Tuesday, October 31, 2017

The Gardens Between to release in Q3 2018 on PS4, Windows, and Mac

 

During Paris Games Week, Sony announced that The Gardens Between, a new adventure puzzle game by The Voxel Agents, is coming to Playstation in Q3 2018. The Gardens Between will also launch simultaneously on Windows and Mac on the same date. It will also be playable for the first time on PS4 at Playstation Experience in Anahei, California, in December.

The Gardens Between is an adventure puzzle game in which two best friends, Arina and Frendt, explore a surreal selection of mysterious, dreamlike gardens. The player adjusts time backwards and forwards to change how the pair manipulate the world around them and how objects move through time. The player must solve puzzles in each of the short gardens in order to ignite constellations and illuminate defining moments in their friendship. The game explores themes of childhood and growing up through Arina and Frendt’s unique friendship and story.

 

I had the pleasure of watching a lengthy playthrough of a demo build of The Gardens Between at PAXAus 2017 and can attest to the dreamy, relaxing quality that The Voxel Agents have aimed to project. The trailer gives an excellent idea of how the game progresses and operates and showcases so much of the beautiful, colourful, and simplistic art and character design.

The Gardens Between will release in Q3 2018 on PS4, Windows and Mac.

 

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Sunday, October 29, 2017

REVIEW / High Hell (PC)

 

High Hell from Devolver Digital released just at the right time; it’s a demon-themed fast-paced first-person shooter that you can complete in a few hours. It’s one of those games you can play during Halloween when you just want to turn off your lights and not pass out candy to kids. I mean, you’re probably going to need the candy to hype yourself as you plow through multiple playthroughs.

 

 

The concept of High Hell is simple: complete missions and kill all enemies in 20 levels. Mission objectives vary from killing a specific boss enemy, saving innocents, stealing certain items, and other objectives you would think of from a FPS. However, what annoys me a little about the game is that the secondary objective of killing all enemies in a level doesn’t really equate with mission objectives that you can theoretically complete with stealth. Then again, I shouldn’t expect that from this oh so minimalistic game.

 

 

High Hell is so minimalistic that you literally have one gun and three hits before you die. Well, technically, health is given incrementally every enemy you kill, and as long as you kill one when your health bar is flashing red, you get another freebie. However, players who aren’t skilled in FPS (I may be referencing to casual gamers who may pick this game up) may be frustrated. There’s nothing in the missions to pick up to recover your health, and there are no other guns in the game besides the one you start with.

 

 

There is one trusty exploit in High Hell that again deals with its minimal design: the AI. I describe the enemies as psychic idiots. There are times when I am sneaking up on an enemy, crouched, behind its back, and on a floor above it, and somehow the enemy’s spidey senses trigger as I aim for its head. Then, the enemy’s idiocy shines through as it runs for me, climbs one floor, only to crouch right in front of me while I hide on the side of the door. Yes, that’s the exploit there folks. Sometimes, it’s easier to just smash through a door, show your face to the enemies, and back away and hide on the side of the door; the enemies will then filter through the door and crouch right in front of you as you shoot them down.

 

 

As I mentioned earlier, High Hell is great for first-person shooter gamers who want  a very fast and casual game. It takes mere minutes to load it up and complete a few missions. The simplistic gameplay and the minimalistic design may frustrate you, but at the end of the day, all you really need to do is to exploit the AI.

 

 

 

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

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Friday, October 27, 2017

AER – Memories of Old finds its way to console, Mac, PC and Linux

 

Nothing beats a good adventure. Done well, big expansive, exploratory games can suck you in better than literally anything else. We’ve explored virtually every environment you can think of over the years and loved every minute of our time doing it. One thing I can’t think of too many titles focusing on properly, however, is the sky. Not space, we’ve done that loads of times, no, I’m talking about that big cloudy blue thing above us. Daedalic and Forgotten Key have obviously been thinking the same thing as they are planning on remedying this with AER – Memories of Old.

AER – Memories of Old is an adventure game that has been released for PS4, Xbox One, PC, Mac and Linux and I have to say it all sounds rather interesting. You take the role of Auk, a girl who has the ability to transform between human and bird form at will. You will take to the skies and explore a fantastic, expansive, world of floating clouds and mysterious shrines. Take wing and effortlessly soar among a sea of fully explorable islands to visit nomads, meet spirit animals and uncover the ruins of an ancient, lost civilization. Players can easily slip between the worlds of land and air to experience the true freedom of flight and the vast beauty of an awe-inspiring landscape.

As the story goes … long ago a great calamity shattered the world leaving only drifting fragments of the floating islands behind. Auk must journey to learn more about the world that preceded her own as well as its downfall in order to prevent another catastrophe.

With a distinctive low-poly art style, AER is designed to be both beautiful and mysterious. This title also has a very open, non-linear feel as players are able to explore the world at will, taking objectives and completing quests as they go to uncover more of the enigma at the heart of the game. This will involve a certain amount of puzzle solving as in human form you venture deep into mysterious and cryptic temples, unlocking the secrets they hold within.

This is a game that I’m absolutely going to play. I love a good explore and this is a quest that I’m more than up to taking. If you fancy joining me in this wondrous sounding world you’ll be able to find AER – Memories of Old in your respective stores at a price of £13.49. I have Come Fly with Me stuck in my head now. I’m going to go elsewhere and sing it out before I embarrass myself.

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Evasion is announced for HTC Vive and Oculus Rift

 

As much as I love VR, there’s a trend I’m noticing. I absolutely love the games I’ve played thus far but for the most part I’ve noticed that there is a bit of an absence of triple A titles. Personally, this isn’t a big issue. I really like the Indie scene and games from smaller teams are often proving to be the way forward for innovation. The issue for me is that it might take a few really big triple A releases to elevate VR from cool to absolutely dominating. Archiact have made an announcement that might change this and I’ve got the news about Evasion.

Due for release next year on HTC Rift and Oculus Vive, Evasion is a fully immersive bullet hell from Archiact, the same team behind another of my favorite games, Darknet. This title will deliver intense bullet-hell action via destructible, cinematic environments. You and a team will have to complete vital objectives, save one another and survive explosive ambushes as the game’s “Swarm A.I.” enemy behavior system ramps up the tension.

Unlike many VR titles out there, Evasion is built for locomotion. Why sit still when you can physically throw yourself into the action? Players can choose from highly crafted locomotion modes designed for Evasion‘s FPS gameplay that can be constructed to suit their own play-style and comfort level.

Archiact has been crafting immersive VR entertainment since 2013,” said Kurt Busch, Studio Head at Archiact. “With Evasion the team is using everything we’ve learned and weaving our experience into a truly genre-defining AAA title. With innovative locomotive movement and intense FPS gameplay, we’re convinced Evasion will prove a stand-out VR experience and we can’t wait for gamers to play it themselves.”

Archiact are looking to set the standard for VR shooters with this game while setting the bench mark for environmental VR destruction and real-time FX. Evasion is taking full advantage of IKinema’s state-of-the-art player avatars and the latest Unreal Engine 4 technology to achieve this goal.

As with many FPS games, Evasion lends itself perfectly to team gameplay. This title, however, also fully supports solo play as its campaign is geared for anything between one and four players. The missions are also re-playable with randomly generated objectives and enemies. To complete these encounters you will find yourself taking control of one of four classes which include the devastating Striker and valiant Warden. You will then upgrade your skills and unique abilities to make your own unique build and solidify your own power or combine and compliment the skills of your friends.

This definitely looks and sounds very interesting. Having seen first hand what Archiact are capable of I’m really looking forward to Evasion‘s release early next year. If you fancy throwing yourself around a room, blasting everything that moves, this may well be a very good way to go. This is definitely a case of “watch this space.” I think we’ll be letting you know more as we move closer to the release date. Till then it’s just a matter of wait and see.

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Tuesday, October 24, 2017

Upcoming Bandai Namco titles coming to PAXAus

 

This weekend at PAXAus, attendees can get a first look at some upcoming Bandai Namco titles.

PAX Australia is on this weekend, starting on the morning of Friday the 27th of October and running until the afternoon of Sunday the 30th of October. Visitors to the Bandai Namco booth will be able to get a sneak peak at the hotly anticipated sequel to Ni no Kuni: Ni no Kuni II: Revenant Kingdom. Also available for sticky beaking is Dragon Ball FighterZ and upcoming action RPG Code Vein.

Bandai Namco will be found in booth 1030 in the Expo Hall.

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Monday, October 23, 2017

Power Rangers: Legacy Wars fulfills childhood dreams with Megazord update

 

As many on the internet are more than aware of by now, being a kid in the 90’s was a pretty special thing. In a decade that gave the world everything from grunge rock to campy kids shows like Legends of the Hidden Temple, there’s just so much to love and it shows with nostalgia for the time reaching an all-time high. If you, my dear reader, are anything like me, you probably have a history with the Power Rangers. I, like many others, have spent many a childhood afternoon smashing two Megazord toys together and imagining the most epic battle in history was being played out at my will.

This colorful, robotic-punchfest childhood dream now becomes a reality thanks to a new content update to the mobile fighting game Power Rangers: Legacy Wars. This update adds the iconic Megazords from the extensive 24-year history of the spandex clad warriors; which marks the first time in history a player has been able to engage in Megazord on Megazord combat.

Power Rangers Megazords

While just the addition of Megazords is certainly enough to grab attention, this update adds in a whole new game mode for current players of the mobile title. This mode is an alliance-based real-time battle for leaderboard positions, which in turn pays out in sweet rewards like Zords that can be used to unlock a customizable Megazord that you can take into battle with other alliances.

Power Rangers: Legacy Wars is available to download for free on iOS and Android devices and has been downloaded over 23 million times since its release, so there should be no shortage of players to ally yourself with and take down those leaderboards. If you just can’t get enough Power Ranger action, but you want a console-based experience, you can also take a look at Power Rangers Mega Battle or the heavily Power Ranger inspired Chroma Squad.

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CD Projekt Red responds to concerns over staff morale

 

Working at a AAA developer is not all that it’s cracked up to be, it seems. In the past week, company review website Glassdoor.com has seen an increase in negative reviews from former employees of the Polish game development company CD Projekt Red, many of whom reference poor management, long working days, and “fake goals.

Studio head Adam Badowski and co-founder Marcin Iwinski have responded to the reviews with a joint statement that doesn’t so much placate as it does shrug off the issue. They explain that the company has doubled in size since 2015, clocking in at some 400 employees – and though management are always seeking to keep those employees happy, the “reinventing the wheel” approach that they take in the development of their games is not for everyone.

The open letter addresses in a roundabout manner some of the finer points mentioned in the Glassdoor reviews: suggesting that the magic happens outside of the comfort zone, Badowski and Iwinski are making no apologies for the unusual (and presumably work-intensive) attitude they adopt during the creative process. The closing statement reads:

“As always, many thanks for being so engaged in what we do. It shows us it’s all worth the hours we put in.”

If that isn’t a subtle dismissal of one of the major complaints under contention, then I don’t know what is.

The gentlemen responsible for CD Projekt Red have neglected to comment on allegations of low pay and misleading targets. In fact, the letter doesn’t really address the core of the problem at all; rather, it highlights the challenge presented by delivering quality AAA titles, and holds close to that age old mantra: if you can’t handle the heat, get out of the kitchen.

CD Projekt Red aren’t the only ones dealing with unhappy workers. An ex-employee of Uncharted developer Naughty Dog has come forward this week with allegations of a wholly more shocking sort: in a statement on Twitter, David Ballard has admitted that he was fired from the company after filing a sexual harassment complaint.

Ballard’s statement explains that he “had a mental breakdown at work,” as a result of the “extremely toxic” work environment created in the aftermath of the harassment itself. Sony’s HR department got involved, offering Ballard a substantial sum to leave the company. Of course, what Sony could not have foreseen was the powerful effects of the open floodgate that is currently causing such a stir in Hollywood. In his concluding words, Ballard writes:

“I’m speaking out now because of the strength I’ve seen in others coming forward about their experiences in the TV/Film industry. This is the hardest thing I’ve ever done. I will not let anyone kill my drive or love for the video game industry, my passions or life.”

Naughty Dog have since responded to the allegations, insisting that they could find no evidence of Ballard’s harassment complaint. “Harassment and inappropriate conduct have no place at Naughty Dog,” the statement reads; one can only hope that the situation is resolved to the best interests of both the accuser and the accused, I guess.

Harassment in the workplace is undoubtedly a miserable thing to endure. With any luck, though, the recent revelations at these titans of the gaming industry will force a little light to be shed on any further issues. I expect dog-tired developer employees, at CD Projekt Red or elsewhere, are nodding their heads in a sort of wan agreement right now.

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The Talos Principle VR arrives on Steam

 

VR is something that I genuinely believe to be a massive success. We’ve seen so many “innovations” over the years that have wound up being little more than fads but I really believe VR to be something that is here to stay. With this being said, whenever a new game is added to the collection for any VR enabled platform it’s really interesting to see what it’s going to be offering. In this particular case I can tell you that The Talos Principle VR is now available on Steam for the HTC Vive and Oculus Rift.

Croteam, the same group behind Serious Sam VR, and our pals over at Devolver Digital, have announced the release of The Talos Principle VR. As mentioned this is compatible with the HTC Vive and Oculus Rift at a price of $39.99. As a nice little addition … if you buy the game you’ll also receive the four – episode Road to Gehenna VR expansion absolutely free.

The game is a Virtual Reality re-imagining of Croteam’s critically acclaimed first-person puzzler which is created in the tradition of philosophical science fiction. Redesigned from the ground up, The Talos Principle VR features roomscale VR support, multiple movement modes and fully customizable VR controls that take full advantage of the HTC Vive.

If you thought solving puzzles in the Talos Principle made you feel like a genius then you’re going to pee your philosophical pants in The Talos Principle VR,” noted Devolver Digital CFO and virtual reality visionary Fork Parker.

So if you’ve played the original game, loved it, and have VR then this could certainly be a very sensible way to go. Of course, if you haven’t played the first game, are VR capable and fancy giving the old brain cells a bit of a work out The Talos Principle VR may well also be a brilliant way of doing it. Either way, if this is something that’s peaking your interest you can find out a bit more here.

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Friday, October 20, 2017

Star Wars Battlefront II single player trailer revealed

 

One of the most anticipated games this fall by far is Star Wars Battlefront II. With the huge success of Star Wars Battlefront and all the hype around the next installment from EA, a story mission has a lot of Star Wars nerds and gamers alike excited for November 17, 2017, myself included.

Today, EA has released the single player trailer for Star Wars Battlefront II and if you’re anything like me, you’re really going to want to check it out. To watch the trailer, you can check it out here:

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Wednesday, October 18, 2017

Gaming’s 10 most deceptive killers

 

We’ve all encountered our gaming nemesis at some point or another: it’s usually a terrifyingly difficult level, or perhaps a boss that just won’t follow the rules. In my case, it was a Super Mario Galaxy bonus level that involved hopping and jumping about a giant, 64-bit Luigi to collect a certain number of purple coins within a pitifully short time period. Alex Southgate, on the other hand, was lost the moment I said, “terrifyingly difficult.”

But for every intentionally fiendish videogame baddie, there are a thousand more unintentionally aggressive videogame critters, levels, or mechanics. We’ve only got room for 10, unfortunately, so here’s our list of the most deceptively challenging things ever to grace our gaming screens.

 

1. The Ladder

Yup. We kick off this week’s list with an object so perfectly utilitarian in nature, it often goes unremarked upon. In fact, so nondescript is this particular 2-legged demon that gamers will often employ every option at their disposal for the unique purpose of moving from the bottom to the top of an obstacle before even considering the alternative. The ladder is a vicious killer in much the same way that a sleepy airline pilot might be; through gross dereliction of duty, the ladder forces player after player to hurl themselves from tall buildings, hoping and praying that the ground will break their fall, and not their spines.

Whether it’s a master Assassin risking life and limb to scale a sheer wall, or a crime kingpin leaping from the top of an apartment block in Downtown Los Santos, the story is always the same: not two feet from the soon-to-be corpse inevitably sits a ladder, clinging to the building in a sort of smug silence like Peter Pan’s unruly shadow.

Does someone want to tell him?

2.  Stun (Yourself) Grenades

For those of you who have dabbled in the slur-spewing, tea-bagging art that is the first person shooter, this may not come as a surprise. But I’m not talking about the tactical stun grenade, thrown by an opposition player that rolls to your feet as you sit cowering in a small shack. I’m not even talking about an ordinary grenade, pin pulled and throw misjudged. I’m talking about the flashbang that, whilst thrown with the most professional of intentions, takes a dodgy bounce off a door-frame or poorly placed bit of debris and quite literally blows up in your face.

Spinning blindly as the beads of sweat begin to form on your forehead, one thought goes through your mind – please God, don’t let anyone see this. Had this just been an ordinary fragmentation grenade, you’d already be dead, but there’s nothing deceptive about that. The poorly-thrown stun grenade is lethal because it’s always unexpected, and there is no chance of either avoidance or – once the white light descends – survival. And besides: it will always result in you making an ass of yourself in the round-ending killcam.

Yeah. We all cringe when we see the white screen, don’t we?

3. Terrified Locals

The sheer number of open world titles that this applies to is staggering. All it takes is a weapon discharged a little too loudly/swung too viciously, and the inhabitants of the local town are screaming, wailing and stampeding as they fly for the hills to escape the vicious killer in their midst. You have no intention of harming any of them, of course – you might accidentally cut a potential quest’s head off.

The problem is that these petrified pedestrians often pay no heed to where they’re stampeding. This becomes particularly problematic when they’ve all got driver’s licenses: suddenly you’re the one fleeing in fear, as the frenzied motorway traffic begins to broil and rage and you feel a little like Mufasa falling beneath the wildebeest. Or worse yet, they’re armed, in which case, say your prayers.

God. DAMN. It.

4. Inescapable Physics

Remember all that stuff I wrote about the lowly ladder? How players would often find themselves leaping from tall buildings and praying that the ground would rush up to meet them with a crash-mat laid out? Well, physics is a piece of work, and more often than not it’s brains you’ll find on the sidewalk, not a happy healthy character. In fact, it’s not even the most Newtonian laws by which the gamer must abide. Every game has its own set of physical limitations, and woe betide any player who neglects them.

It doesn’t matter if it’s something as simple as the Forza-Turismo Conundrum (braking is best achieved via the bumper of the car in front), or the more complex Bordered-Earth Principles so common in RPG titles (you will inevitably reach the end of the world).  If you’ve the cheek to forget these fundamental principles, you’ll quickly find that the tyre wall is much uglier up close, or that being unceremoniously dumped several hundred feet from where you were is no fun at all.

No. We will overturn the laws of– wait, was that a LOTR reference?

5. That One Goomba

We’re going to get specific here for a moment, but I must confess, the most vicious killer on my list has not been identified through my own efforts; props must therefore go to the unnamed individual who realised that we’ll find our arch nemesis in the Mushroom Kingdom. And no, I don’t mean Bowser.

For between the platforming newcomers, the folks who spend too long elsewhere whilst the first level is loading, and the veterans of later titles who are adjusting to the controls, the first Goomba ever encountered in a Super Mario Bros. game has taken countless lives. Unassuming enough, that little critter has proved time and time again to be an obstacle too great for many to surmount. Keenly placed between Mario and his first ‘?’ box, there’s no chance of survival – not unless you’ve mastered the complex platforming mechanics in mere seconds… or have already died and begun your second attempt a little wiser.

I know it’s hardly original, but OH BOY is it accurate.

Over to you, Alex.

6. Mechanics That Don’t Belong In The Game

Now this is one of those “that better not be intentional because if it is it’s just cruel” things. I doesn’t matter what game you’re playing or what genre you’re in, you expect this lovely little thing called “flow.” The game teaches you, it nurtures you, it makes you feel all warm and snuggly like you know exactly what you’re doing. Then it boots you off a cliff. Whether it be a random racing level in an RPG or a platforming level in an FPS, you can guarantee that you’ll be dead and raging faster than you can say, “who the hell put that there!?”

Who’s stinking rotten idea was this? HUH?

7. Timers

Clocks belong on your mantle piece or your bed side table, they do not belong in videogames. It’s all well and good timing you for something but can we please find a less painfully heart attack inducing way of doing it than a big red flashing clock? These are normally also dropped into games at junctures they don’t belong in (see the previous point): you know what you’re doing perfectly well but for some reason when you’re doing exactly the same thing while something is ticking down in front of you, your fingers suddenly decide they are no longer part of your body and refuse to do what you’re telling them to do.

The clock should be there to give you an idea of how well you’re doing, not have the foreboding presence of a grim reaper whispering how many times and how quickly you’re going to die into your ear.

I’ll be honest, this is the worst kind of game-timer out there.

8. Road Signs

Okay let’s take every RPG we’ve ever played ever. We’re given a quest and told explicitly which way we need to go to complete that quest. We’re tootling along quite merrily then we find the fork in the road with the sign sticking in the middle of it. This sign obviously points in the direction we need to be heading, this is fine. The problem is that it also points in a completely different direction to a place we haven’t seen before. Do we think, “I’d probably better come back here later. I’ve got something really important I need to be doing now.” Of course we don’t.

We might as well just be thinking, “Sod the quest that I need to pass to be strong enough to venture elsewhere, I’ll just follow this sign, completely waste an hour and get eaten by all the things I’m nowhere near powerful enough to be facing yet.” It’s not directly the fault of the sign; the sign is informative. This is just a basic piece of advice. Do not give gamers choices – we will always make the wrong one.

I don’t even care where I was meant to be going: look at all those CHOICES.

9. Buttons

Oh boy, the insidious button. This innocent looking little object has seen the end of many a character. The button itself is completely harmless, I mean it just sits there … it doesn’t speak … it is what it is. The problem is that buttons are beckoning us to push them. In many games it only takes a bit of thought to work out that something is trapped and that the really obviously big glowing red button probably isn’t the one that we should be hitting.

The problem is we don’t look further than its shiny metallic surface to the whopping big bomb it’s sitting on. We don’t look at the floor beneath our feet for the tile that just doesn’t look quite right. We stick out a finger and push. We end up smooshed and then for some really inexplicable reason we do exactly the same thing again expecting a different outcome. The more I’m doing this, I’m realising that actually these things really are innocent … as gaming folk we really need to grow a bit of common sense.

“Oh. I wonder what that does?”

10. Farm Animals

Leave the chickens alone! There is nothing more innocent than any small defenceless animal that is doing absolutely nothing other than existing. It might be a fluffy rabbit or a cute little chicken. If it can be killed but we have no reason to be killing it we have to ask why it’s in the game. We have learned that killing completely defenceless wildlife has consequences. These range from something as simple as an entire town hating your guts to something that isn’t little, cuddly and defenceless hunting you down and using you as a tooth pick. How can something so furry lead to so much pain and misery? Well, we only have ourselves to blame for that one, now don’t we?

What’s the worst that could happen?

So there you go. This could have been a top 50 or even top 100 list and I’m sure Will and I could go on and on for quite some time. Just think though that these inanimate objects, offending additions and less than evil enemies are far more lethal than they truly seem. When you’re in your favourite gaming world next, take extra care. The things that could be your greatest foes might also be the most inanimate and banal.

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Dead By Daylight teases the addition of Freddy Kreuger

 

Tis’ the season to be spooky (fa-la-la-la-la!) and what better way to do that than running for your virtual life from one of the most iconic mascots of all things creepy, Freddy Kreuger? Behaviour Interactive and Starbreeze Studios have all but announced the inclusion of the stab happy burn victim in their asymmetrical survival horror title Dead By Daylight in their latest teaser trailer. The inclusion of the movie license tracks with the past DLC of the game; Dead By Daylight has previously received DLC including Michael Myers and Laurie Strode of Halloween fame as well as Leatherface from the Texas Chainsaw Massacre franchise.

As you can see from the teaser, neither Freddy Kreuger or Nightmare on Elm Street is explicitly mentioned, but in just the short 20 seconds of footage we are blasted with pretty much all the motifs of the films. We see a rusty pipe reminiscent of the boiler room Kreuger was burned in, scratches appearing from thin air much like the wounds that appear on Freddy’s victims, and most importantly the warning of “Don’t Fall Asleep” that flashes at the end of the teaser. Unfortunately, the teaser also excludes any hint of a release window for the DLC and it would be a crying shame if they missed the Halloween season.

Having a lot of hours clocked into Illfonic’s Friday the 13th: The Game as well as Dead By Daylight, I’m a pretty big fan of these asymmetrical horror movie themed experiences. I’ve always loved the slasher genre and these games are the closest you can get to living in that world, short of actually being on the run from a machete wielding madman. Much like the B-movies they draw inspiration from, these games are far from perfect, but they have a quirky charm that hits all the right notes for a niche group of horror fans that have been kept in the dark for far too long.

You can check out our review of Dead By Daylight here. 

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Fruit Ninja is branching out to tabletop games

If you’ve owned a mobile phone made in the past 7 years, there is virtually no possible way that you haven’t heard of the most popular mobile games. You’ve got your Angry Birds, your Clash of Clans, your Flappy Birds, and most importantly (at least in the context of this article) your Fruit Ninjas. We have seen these apps stray from their mobile comfort zone in the past with ventures into arcade cabinets, TV shows and feature length films to varying levels of success.

However, Halfbrick Studios and Lucky Duck games are going a slightly different route with Fruit Ninja by leaping off the phone and onto your table with a line of board games.

Now I know what you’re asking, “How can you make a Fruit Ninja board game?”; which is a fair question. After all, the app is all about swiping a screen which wouldn’t exactly make for a thrilling tabletop experience. However, in a daring move, Lucky Duck sidesteps this hurdle completely by making the board games have nothing at all to do with the gameplay of the apps.

In a Kickstarter campaign that launched and received 100% funding within the same day, Lucky Duck Games outlines how they landed on the board game adaptations. After collaborating with 50 board game makers and reviewing 20 separate prototype builds, the game studio narrowed the Fruit Ninja table top series down to 3 games:

  • Fruit Ninja – Card Master – A Fast-Paced Deck Building Game
  • Fruit Ninja – Slice & Dice – A Dice Game of Strategic Fruit Slashing
  • Fruit Ninja – Combo Party – An Energy Pack Party Game

You can check out the official Kickstarter page here which will outline how to play the 3 games as well as give a pricing breakdown for potential backers. While board games may be the last place I would think I’d see tap based mobile games heading, at this point I’m more surprised more of these big-name apps aren’t branching out in a similar way.

If you really break it down, mobile games have more word of mouth and brand recognition due to the massive install base of potential players. More of these games should be leaning all in to products based on their license like Angry Birds has already. I’m talking about Clash Royale plushies, Mobile Strike Lego sets, Game of War action figures; I want it all.

Your move mobile developers, you can thank me for the million dollar idea later.

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Sunday, October 15, 2017

Crytek’s Hunt: Showdown headed to Steam Early Access

 

The Germany-based videogame and software developer Crytek, responsible for the Crytek gaming engine as well as the Crysis series and the first installment of Far Cry, have announced that Hunt: Showdown will have a Steam Early Access release. Hunt: Showdown is a first person game with bounty hunting elements. The gameplay will be of a competitive PVP nature while also leaning heavily on PVE elements. Hunt producer Faith Ozbayram opted for an early access release in order to deliver the game as quickly as possible to players. In doing so, Faith would like to “work closely with the community to continue to shape the direction of the game.”

Throughout the Early Access run of Hunt: Showdown, creative director Magnus Larbrant vows further additions to the game from Crytek. These additions will include “more gear, more traits, crafting and further map variations.” Crytek is committed to working with the gaming community in order to deliver the best gaming experience possible with Hunt. Hunt: Showdown will deliver match-based gameplay which will mesh PVP and PVE elements in order to create a tense atmosphere for players. Each team will set out during a match to track targets. Once a target is defeated, that team receives a bounty. In doing so, that team instantly becomes a target for other players as they attempt to leave the map with their bounty. The player’s character and gear are always in jeopardy as death is permanent.

An early access release date will be available soon.

 

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Please help Sylvia ClarkHansen through GoFundMe

 

Greetings, readers.

Our own John Hansen is in need of help. His sister, Sylvia, was struck by a car while riding her bicycle on the way to work. She is currently in a coma with a dire prognosis.

If anyone can spare any money to help out John with medical costs for his sister, please visit the GoFundMe page set up for Sylvia.

We are all pulling for your sister, John. Our thoughts, prayers, and love are with you and yours during this difficult time.

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Steven Universe: Save the Light gets Halloween release

 

In the midst of a hiatus, Steven Universe fans have something to celebrate. Cartoon Network has officially given a release date for the highly-anticipated RPG, Save the Light. Similar to Final Fantasy with its turn-based mechanics, Save the Light implements the world of the popular modern cartoon, Steven Universe. The game is set to release just in time for Halloween. The PS4 North American & Latin American release date is October 31st, and the Xbox One global release date is November 3rd.

steven universe save the light 1

Steven Universe has quickly become one of the most highly-praised cartoons of the 21st century. With its unique story-telling and multi-layered characters, it was just a matter of time until a videogame was made. However, this is not the first Steven Universe based adventure RPG. Save the Light is actually a sequel to the 2015 mobile game Steven Universe: Attack the Light! With the mobile games success, it quickly became apparent that fans of the series wanted a fully-fleshed out game. Finally, developer Grumpyface and Cartoon Network made the official announcement at PAX East that the made-for-console game would release in 2017.

The game draws its unique design from games like Paper Mario. The 2.5 dimensional style allows players to explore the the world of Steven Universe through depth perception. Developers use this as tool to give the player a more immersive gaming experience. Fans of the series will appreciate this aspect because it allows them to participate in a universe they normally can only interact with beyond the fourth wall.

steven universe save the light great north

This new game has several aspects that distinguish it from its predecessor. Save the Light features an original storyline created in association with showrunner, Rebecca Sugar. The game seems to go into more depth with the story than the original mobile game. Along with the more detailed story, players will explore a variety of locations seen throughout the show: Beach City, Strawberry Battlefields, the Great North and more.

steven universe save the light upgrade screen

In addition, players can discover familiar characters from the show. Included in this edition are newcomers Connie, Lapis Lazuli, Peridot, and Greg Universe. The game also includes a robust upgrade system for each character, which leads to new abilities and craftable gear over time.

One very interesting thing the game uses to its advantage is the combo team attacks during battle phases. When facing off against foes, players can unleash powerful team attacks to defeat enemies. Fans of the show know these combos as character-combining fusions that make gems tougher in battle. The most recent scenes from the game showcase two additional fusion team-ups accessible in the game. Smokey Quartz (Steven and Amethyst) and Sugilite (Garnet and Amethyst) expand the team, and thus, the realm of possibilities when engaging in battle.

steven universe save the light sugilite fusion

Steven Universe: Save the Light will be available for preorder digitally for Xbox One gamers beginning October 23rd. To get further updates as the official release date approaches, follow Cartoon Network on Twitter.

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Sine Mora EX arrives on Switch

 

I remember the days when the side scrolling shooter was everywhere. This was a genre that appeared on every console and in every arcade. The thing about these games I remember the most was their difficulty. Three lives, waves of enemies and in the case of an arcade cabinet, very empty pockets. The genre seems to have evolved into what we now refer to as bullet hell but shooters that don’t swamp you in swathes of projectiles seem to have become a bit more of a dying breed. The classic shooters didn’t so much kill you by pelting you with everything deadly all at once, they kind of required a different set of skills that pinpoint accuracy and twitch reflexes.

This is very much a case, it would seem, of gone but not forgotten as there are some dev teams out there breathing new life into some old bones. This is where we come to this little bit of news. Sine Mora Ex is a game that has been around for a little while now and PC, Xbox One and PS4 owners are already out there spraying bullets and racking up high scores. What we can reveal is that Switch owners are now also able to join the party.

So what is it? Well, as mentioned it’s a side scrolling shooter that provides a unique challenge in that time is the ultimate factor. The game takes some very classic shooter tropes and combines them with a contemporary style that brings everything up to date. As we can see from the screenshots what we get is actually pretty gorgeous.

As it probably should, Sine Mora Ex dishes up the action in a few different modes. For those of you that want to put your feet up on the couch and relax into the action there is an over the top story mode for you to sink your teeth into. If you want to experience the story with a pal, that’s fine too, as co-op is fully supported for this. There is also an arcade mode for players who wish to grab their controllers and rack up those high scores on the go. Of course, if you just want to compete against your friends there are three versus modes in the form of Race, Tanks and Dodgeball.

If, like me, you enjoy a really good shooter and might be wanting a bit of a blast from the past made modern, Sine Mora Ex could be a really nice addition to your Switch library. If this appeals to you, grab your controllers, jump in your plane and get blasting.

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EA releases story trailer for NFS: Payback

 

This morning, EA dropped a new story-focused trailer for their upcoming new addition to the awesome NFS franchise entitled Need for Speed Payback.

 

Need for Speed Payback Trailer

 

The action-packed trailer gives players a first look at the game’s gripping story of betrayal and revenge.

The trailer offers a quick peek at the blockbuster gameplay that Need for Speed games are renowned for.  Set in the shady underworld of the fictional Fortune Valley, players will take on the roles of three distinct characters a’la GTA V.

Tyler, the Racer, Mac, the Showman, and Jess, the Wheelman are unsurreptitiously reunited on a quest for vengeance against The House, a nefarious cartel that rules the city’s casinos, criminals and cops.

Need for Speed Payback launches on November 10th so check out the video below, but be warned, the action will blow you away.  Let us know in the comments if you plan to jump in on this new NFS adventure.

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Thursday, October 12, 2017

REVIEW / Mario & Luigi: Superstar Saga + Bowser’s Minions (3DS)

 

When Mario & Luigi: Superstar Saga first released back in 2003, it was an oddball in the already-strange Mario series. An RPG taking place in the bizarre Beanbean Kingdom, it featured the titular brothers teaming up to take down a new villain all while delving into some wacky comedy. Fourteen years and four sequels later, though, and it’s hard to deny that the game is a classic. This was surely Nintendo’s thinking when they decided to release the updated remake, Mario & Luigi: Superstar Saga + Bowser’s Minions. Aside from a few minor gameplay tweaks and an audio/visual overhaul, the major change is an additional game mode and subplot following Bowser’s minions as they attempt to aid their king. But is this enough to really warrant a remake?

 

 

Well, the good news is that Superstar Saga was a great game to begin with, and the remake follows the “if it’s not broke, don’t fix it” mentality: the basic gameplay elements are virtually untouched. Aside from a few added conveniences and facelifts, it’s the same game you know and love.

For those new to the title, here’s the plot rundown: a green, witchy villain named Cackletta has stolen Princess Peach’s voice and fled to the neighboring Beanbean Kingdom, forcing the Mario brothers to give chase. Confused? Hey, we haven’t even mentioned the living soda or Christmas-themed hermit crabs yet! But really, that’s one of the title’s best qualities— a willingness to be funny and downright weird.

 

 

This is especially apparent in the game’s excellent writing. Though the remake changes very little, the characters are as memorable as ever and the humor is spot-on. It’s on the wacky side but embraces the role. It’s a game filled with chuckles and a few absolute gutbusters.

The gameplay is also great, and though it’s a little simple compared to the more recent Mario & Luigi titles, that’s not necessarily a bad thing. It’s a turn-based RPG with button prompts to help you attack (and dodge) with specific buttons for each of the brothers. There’s a little platforming on the overworld and new abilities to unlock, but battles are the bulk of the game. At this point it’s fairly straightforward, but it’s fun.

 

 

The updates to the presentation are a little more divisive. Don’t get me wrong — the visuals are fantastic and the Beanbean Kingdom has been lovingly recreated in a more 3-dimensional fashion. The music, on the other hand, is hit-or-miss. Some tracks have been adapted perfectly. The much-beloved standard battle theme, for instance, is back and it’s as catchy as ever. Other tracks seem to have barely been updated, and a few sound downright muddled. It’s never bad, per se, but it’s a shame coming from a series known for incredible music.

But the real departure from the original release is the new “Minion Quest” mode, a sidestory quite unlike the main adventure. You control (and recruit) a variety of Mario series baddies as you try to rescue Bowser. While not essential to understanding the main plot, it does fill in some details we wouldn’t get otherwise. So how much does it really add to the game? Well, the gameplay is vastly different, but I think that’s for the best. There’d be no sense in cramming another turn-based RPG. Instead, the player selects units to participate in battles, at which point the minions do most of the fighting by themselves. Emphasis is placed instead on picking the right unit types and using special skills.

 

 

It’s a neat system and recruiting new baddies to join your team can be fun, but the experience can get dull a little quick. Fights work on a “rock-paper-scissors” matchup system, and though there are numerous battles they start to feel similar very quickly. Additionally, your units have levels and gain experience, and what should be a fun distraction ends up becoming another time sink to raise your units’ levels.

“Minion Quest” also follows another side of the main story, and it’s actually (surprisingly?) well-written. It’s no great shakes, to be sure, but following the minions as they get into their own misadventures is quite fun. Throw in some much-beloved Mario bosses in supporting roles and suddenly there’s an actual story to play through! It figures that the genius writing of the Mario & Luigi series could make even a B story entertaining.

 

 

I think what makes “Minion Quest” great is also what holds it back: it really pulls away from the main game. On one hand, the fresh gameplay, cool characters, and interesting plot make it a lot of fun. On the other, a lack of depth and repetitive fights can make it feel like a chore. It’s entertaining, but don’t try it all in one sitting.

So where does that leave Mario & Luigi: Superstar Saga + Bowser’s Minions? Well, the base game is still fantastic, and aside from a few hiccups it’s been updated extremely well. It plays just as you remember and the visual upgrade is pretty dazzling. “Minion Quest” isn’t perfect but it’s got enough going for it to be a valid addition to the package.

 

 

If you’ve never tried a Mario & Luigi game or if you’re looking for a nice dose of nostalgia, look no further: this is the perfect place to kick your feet up and enjoy some zaniness. That said, if you don’t want to shell out on remakes, you aren’t missing too much. It’s a fun package, but a very safe one.

Now if only the Paper Mario series could get such good treatment.

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REVIEW / Steamworld Dig 2 (PC)

 

I like it when I can compare one game to another; it gives me a nice warm fuzzy feeling when I’ve got a nice solid point to jump off rather than flailing about in the dark. I’m not saying game “A” is copying game “B,” rather that there are some similarities as well as a whole bunch of differences. What am I rambling on about this time? Well I’m about to review a brilliant little game called Steamworld Dig 2 and I’m a little frustrated to say that I’ve never played anything even similar.

 

 

Now, I know the clever sods among you will be saying, “It’s like Steamworld Dig, dummy!” Yes, very smart and I’m absolutely sure it is, but I haven’t played the first game so this is a completely new adventure for me. For those of you who’ve played the original, all I can say is well done; I sincerely hope you enjoyed it and yes, the sequel is probably somewhat similar. Whether, like me, you’re new to developer Image & Form’s rugged robotic world or you’re returning for seconds, let me explain what makes it a world worth visiting.

Steamworld Dig 2 is for all intents and purposes an RPG. You take on the role of a character, meet other characters, get given missions and have to go out and complete them. We all know this formula really well and we’ve seen it a million times before. What makes this title interesting, however, is that it also adopts elements from the puzzle and platform genres. What you get is a very well balanced game that is using all of these elements really harmoniously. How? Well let me explain.

 

 

The first thing I need to do is give you a bit of an idea of plot. As this is an RPG this is going to be a spoiler mine-field and as I hate spoilers, I’ll make this brief. Like I said, I haven’t played the first game in this series so I’m looking at the sequel as a separate entity; those of you who have played the first game will know some of the characters and will be able to fill in more of the plot than I can. You take on the role of a young mining bot called Dot and with Fen, your unlikely glowing companion set out to find and perhaps rescue your equally robotic friend Rusty. To do this you’ll have to mine deeper into the earth, upgrading yourself and uncovering new underground locations as you go. As always this sounds a hundred times easier than it actually is.

There’s a certain Metroidvania-esque feel to Steamworld Dig 2. You can’t just hammer your way through everything. Your pick-axe will take you only so far, though you can upgrade this as you go. To get through some of the tougher lumps of debris, however, you’ll find yourself using an assortment of other items. The jack-hammer (basically your fist,) is one such item that you’ll be needing to break through brick. You’ll also find certain areas unreachable the first time you come across them so you’ll need a mixture of explosives and your hook-shot to be able to get there.

 

 

You won’t be able to do this immediately so a certain amount of back-tracking is necessary. This is something that is made very easy which I really like. You will come across mining elevators as you descend deeper into the earth and can easily jump between them to reach different areas. As we all know, back-tracking is absolutely fine, but when it takes ages just to reach something that turns out to be relatively minor it can also be really annoying.

This title is a side scrolling affair. As you dig you will find yourself creating platforms to jump on and off of. There is a certain amount of strategy to this. Enemies and other hazards are often buried in the rock. As you dig around them it makes sense to try and avoid potentially lethal situations by creating tunnels and platforms that circumvent danger. You’re a tough little robot but it still pays to avoid harm were possible. Careful planning also makes life easier in general. You aren’t just digging downwards, the simple fact that you’ll need to go backwards means that giving yourself an easy route to do this is very important. You’ll have to go back to the surface often. This is where you’ll upgrade your stuff but you will also automatically fill up your lamp. It isn’t sensible to go digging about in the dark as you don’t always know what dangers are lurking directly beneath you.

 

 

The puzzle element to the game that I mentioned comes in the form of secret rooms you’ll uncover while you’re mining. These rooms usually contain cogs and in certain cases artifacts. You’ll want the cogs because you use these to apply special abilities to your gear. Artifacts can be exchanged for cogs so are very useful if you can find them. These items also have a bit of story attached to each of them. For completionists out there there are about 49 of these dotted about the game world and some of them are fiendishly difficult to get to. The rooms that many of them are found in are built around a puzzle that needs to be solved. This is a brilliant little addition to an already well thought out game. If you really want to do everything you’ll be taking a break from the story just to spend some time on these puzzles and I can absolutely guarantee that you won’t be solving most of them first time around.

Mining isn’t just how you get about this game it’s also how you make a living. There are gem blocks among the other destructible tiles. These contain the precious stones that you’ll sell off for the cash you’ll need to upgrade your tools. These upgrades will give you more light for your lamp, more armor, a better pick-axe and so on. These upgrades are really important but the process of getting them feels fluid and comfortable, you won’t find yourself getting frustrated because you’ve been waiting an age for more inventory space. You get what you need as part of the course of the game.

 

 

I mentioned cogs earlier and these are also highly important bits of currency. As you upgrade your gear other customization options become available. For example, my lamp now illuminates collectible items, making them easier to spot and find. I’ve also customized my pick so that when I destroy a tile containing a collectible item I also destroy some of the tiles around it. All of the additions you’ll be able to unlock are useful for one reason or another. One of my pet peeves in a lot of games is when you have a lovely big upgrade tree but on account of your play-style you only find yourself using about twenty percent of what’s available. The other good thing about everything being useful is that you have to think a bit harder about what you’re going to buy and when.

So, I clearly like the story and really love the game concept, but one thing that I have certain reservations about is the controls. As with many PC games nowadays, this game is best played with a gamepad. I don’t have a gamepad, and as such I’m finding myself coming across what feels like increasingly unwieldy keyboard controls in many games. I completely understand that with modern games you need a ton of commands and that these are often best bound to a series of buttons for sheer comfort. What I don’t like is when these commands are spread all over the place on the keyboard. This is something I’m noticing with Steamworld Dig 2.

 

 

At the beginning of the game when you only have so much gear, controlling Dot is easy but as you collect more items you find yourself tapping the wrong buttons because there is literally a command for everything. These commands are shown on screen, which is fine but when you’ve just hit the perfect jump to slam your hook-shot into something and find yourself flailing your pick about in mid-air instead it gets a bit annoying. The controls aren’t game breaking and it’s nice to be told you’re best with a pad at the beginning of the game but if you don’t have one there isn’t a great deal you can do about this. Yes I know, stop whining and go out and buy a pad … these things cost money you know.

Other than this relatively little irk what we have here is a seriously gorgeous looking game. The artwork is beautifully painted and the characters you meet are cute, colorful and likeable. I particularly like the cultists you meet. These guys aren’t likeable, they’re very dangerous and completely insane but they look great. Sound and music are all there but I have to say neither are something I’ve particularly noticed. I’m not sure whether this is a plus or a minus but the fact that nothing is annoying me means that I’m going with the fact I’m just so embroiled in the gameplay that it’s all fading into the background. For me, at least, if it isn’t making me grumble it isn’t a negative. Other than these key factors the story is engrossing and actually quite funny in places so definitely another plus.

 

 

As I mentioned at the beginning, I’ve never played a game quite like Steamworld Dig 2 and I’m enjoying my experience with it so much I’m actually going to go and buy the first one so I can play everything from the very beginning. As far as I’m concerned, if a sequel to a game makes you want to go out and get the rest of the series this is kudos enough. I really think a lot of gamers, and not just fans of a good RPG would find a lot to love about this game. Steamworld Dig 2 is absolutely sitting on my recommend to friends list and I really think you should track it down and have a bash at it yourselves.

 

 

 

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

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