teeth. Cows are demonic, evil, and absolutely hideous so generally not for beginners. You then have the Snake Oiler who i’d put closest to a rogue class … sort of. Lastly but not least you have the Bean Slinger, the mage class and the one I went for.

Is any of this sounding silly yet? I really hope it is. Everything in this game is so wonderfully silly that you’ll keep playing it just to see what might be coming next.

 

You’ll meet dozens of hillarious characters on your quest.

 

As I’ve mentioned this is an RPG which is set in the West. Not quite the Wild West, more of a cowboy themed play on this scenario. There is also a slight feel of one of those choose your own adventure books we used to have as kids. Everything you do in West of Loathing is choice driven and involves basing decisions on different options you’re presented with. This is a stick figure adventure and there’s no spoken dialogue so there’s a huge amount of reading to be done. This isn’t a negative. Everything is so comically written that you won’t be skipping through reams of text just to get to the action.

A lot of the game is played out between you and the narrator, who’s hilarious, and the choices you make based on the scenarios you’re put in. A brilliant example of this is a talking child’s doll that I found. Now this thing didn’t have a pull string and was looking at me funny so it was quite obviously cursed. Did this stop me completing a dark ritual that it asked for? No it didn’t. I’d like to tell you how that one played out but the doll vanished with some ominous laughter and I haven’t seen it since. Suffice it to say the narrator wasn’t massively impressed, not that I cared of course, after all this is my story.

 

There’s tons of dialogue but it never gets tedious.

 

So you’ll start in the town of Boringville and do a few quests for the locals to get you started. None of these are massively difficult and quests range from shoveling up horse dung to stealing back the Sherf’s cell door which has been acquired by one of the local gangs. Sherf isn’t a misspelling, play the game and find out.

You’ll also meet your companion here who will travel with you for the rest of the game. I’m wandering around with a doctor who stopped doctoring when her dead stopped staying that way and started getting up and wandering around. You can also pick between a crazy prospector and the local bitter, twisted drunk. Your pardner will give your wandering a bit of focus and supply you with some story line, the rest you have to pretty much write yourself dependent on how you play.

 

 

 

 

 

Skills and xp are an interesting concept in West of Loathing. You have your basic attributes which are improved with xp points which, if you want, the game will spend for you. I chose this option and I’m coming out with a very balanced character so actually this is quite a nice little way to play. It means that you’re not overly focused on your character development and can concentrate more on the story. I think we’ve all probably spent rather too much time micro-managing characters when we didn’t need to.

The same rule also applies to your skills. You don’t choose your skills so you aren’t going to be fussing over them too much. You earn skills based on your actions and boost their levels by performing them. All the skills have nice western names. I have the dickerin’ skill for instance which gives me money off the prices when I’m bartering in stores. I’ve also got the Hell Bender skill which boosts my spell damage.

 

Some perks are cosmetic

 

Something else you pick up depending on what you do are perks. These give you a range of passive abilities. One of mine is Mostly Scabs, which boosts my armor. How did I get his? By walking into every cactus and other prickly item I could find of course! Another of my perks is Stupid Walking. This does as it says and behaves a bit differently to the first I mentioned. Certain perks are purely cosmetic and appear in the options menu so you can turn them on or off at will. I have one that turns my screen sepia, for instance, this was a bit off putting so I just turned it off and went back to walking around on my elbows.

Graphically this game is brilliant. The entire look is very simplified, to the point where it looks like a five year old could have come up with most of the art. You and the entire cast are little more than stick figures. This fits the whole theme brilliantly. Nothing in this game is taken seriously and this is what gives it so much charm. Pretty much every RPG you play now has to have next-gen graphics and a sound track that is the collaborative effort of about three orchestras. As good as all of this is the one thing that is absolutely the most important thing in gaming seems to come second. Gaming is about having fun pure and simple and no amount of stunning artwork or breathtaking musical scores can acheive that. Of course if that’s what you want that’s fine but you won’t find it in this game, it’s very much fun first which is marvelous.

 

Snakes will be the least of your worries

 

I’m not finding a huge number of negatives with this game and I’m thoroughly enjoying myself. One this I will say is that West of Loathing is a game that won’t be for everyone. I have a pretty silly, twisted sense of humor so I’m really enjoying the witty story line as it unravels. I don’t mind the large amounts of text and rather like the graphical style. If you like your games serious or you want an experience that’s graphically stunning then you probably won’t enjoy this title as much.

This being said, it’s going to be fairly subjective depending how you view what your gaming experience should be. Personally I’m happy as long as I’m hooked and I’m enjoying the game, the fact that I’m laughing a lot is just a massive bonus. As I mentioned earlier, there is also a lot of text to be read and again this doesn’t bother me, if it’s something that is going to put you off then again you’re probably best steering clear.

 

 

All in all, for me at least, West of Loathing is a really refreshing change from other games in it’s genre. I could go into way more detail about the items you’ll find and the combat system but these are things you’ll pick up as you play. I think that this title is well worth a few hours of anybodies time. At the very least you’ll get a chuckle out of it but if you’re anything like me I’ve a feeling that you’ll be as hooked as I am and very pleased that you’re time hasn’t been wasted. This is definitely one that’s staying in my Steam library and may well find a comfortable home in yours.

 

 

This review is based on a retail copy of the game provided by the publisher.

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