Monday, April 30, 2018

Adventure Time: Pirates of the Enchiridion trailer release

 

Never let anyone tell you cartoons are for kids; us fully grown adults can get just as much fun out of a Cartoon Network watching binge as any member of the smaller folk (children obviously, not the other ones, that’s rude). I mention Cartoon Network specifically because we are about to be seeing a new game from them, and with those first whispers comes a fist trailer. Well they have to give us something to watch as well, right? The game is going to be called Adventure Time: Pirates of the Enchiridion and although there’s only a smattering of news for now, I’m going to tell you as much as we know.

The first thing that we know for a fact is that Adventure Time: Pirates of the Enchiridion is being released by Outright Games in conjunction with Cartoon Network and will be appearing on the Switch, PS4, Xbox One and PC globally on July 20th. In this new Adventure Time story, you’ll be able to play as Finn, Jake, BMO and Marceline as they explore fan favourite locations and meet with the cartoon’s well loved cast.

Now we aren’t a hundred percent certain exactly what genre this adventure is going to be falling into just yet. You will be able to freely explore the Land of Ooo, which could suggest something a bit open world and sandboxy, saying that we are also seeing tactical combat present so this could even lend itself to the strategy genre. Something we can be sure of is that the graphics will match the art of the cartoon and that it’s voiced by its actual cast. This is nice; it’s good to see that this isn’t something that’s being based loosely on something else, rather that it’s a direct continuation of that theme in a different medium.

We’ll also be seeing pirates. I mean, it’s in the name really, isn’t it? Who doesn’t love pirates? I’m afraid that’s it for the moment. I’m obviously going to leave you with that trailer and let you see what you think for yourselves. As always you’ll know more as we do but for cartoon fans out there (regardless of size), this is definitely one worth keeping an eye on. If you don’t know what Adventure Time is, go and pop your telly on. I’m pretty sure you’ll find and episode or two for a catch up.

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Sunday, April 29, 2018

INTERVIEW / Crossing Souls – Music Composer Chris Köbke

 

In February 2018, Fourattic‘s debut title Crossing Souls was released for PC, PlayStation Vita, and PlayStation 4. The 80s-referencing and visually nostalgic game, published by Devolver Digital, received a majority of positive reviews. Crossing Souls follows five young best friends on their two-dimensional adventure after a mysterious storm takes place in their Californian hometown, Tajunga. The game stood out for its smooth fusion of all things retro and Egyptian mythology.

 

Chris Köbke (left) and Sebastian Becker are the co-founders of Trite Games, a two person indie game development studio from Berlin, Germany.

 

A particular element within Crossing Souls, however, proceeds to receive praise up until today: the original soundtrack. While playing the game, we’ve listened to orchestral pieces reminiscent of film soundtracks from the 80s. We were genuinely surprised and impressed by the fact that a debut title from an indie developer managed to tell its story musically with that fine of a quality. As a result, we couldn’t help but reach out to the man behind the epic orchestration: German composer Chris Köbke.

 

 

TVGB: For Crossing Souls , what mesmerized us is how the score sounds so orchestral. How did you achieve that “epic” feeling?

Chris: Thank you, I really appreciate it! I tried to incorporate a lot of 80s style orchestration techniques. [That included] woodwind and string runs, and the heavy use of cartoonish percussion such as the xylophone, marimba, and triangle. The more epic moments [were built] on the full brass section, which is mixed very brightly on the soundtrack [and is] sometimes even distorted, as well as the Lydian scale, the brightest of all scales. The soundtrack also tries to [convey] the full color palette of the orchestra, including the solo tuba, the English horn, flutes, clarinets, and the har.

 

Recently, video game soundtracks – like movie soundtracks before them – are being appreciated as separate entities, an entertainment experience in their own right. How do you feel the score for Crossing Souls stands on its own?

I love the fact that video game soundtracks get much more appreciation outside of their games, and that people are listening to them as separate albums on their own. For me, the best way of experiencing a game soundtrack is listening to it in the context of the game. Not only does a game soundtrack enhance gameplay, but it goes the other way around as well. As the color schemes, mood, and [game animation] were the biggest inspiration for the soundtrack, they also support it visually and therefore enhance it emotionally. It’s always difficult to judge my own creations, but I do hope it can still stand on its own feet and tell a story [outside] the context of the game.

 

 

Do you have a specific creative process that you follow in order to come up with musical pieces for video games? Does it differ when you’re creating music for film?

In my opinion, writing music for games differs a lot from writing music for films, because you can’t accurately predict when the player is approaching a certain key moment. A key moment in film scoring can be [triggered accurately at a specific frame]. Whereas game music requires much more thinking in terms of dynamic layers that can be activated and deactivated [depending] on specific player action.

In this case, [the approach of creating] the soundtrack was purposefully like a movie score would’ve been composed. Of course, it relied much less on Mickey Mousing, a technique common in 80s movies where the music would reflect movements on screen, such as an up and down arpeggio supporting the character jumping over a hill. [This is because], as I said, player motion can’t be accurately predicted, but the whole idea for my process on this soundtrack was to imagine a dialogue going off on top of the music.

 

 

How much did you know about the game’s content or story when you were approached for this project? Was it enough inspiration for your pieces? Or did you have to research the Eighties’ music as well?

I was very lucky that the lovely developers at Fourattic had planned out the full story and scene structure before approaching me. [Therefore], all of the content and story was available to me when I joined them. They also provided me with a detailed track list, so the overall development of themes and dramatic arc in the soundtrack could be done before writing specific location tracks.

Although I was born in the mid 90s, I weirdly watched way more films from the 80s than from the 90s in my childhood, and [I] pretty much grew up with the aesthetic of 80s movie soundtracks. I still did a lot of research analyzing composers like John Williams, Jerry Goldsmith, Danny Elfman, and Joe Hisaishi (Studio Ghibli). [That was in order] to find commonly used chord progressions, phrases, melody shapes and orchestration techniques I could ground the soundtrack on. There also are some obvious references in there as well, like referencing Darth Vader in “Oh Rus’ Theme” or E.T. in “Bikes!”, to pay homage to the great soundtracks I was inspired by.

 

If you could have one album from the 1980s be your life’s soundtrack, which one would it be?

Definitely the soundtrack album to E.T. I could live inside that soundtrack forever!

 

Aside from Crossing Souls , of course, which game are you most excited to play this year?

I’m really looking forward to play Ni No Kuni 2, as I was a huge fan of the first one. The combination of Studio Ghibli’s aesthetic, Joe Hisaishi’s soundtrack, and JRPG gameplay is a perfect marriage for me.

 

Crossing-Souls_Duat

 

It was an absolute pleasure getting a sneak peek at the making of Crossing Souls, as well as an intro to Music Composition 101 from Chris. After you’ve listened to the main theme embedded at the beginning of the interview, make sure to check out more of Chris Köbke’s work here. You can follow him on Twitter to keep an eye out for his future projects. Crossing Souls is available for $14.99 on PlayStation 4, PlayStation Vita, Microsoft Windows, Linux, and MacOS.

 

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Friday, April 27, 2018

REVIEW / Light Fall (PC)

 

Light Fall is an indie momentum-focused, puzzle-heavy platforming game developed by Bishop Games. In Light Fall, you play as a little black, humanoid blob with glowing eyes (I won’t spoil you by revealing his identity in the review) who’s lost his memories. In your quest to regain your memories, find your friends, and unravel a mystery about the evil plaguing your home, Numbra, you clamber your way through side-scrolling platforming and puzzle sections, making careful use of your speed and momentum, and a strange cube – The Shadow Core.

 

 

The primary use of the Shadow Core is to facilitate you getting around otherwise difficult to access areas. When you jump, you can press the jump button a second time to have the cube spawn underneath you. The cube remains in this position until you jump and press the button again, where it follows you to become a new platform, abandoning its old position. You are allotted four uses of the cube in a row (shown on the side of the cube by the number of orange and red lights), after which you must replenish its powers by landing on a non-cube surface. You can also use the cube to activate machines like boats, rotate special platforms, and you can even use it to shoot beams of damaging light at enemies.

The core gameplay of Light Fall has little to do with enemies – in fact, very seldom do you come across enemies, and they’re all dealt with in one hit, or can be dodged entirely. Light Fall is all about exploring the world, helping your people, and learning about Numbra’s past. In each area, you will encounter many checkpoints, each of which has a certain number of yellow triangular sockets, and blue circular sockets.

 

 

The blue sockets represent how many missing villagers are in the area, which you can locate mostly in secret areas that you find by exploring darkened, hidden sections of the level. In these areas you can also put yourself through much more perilous platforming sections in order to find and obtain yellow gems. If you manage to get back through the dangerous area in reverse and approach a checkpoint, the yellow gem will affix itself to said checkpoint and you will be rewarded with a lengthy diary entry from an early explorer of Numbra. Light Fall obviously has deeper meaning and purpose if you fulfill these level objectives, although it can be just as fun and less frustrating to fly through the area while working through the puzzles.

Throughout all of your exploration and puzzle-solving, you are accompanied by an old Night Owl named Stryx, who feeds you exposition and comments on you being a bit of a reckless menace. All in good fun…probably. Stryx has one of those wise, teasing old man voices that you would expect from a narrator in a PS2-era RPG. By that, I mean that he should probably speak less than he does. There’s nothing wrong with the voice, but it’s absolutely grating to hear it every five or ten minutes, commenting on what you’re doing.

 

 

Despite spending most of the game wishing that Stryx would shut up and even thinking that the story was interesting enough but ultimately nothing special, once I was given Stryx’s backstory I gained much more appreciation for him. While his backstory isn’t necessarily groundbreaking or new, it was captivating, interesting, and explained a lot about his character. Indeed, the rest of Light Fall‘s story is average at best, but it’s propped up by a really beautifully-crafted, deep world. However, I will say that the devs should patch in a way to make the text on the yellow gem diaries scroll faster – they’re very long and I almost didn’t want to keep reading them because they took so long to scroll.

The graphics and world in Light Fall are simply gorgeous. The use of color and shadow and silhouette give it a decidedly indie feel without feeling generic and broody. It’s nice to see an indie puzzle platformer world that doesn’t live in greyscale and hasn’t been dipped in a vat of cuteness. You can passively interact with some parts of the environment (i.e. the bushes move when you run through them), which I always enjoy because it makes the background and foreground feel less static. However, it’s still not like every little branch quivers at your mere presence, but in a simple game like this I think that that kind of treatment would be overkill anyway. The side-scrolling and presence of fat pink crystals throughout the levels did give me Hollow Knight vibes, although I refuse to draw anything more than a passing comparison between the two.

 

 

Light Fall‘s design is pretty and simplistic, but it feels and looks a little rough and pixelated at times. I did notice that on my computer, I could only get the game to play in a square box, rather than going completely fullscreen. I feel this is probably due to the game being optimized for play on the Switch before other platforms. Light Fall‘s soundtrack isn’t going to be one that sticks in your head. It’s light and pretty, predominantly made up of strings and bells, but it’s purely there for ambience, and it does that job well.

I’ll admit that when I first started playing Light Fall, I didn’t think I was going to like it. Every time I jumped and tried to cling to walls, it felt as though I wasn’t grabbing onto things like I should. When I jumped, I never went very far, and all of my movements felt a bit neutered in general. I started to dislike my experience and wondered if I’d get very far through it at all. It was only after a particularly hectic section of the game where you’re essentially racing against the clock did I realize that the act of running wasn’t just for speed – it was also for momentum. Once I realized that I regularly needed to make use of momentum as I controlled my character, I started to adore the gameplay.

 

 

Know this if you are going to play Light Fall: this isn’t Crash Bandicoot – you need to run and go flying and make your distance and speed count. Dashing around like this made for some excellent platforming sequences where I was ducking in and around moving obstacles while deploying the Shadow Core, shooting enemies and then deploying again so I wouldn’t fall into a pit of spiky crystals. After a while you don’t even get mad at the difficulty because you’re having too much fun. That being said, some sections of the game, particularly in the final trials right at the end, are more frustrating than fun. Having to retrace your steps after claiming an important item, only to lose that item if you die on the way back, is agonizingly irritating. Quality of life in Light Fall could be greatly improved by the ability to hang onto items like the gems even if you do die, although that might just be me being a wuss.

You may be thinking that, based on my description, Light Fall would be an excellent speedrunning game. You would be correct, and the devs have already pre-empted you all by adding a speedrun option to the main menu as a matter of course. I actually can’t wait to watch people play this game in future Games Done Quick lineups.

 

 

Light Fall is a surprisingly fun and engaging little indie title. It’s taken four years of development and a Kickstarter campaign to bring it to life, and it’s very clearly been a labor of love. Light Fall is rough around the edges, but its charm and beautiful design give it a strong foundation to stand on. If you’re a fan of platforming games, particularly ones that have fair but challenging difficulty, this is the game for you. If you’re a fan of speedrunning, you’ll have an absolute blast with Light Fall, guaranteed.

 

 

 

Light Fall is available now on PC and Nintendo Switch via the eShop.

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The Spatials are having a coming out party

 

Micro-management types always love a good Sim. Whether we be telling families that aren’t ours how to bring up their children or colonising planets it’s kind of fun to take the reigns and think for someone else for a bit. This being said, The Spatials: Galactology has taken one final leap out of Early Access and become a fully fledged Steam title.

So we have a bit of a melting pot of different things happening with The Spatials: Galactology. This game is a bit of a mix of base-building and resource management gameplay. Throw in randomly generated galaxies and a dynamic loot system and you have a recipe for something that sounds like it’s going to be a lot of fun.  Galactology features deeper, more rewarding mechanics (allegedly) than the first game, and enough new content to satisfy even the most ardent simulation fan.

The original game which I just mentioned was obviously The Spatials … well maybe not obviously, but law of averages and all that. This title came out in 2015 and even back then there was plenty of humour to be enjoyed and lots of deep, replayable gameplay to get involved in. The sequel which is now fully mature is available on Steam for all major desktop operating systems: Windows, Mac and Linux.

Galactology is The Spatials re-imagined as a much larger and more rewarding simulation game. With mod support and active pause, the game adds new items and structures to build, trade routes to exploit and planets with multiple variables plus a ton of other awesome sounding tweaks that make it something that little bit special. The game also ships with full Steam Workshop compatibility and includes a large chunk of the game’s source code for you creative types out there.

The galaxy The Spatials once knew has changed. The Federation is collapsing, a five thousand year old cat is leading the revolution, (obviously,) strange cults are flourishing and the worse chef of all time is a TV superstar. As part of all of this The Spatials have been invited to start a new era of science and diplomacy by building the ultimate tourist trap in the outer reaches of the universe. In doing this you will find yourself reinforcing your colony space-station with new buildings, staff and robots as well as building spaceships so you can explore the galaxy around you. The business type in you will get a good outing as you watch your bank balance getting bigger while trading with alien species. Alternatively a good bit of plundering will also be a healthy way of seeing those bucks rolling in.

Carlos Carrasco, Co-Founder and Programmer at Weird and Wry said, “The Spatials: Galactology realizes the full potential of the original game. When we released The Spatials we knew that it was a young star ready to go supernova. With some time and effort on our part, The Spatials has expanded into a whole new game; we now have three more alien civilizations, colonies that can be built on planets, Steam Workshop support for awesome new mods, and even a hotel system. If you’re into simulation – or just wish you could build your own intergalactic business – The Spatials: Galactology will give you all the strategic thrills (and tongue in cheek humor) you can handle.

Those of you that played the early access release will see quite a bit of difference in the finished article. Amongst the large list of things that have been changed, added and finalised you’ll be able to build colony stations on planets, explore the aforementioned hotel system and literally dive into the new wormhole based space exploration system.

If you fancy a bit of out of this world, (sorry,) business you can find The Spatials: Galactology over on Steam for the rather reasonable sounding price of $12.99. For a game offering this much to do that seems like a more than fair price for those of you really wanting to lose some time.

 

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Thursday, April 26, 2018

Sonic Mania Plus Dashes Into Stores This July

 

Pre-order your digital copy from today.

SEGA just dropped the news today that Sonic Mania Plus will release on July 17, 2018 and that you can pre-order the definitive version of the critically acclaimed platformer now for Sony PlayStation®4, Microsoft Xbox® One and Nintendo Switch.

They also posted this awesome, action-packed new trailer for the new version of the game:

So, what’s new? Well, firstly there are two new playable characters. Mighty The Armadillo and Ray The Flying Squirrel join the crew. Also giving the game a fresh look is a new Encore mode that has new challenges in those familiar zones from the game. Competition and Time Attack modes get an update too, allowing four payer competitions and ghost challenges for the time trials.

The content will be packaged in an all-new physical edition which comes with a 32-page collector’s artbook, holographic packaging and a cool reversible SEGA Mega Drive cover.

Already bought Sonic Mania when it came out last year? That’s cool – your upgrade to Sonic Mania Plus will come in the form of the Encore DLC which will be available for sale at £3.99 via Steam and other first party stores on July 17, 2018 so that you don’t miss out on the manic action.

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Rick and Morty: Virtual Rick-Ality physical release arrives on shelves

 

Physical release available now in North America and Limited Collector’s Edition comes with exclusive bonus items.

Fans of the popular Adult Swim series, Rick and Morty, can head to retail stores today to pick up Rick and Morty: Virtual Rick-ality for PlayStation®VR, now available at North American retailers for $29.99. A limited Collector’s Edition is also in stores for $49.99, featuring a copy of the game, a “Weaponized Rick” Funko Pop! vinyl figure (with one in six purchases featuring a limited Chase variant) and an exclusive double-sided poster featuring Rick and Morty comic book cover art.

Adult Swim Games, Owlchemy Labs and Other Ocean Group combined for this critically-acclaimed title, where fans of the incredibly popular cartoon can immerse themselves in the world of Rick, Morty and their universes. The game is rated M for crude humour, fantasy violence and strong language. Fans of the show would expect nothing less.

The title is fully voiced, featuring the original voice actors from the show. Players can hang out in recognizable locations from the cartoon, mess around with iconic objects such as the plumbus, and get yelled at (a lot) by Rick. There are even real fake doors to try and go through.

Help Rick (or don’t) explore multiple, weird and wonderful dimensions in this game, which is sure to be a future classic.

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Wolfenstein II: The New Colossus launches for Nintendo Switch on June 29

 

You can now punch those pesky Nazis on the go, at home, anywhere!

Wolfenstein II: The New Colossus launches Friday, June 29 on Nintendo Switch. Bethesda Studios, veteran studio Panic Button and MachineGames have promised the complete, uncensored, award-winning story when the game releases.

As you can see from the trailer, the rated M for mature game is an action-packed story of waging war against the Nazi army led by the vile, evil and deadly Frau Engel. Your band of friends and freedom fighters will be able to use everything at your disposal to thwart their evil deeds, including making best use of the Switch’s unique motion controls – making the game more immersive and accurate.

The game has already won multiple awards, including VGA’s ‘Best Action Game of 2017’, which is a true mark of the quality of the game. If the port to Switch is accurate and retains much of the game’s glory, Switch users are in for a real treat. It is likely, however, that there will be performance and visual trade-offs to help the game run properly on the Switch.

Bethesda have been bringing their A-games to Switch recently, with both Doom and Skyrim feeling quite at home on Nintendo’s flagship device. This trend looks set to continue with Wolfenstein II: The New Colossus.

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Death Road to Canada release postponed

 

In light of the tragic attack in Toronto on Monday, April 23, Ukiyo Publishing announced that Death Road to Canada would not be released on April 25, as previously planned.

Paul Hann, Managing Director of Ukiyo, sent out a quote saying “We feel it would be deeply inappropriate to launch the game at such a time… We would like to express our deepest condolences to everyone affected by the tragic events in Toronto.”

Ukiyo has stated that they do not have exact plans for a future release date, but until the new date is announced, they have asked that media refrain from reviewing the game or otherwise publishing content related to it.

Vans are the weapon of choice of cowards and men who will be forgotten

The attack, carried out by a lone young man in a van, claimed the lives of 10 people in Toronto. As Death Road to Canada involves hitting zombies with a car (the name alone might have been enough), the decision to release the game at a later date is a kind one and will certainly only do the company favors.

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Destiny 2 Warmind DLC details

 

Destiny 2 Development Roadmap

If you’re a Destiny fan like myself, you know there is a lot of work to be done on the highly anticipated sequel Destiny 2. When Bungie first announced their development roadmap for Destiny 2, there was a lot to get excited for, including 2 upcoming DLC expansions. While both seasons 1 and 2 are behind us, I’ll save some time and post the image they released a few months ago below:

Destiny 2 Warmind DLC

Bungie announced yesterday, April 24, 2018, on a Twitch livestream that the Destiny 2 Warmind DLC will be released on May 8, 2018. This may be a shock to many, as this is just a few short weeks away. In the upcoming DLC expansion, which takes place on Mars once again, players will deal with a series of events caused by an awoken Rasputin. I’ll leave it at that to prevent spoiling too much and allow you, the player, to experience the story for yourself. The DLC also introduces a new hero! Ana Bray is a vendor who will unveil more on Clovis Bay.

Along with more story to be added to the game, players can expect to see new PVP improvements, including a ranking system and new game modes, new strikes, new exotic weapons to collect and much more.

For more information on the Destiny 2 Warmind DLC expansion you can visit http://bungie.net or stay tuned here on That VideGame Blog where we will have all of the latest Destiny news.

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Wednesday, April 25, 2018

REVIEW / RiftStar Raiders (PS4)

 

Old school meets new school in RiftStar Raiders, a top-down, sci-fi themed shoot ’em up. Climax Studios’  twin stick shooter is fast paced, incredibly challenging and comes with a high skill cap. So hop in your spaceship and get ready for one intense ride.

 

 

In RiftStar Raiders, a hive-mind of alien AI known, who go by the fluffy monkier of “Warswarm,” have waged war on humanity. It falls to you and your ragtag team of Raiders to take them out. You and up to 3 friends take on the roles of rogue pilots, your classic Han Solo types who’ll accept any mission as long as there’s enough money involved.

Essentially, it’s a bullet hell with shoot and loot mechanics that looks and sounds great on paper. The graphics are amazing, a blend of 3D and 2D animation. It sports an excellent sound track and you can’t beat the classic top-down point-of-view. Unfortunately the game falls short in other, more crucial areas. The biggest offender being the controls.

 

 

The two stick mechanic doesn’t work so well in zero gravity it seems. Similar to the 1979 arcade game, Asteroids (click here to try it!), your ship drifts out of your control every time you fly in a certain direction. This is a huge deal when you’re trying to avoid enemy fire, navigating through a mine field or both! Overshooting where you’re trying to go, even by an inch, can get you killed in games like RiftStar Raiders.

I felt like a buffoon trying to fly and shoot at the same time as well. My aiming was atrocious. I was drifting and missing all over the place. There is a fix for this though, albeit a bad one. Players are able to stabilize their ship and move at a snail’s pace. This makes it easier to aim and navigate through environmental hazards but sacrifices speed and dodging capabilities; a hard call to make if you’re being swarmed by enemies.

 

 

The enemies, comprised of space pirate gangs and swarms of aliens, along with the game’s nine different stages are another of RiftStar Raiders‘s frustrations. The sheer amount of baddies and level hazards make the game so damn hard. While I hate losing/dying as much as the next guy, I rarely ever get so frustrated with a game that I just want to quit playing. I rage-quit RiftStar Raiders at least six times during my review process; twice during the tutorial.

I understand the game is meant to be challenging, most games are to some degree, but when you overcome a “hard part” you’re typically filled with relief and accomplishment. For me it was less relief and more a desperation to finish. I wanted the level to end because I had restarted so much already. I can’t tell you how many times I told myself, “If I die one more time I’m done with this game.”

 

 

Playing with friends didn’t help ease the difficulty either. In fact, it made the whole game a lot harder. While I only played with one other, RiftStar Raiders can support up to four players at a time. The extra ship was just a nuisance though. We essentially gave the enemies more targets to hit and ourselves less room to maneuver. We had a bad time. Videogames have the right to be challenging, unforgiving even. But when you’re doing everything you can in a game and it’s still not good enough, playing becomes frustrating and borderline unenjoyable.

That’s not to say RiftStar Raiders didn’t have its high points though. When I wasn’t swearing at the screen after dying for the umpteenth time, I was busy modding or upgrading my ship (which was awesome). If a player manages to complete a mission, they get access to all the perks and upgrades they picked-up along the way.

 

 

Each ship has three sections that can be modified: weapons, shield and engine. Gamers can mix and match different equipment to find a combination that suits their playstyle or current mission the best. Perks are another customization element and can affect a variety of things in combat, such adding crowd control effects to your attacks or increase your damage. Adjusting my ship’s load-out was hands down my favorite part of RiftStar Raiders. I only wish I was able to do it more often…

While I clearly had issues with RiftStar Raiders, others may not. I stand by my criticisms of the controls and extreme difficulty but with enough practice and LOADS of patience, I’m sure anyone can master the mayhem and find the enjoyment that eluded me. Pick it up today on the PlayStation Store for only $19.99. You can also play RiftStar Raider on Steam and Xbox One. I highly recommend you try before buy though. A demo is available on each platforms. Best of luck! You’re going to need it.

 

 

 

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

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Tuesday, April 24, 2018

New Dark Souls Remastered trailer shows off new look and badass bosses

 

Dark Souls is known for its punishing difficulty just like its big brother, Demon’s Souls. Set in the fictional town of Lordran, Dark Souls sees the player traveling to this forgotten land infested with gargoyles, wraiths, and all kinds of nightmare inducing creatures. The new trailer that Bandai Namco shared this morning showcases a shiny new coat of paint and a few of the monstrous bosses that lurk in the shadows. You can take a look at it below, if you dare.

I tell ya, May 25th cannot get here soon enough. That’s the day that the highly anticipated Dark Souls: Remastered hits store shelves for the PS4, Xbox One and PC. Just to whet the appetites of long-time fans, Bandai Namco has released a new trailer that gives you just a little taste of what this remaster has to offer.

A very cool thing that Bandai Namco and Steam is doing will allow PC players that have purchased the Dark Souls: Prepare to Die Edition to receive a 50% discount on DS:R. And if you would rather play the game on a PS4 or Xbox One, you can now pre-order the game so that you can download it as soon as it goes live in each console’s digital marketplace. Just as a reminder, on May 8th, the Dark Souls: Prepare to Die Edition will be removed from Steam and only those that have previously purchased it will still be able to re-download and play it.

Just to make sure that the game runs as it should on launch day, Bandai Namco plans to hold a network test for PS4 and Xbox One versions. A date and time for the network test hasn’t yet been revealed, but the publisher promises to share those details ASAP.

Switch fans, don’t think that Bandai Namco has forgotten about you, because a version of the game is also in development for Nintendo’s very popular console. It was also originally planned to be released on May 25th but the developer From Software is taking a little more time to get the game to run a little smoother on the handheld console and will release it in the summer. In addition, the Solaire of Astora Amiibo has been delayed, as well as the Switch network test.

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Destiny 2 expansion livestream

 

For those that are as big of Destiny fans as I am, you know that the team at Bungie has really been dropping the ball on Destiny 2. That’s why we should be excited to see the answers to some of the game’s problems with the upcoming DLC. Join the developers from Bungie and Vicarious Visions as they reveal the second downloadable content release for Destiny 2, titled “Warmind”.

The stream begins at 10AM Pacific Standard Time and can be watched on Twitch HERE.

If you’d like to watch the trailer for the upcoming DLC, that an be viewed on YouTube below:

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Monday, April 23, 2018

Hyper Sentinel launching May 11th on console and PC

 

Those of you who enjoy bathing in the warm glow of nostalgia, listen up. As of right now, an official release date for Four5Six Pixel and Huey Games’ retro arcade space shooter Hyper Sentinel has been announced: the game will be launching on PS4, Xbox One, Nintendo Switch, and PC on May 11th. It’s a trip down memory lane, a step backward into the Good Old Days; hell, it’s a painful reminder that I am way too young to remember when gaming looked like this.

Here’s a luridly coloured and unavoidably cringey trailer for you old people to enjoy:

Hyper Sentinel is a bare-bones flip and scroll shooter that does away with the clutter of the 21st century in almost every aspect bar one. The plot is unabashedly non-existent, and the mechanics, designed for cavemen; the graphics are certainly retro, but beneath the hood lies a modern game engine that will keep this ‘antique’ ticking over quite nicely. It’s Neo-Retro, and it’s all the rage these days. “Hyper Sentinel,” in the words of creator Jonathan Port, “will take older gamers right back to their roots with an updated feel.”

You will take control of a blocky spaceship, tasked with defending the earth from equally pixelated alien invaders. The gameplay is chaotic, relying as much upon your ability to dodge the bullet-hell that swirls around you as your accuracy with the many power-ups and weapons. And if you’re feeling like this is all too archaic for you, fear not: according to Port, members of my generation “can satisfy their urge for action and epic boss battles without wading through a plot.”

Sounds reasonable.

Hyper Sentinel was showcased at EGX Rezzed 2018 at the Tobacco Docks here in London. Miraculously, I was unable to attend, but can only assume that the game was a hit; after all, it is managing to appeal to even the most obstinately old-school members of the gaming community. Pre-order details are to be announced, but in the meantime, why not check Hyper Sentinel out on Steam or via the game’s official page.

The full game launches on May 11th, so dust off your trigger fingers, Gramps.

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Sunday, April 22, 2018

REVIEW / Minit (PC)

 

If Phil Connors died every 60 seconds, only to wake up again the next day to the sounds of Sonny & Cher blaring on the radio, Groundhog Day wouldn’t be a very good movie. But Minit does just that, minus the “I’ve got you babe’s” and the self-improvement plotline and it manages to be a refreshing, if short, addition to the adventure game roster. From publisher Devolver Digital, and developed by Jan Willem Nijman, Kitty Calis, Jukio Kallio and Dominik Johann, Minit puts you in the unfortunate shoes of a duck billed adventurer, who happens upon a cursed sword that kills him every 60 seconds. Players must navigate Minit’s stark, monochromatic landscape, searching for the factory that is producing these swords en masse in hopes of shutting them down, lest any more of the whimsical denizens of the world fall prey to its sinister magic.

 

Minit makes you race against the clock to return a cursed sword

 

I will admit, the 60 second gimmick had me balking at first. I didn’t understand how a game with such a rigid time constraint could be fun, and instead went into it assuming (I know, I know… what an ass, right?) that I would end up frustrated and disappointed. This was even despite the fact that one of my favorite games of all time, Majora’s Mask, was also based around a similar time-looping, change the past to fix the future mechanic, because I (arbitrarily) figured that three days was an acceptable time limit. I mean, what can you get done in a minute?

A lot, apparently.

I write this review a humbler person, now knowing that Minit is fully aware of how short those precious 60 second intervals are and has taken steps to ensure that the “I live, I die, I live again” cycle stays novel. My first concern was addressed right from the get go, in that certain things you change and goals you reach persist past your death. This isn’t your traditional Groundhog Day rotation after all, since instead of falling asleep at the end of the day, you die when the clock hits zero. Sure, the crabs you kill respawn and the boxes you moved move back, but any progress you made in the actual story line of the game stays progressed. This removes one major stressor and introduces immediately that the purpose of the time constraint in Minit isn’t to punish its players, but to add a new dimension to the puzzle solving aspect of your traditional adventure title, in the same way A Link Between Worlds allowed you to merge with your surroundings.

 

 

My second concern was addressed soon after this discovery, when I made my way to the desert and discovered an abandoned campsite. I entered the trailer with a measly ten seconds to spare, the clock ticking down louder and my poor adventurer starting to sweat in anticipation of his very timely death, when I was notified that my home base had changed. I then died and respawned in the trailer, closer to the area I needed to explore and no longer on the fringes of my time limit. Minit employs multiple checkpoints just like this one throughout the world which are integral to your progress, making it clear to players that each section of the map is its own microcosm of puzzles, narrowing the scope of the game and making it more manageable.

Its also worth noting that Minit never tells you more than you need to know. If you receive a coffee cup that lets you push around heavy objects, a line of text will appear on screen until you use that skill for the first time but even then, there’s no explanation as to how to use it or where or why. When you find the sword and discover it’s cursed, a helpful delivery man tells you to go to the factory and complain to management, and that’s it. You need to find out where that is, how to reach it and what to do once you’ve arrived. This is a game that doesn’t hold your hand, but neither does it leave you in the lurch. There were only a handful of times in which I got stuck, and that was either due to not having explored previous areas thoroughly enough or my own lack of focus, not any fault in the game. Minit seems to pride itself on just how accessible it is, despite the aforementioned time constraint, and its difficulty really boils down to how quickly you can get into the rhythm of dying, respawning and memorizing the map.

 

Wake up at home in Minit

 

Minit is not a long game, but that’s not necessarily a bad thing. In fact, it feels just long enough to afford players the chance to explore and enjoy the core mechanics of the game without them growing stale. While there are a few puzzles that are built specifically with the 60 second time limit in mind, after the midway point they start to taper off, and thankfully the game finds a satisfying end before the schtick gets old. One particular moment, which was honestly so cute and clever it sold me on the game almost immediately, starts with an old man by a lighthouse and relies on the time constraint as not only a function of the game itself, but as an intrinsic piece of the puzzle you are trying to solve. I won’t go into detail for those of you who haven’t played the game, but it takes the hectic pacing inspired by the ticking clock and turns it on its head, forcing players to really take into account how time functions as a mechanic to be utilized within Minit in a really funny way.

That being said, for $10 US ($13 Canadian) it feels really short. This may benefit the story, and it definitely saves the game from feeling like a kitschy one-trick pony, but there is little if any replay value in exchange for the price tag. I got most of the secrets and power-ups on my first play through (a benefit of getting lost and wandering through puzzles only tangential to the main storyline), and I still spent at most two hours in game. There is a new game plus option upon completion, and you can go back and play through your old save if you feel you missed something, but to be honest, I didn’t want to. I felt that I got the most I was going to get from Minit the first time around, which is not a detriment to the game in itself. I do feel that for $13 I expect a little more meat on a video games bones, and since Minit would only be doing itself a disservice by extending its amount of gameplay, I feel the price could better reflect what you get out of the finished product as a whole. However, I also understand that people gotta eat and if $13 helps to create inspired little puzzlers like this one, that’s money even the cold-hearted miser in me can be convinced to part with.

 

Hotel that saves time in Minit

 

In early Zelda-esque fashion, Minit boasts an endearing blend of “get the sword, go on the quest, slay the villain” adventure game with a cast of quirky characters very reminiscent of Undertale. From the security guard who wishes he could be a photographer, to the dude in the pub who wants to listen to “real” music (and we all know that guy) the NPC’s strewn throughout the world are charming and likeable, making it fun to explore and inspiring a desire to speak with everyone you meet. The plot is simple, short and sweet, with nothing more going on behind the scenes than necessary and when you finally come to the end of the game, it feels satisfying. You accomplished what you set out to do, and the rest is non-obligatory completion material: there if you want it, but nothing you need to bother with if you don’t.

The art style is simple black and white, with objects and characters a stark relief on a black screen, almost as if Space Invaders and Pokémon Red/Blue had a baby. Seemingly mirroring the minimalism that strikes through the heart of the game, players are left to decide for themselves how to interpret the cartoonish world of Minit in the same way we were left to our own devices on our first foray into Hyrule. Simple does not equal boring, does not imply laziness or a lack of substance, and coupled with how polished the game feels as a whole (due in part to the impressive group of developers at its helm, I’m sure), Minit stands as an example of what can be accomplished when a neat idea and a keen attention to detail run head first into each other.

 

 

Minit is available now across the board on PC, Xbox One and PS4, and I would recommend anyone (specifically those of you interested in game design) check it out. It’s a quick game that’s fun and interesting, casual enough that you can knock it out in a few hours with minimal difficulty and illustrates that a game doesn’t have to be all flash and pizazz to make an impression. Sometimes all you need is a hook and the means to apply it, letting the mechanics make up the substance, bells and whistles be damned.

 

 

 

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

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Wild Guns Reloaded comes to Switch

 

Those of you that love a good western shootout will need to get ready to draw. I’ve just come across some news of a new Switch release and it’s all about bringing out the cowboy (or girl) in you. Giving you the chance to have that all important old school saloon brawl, Wild Guns Reloaded is appearing on your Switch screens.

 

Wild Guns Reloaded is a Wild West/steampunk mashup and I have to say it all sounds rather interesting. It was released for Switch both digitally and at retail earlier this week at $29.99. This title is a fast paced gallery style shooter and will see you playing in the roles of Clint, Annie or one of two other newly added characters. Of course if you want to you can play all four of them in Wild Gun’s multiplayer mode.

 

 

The story sees Annie track down the famed bounty hunter Clint as she seeks to take revenge on the Kid Gang. This story will unfold over eight action packed stages, each comprising of three levels. You’ll need to be able to dodge, dive and roll with the best of them as there will be plenty of evil robots looking to end your life in a hail of bullets. This title has a true arcade feel and it’s first iteration with it’s sci-fi/western theming was the first game of its kind to arrive on home console. Purportedly, there still isn’t anything quite like it to this day.

 

 

The Switch version of the game offers a couple of new modes to the player. These include Beginner Mode in which new players can face all of the action in the game with unlimited lives. At the other end of the difficulty spectrum comes Boss Rush: Time Attack. This mode which has been crafted for veteran players and will see more experienced gun wielders take on all of the game’s bosses one after another in one killer gauntlet. This is all about seeing how far you can go and how long you can survive.

 

 

It’s always nice when things cross genres, when it’s done properly of course. It’s always equally nice to see an older title get an new lease of life. If you’re looking to end some robots and bandits arcade shooter style you’ve got a very promising way to do it. All you need is to get to your respective stores and pick yourselves up a copy and get blasting.

 

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Thursday, April 19, 2018

Monster Hunter: World Kulve Taroth event now live

 

Are you tired of the Deviljho handing your ass to you on a platter? Had enough of the Springtime festivities? Well, I’ve got good news. As of today, Monster Hunter: World is playing host to a fearsome new Elder Dragon, in a limited-time event that introduces an enormous amount of new stuff. DLC season is well and truly underway, folks, and if you weren’t already excited now might be a good time to squeal like a frightened poogie.

Ahem. The newest addition to the Monster Hunter: World roster, Kulve Taroth, is the beast you’ll be tasked with defeating. She’s big, she’s golden, and she’s wearing a gown of molten metal; I’m not going to do her justice with words, so check out this trailer instead:

As you may have noticed, Kulve Taroth is roaming about in an unfamiliar environment that shimmers a little like she does. They’re called the Caverns of El Dorado, and you’ll spend your time there when out on a hunt for Kulve herself. Rigged with cannons, falling rocks, and a ton of Wedge Beetles, this is an environment designed with a purpose in mind, and as a result it is truly spectacular to explore.

So how does it all work? You’re going to want to head out on an ordinary expedition, first: head to the Ancient Forest, and walk around until you spot a pile of fourteen-carat detritus. Your handler will squeak about returning to speak to the Admiral, and after a short cutscene involving references to Kulve Taroth as ‘the one that got away,’ you’ll be introduced to the new style of hunt that this Monster Hunter: World update brings to the table.

It’s called a Siege, and it’s designed for four to sixteen players. You’ll partner up with whoever is in your online session, and head off into El Dorado to begin a research investigation that will essentially determine how much loot you’re going to get (more on that later). Interestingly, any other groups of four in your session will influence your own research, up to a total of 16 players. A Research Meter will fill when you or any one of your 16 hunting companions breaks apart or discovers a Kulve Torath track; the higher the level on the meter, the more loot you’re going to get once you’ve finished the research investigation, so make sure to collect everything.

But what IS the lootI hear you ask. The short answer is: weapons and armour. Aside from Kulve Torath’s own unique weapon/armour set, you’ll also be awarded Melded Weapons, which can be found when carving Kulve Torath’s enormous horns. On my first run, I was awarded at least 12 of these weapons – they’re totally random, cover every weapon in the game, and are almost uniquely gold-plated.

Once you’ve finished the investigation, normal Monster Hunter: World procedure ensues, and you’ll unlock a slaying quest to put an end to Kulve Torath’s treasure-fueled shenanigans.

Aside from the armour and weaponry specific to the Kulve Torath Siege quests, this update also includes some cosmetic armour, or Layered Armour in official speak. This stuff can be worn over your favourite armour set, and will just serve to make you look awesome. You can earn these sets – both Samurai-themed – by completing new Delivery quests.

The last thing to add is that the new Monster Hunter: World update brings a fair few bug fixes and gameplay adjustments with it as well. Headliners include an increase in frequency of certain Streamstone drops when fighting Tempered Monsters (good news for veteran hunters), as well as the long-awaited ability to sort Investigations. For a full list of patch notes, head to the wiki page here.

The Kulve Taroth update for Monster Hunter: World is out now on console and PC, and marks the final day of the Spring Blossom Festival event that has been running for the past couple of weeks.

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Wednesday, April 18, 2018

GOG’s most wanted on sale

 

Enjoy deals up to 85% off in GOG’s newest slew of sales. Wish-lists are a great way to keep track of the games you want to play one day (or buy and never get to) and GOG is rewarding gamers with its current sale for keeping their lists stocked.

GOG has begun a sale on more than one hundred fifty of its top most wish-listed games by users.

Games taking the top spots are The Witcher 3: Wild Hunt – Game of the Year ($19.99), Planescape: Torment – Enhanced Edition ($6.59), and Baldur’s Gate II – Enhanced Edition ($4.99).

The Witcher 3: Wild Hunt base game received a perfect 10/10 in our review, though the Game of the Year Edition also includes the highly regarded expansions Hearts of Stone and Blood & Wine, which are sure to add tens of hours to your journey.

Grab these games and more before the sale ends April 23rd, 10 PM UTC.

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Tuesday, April 17, 2018

PREVIEW / Prismata (PC)

 

Well, this is fascinating … I appear to have found a game that is actually capable of doing more than one thing well. Unless they’re really masterful, when a development team tries to throw too many concepts into one game, they’re likely to end up with a colossal bloody mess. And yet I’m currently having fun with an early release of Lunarch Studios ‘  Prismata, a resource management game, a CCG and a board game. It’s like the holy trinity of strategy; getting two of these concepts to balance together properly is an achievement, but three is a minor miracle.

 

 

In the main campaign of Prismata the fun isn’t in summoning and fighting with solitary but wickedly powerful creatures but rather commanding swarms of relatively little ones. The strategy here isn’t “build big, hit hard,” but rather, “think smart, spend wisely.” If you go spending all your resources on big stompy units, you’ll get overrun and out-gunned in no time flat. Actually, thinking about it, the amount of resources powerful units cost, you’d probably be dead before you accrued enough to get off the ground.

You play a Swarmwielder. You’ve basically been sidelined and left in charge of the security of a little planet where nothing interesting ever happens. The problem comes when the planet’s robots contract a virus called VILE and go completely nuts. It becomes apparent that someone elsewhere is controlling them and they start attacking. Even your own AI assistant gets sick; the character that’s taken you through all your tutorials suddenly needs dismantling before she kills you. I can’t actually give you any spoilers because I don’t know what’s coming yet, either. The next chapter of the campaign isn’t out yet so I’m waiting to pick up more story beats as well. All I can say is that it’s humorous and really well written so I’m looking forward to seeing what’s coming next.

 

The campaign is expansive and offers a lot of fun for PVE fans.

 

Prismata can also be considered a CCG, even though you don’t play cards. Instead you have a deck of creatures and resource buildings and these form your build menu for the game. They also represent the units that you play to the field. This is an interesting concept. The collectable element is certainly going be there when it’s fleshed out some more, but this isn’t a card game in the traditional sense. It’s definitely got more of a board game feel, which is by no means a bad thing.

In Prismata you use certain units to give you basic resources, (gold and energy,) then use these to build your bigger units. More powerful units require other resources to build, (blood for instance,) and the buildings that allow you to generate these need building first. This is where the resource management angle the game takes comes into play. You really need to have a constant eye one what you have to spend and spend it wisely. An example of this is drones. These little guys give you gold and will let you build fast and obviously spend more. The thing is, if you’re spending what you have on maximizing the amount of drones on the field you aren’t buying units. If you don’t have any protection and they get destroyed you won’t be buying anything at all. This is where the strategic juggling act begins.

 

You have a bank of blueprints. These are effectively your pool of cards.

 

This isn’t just a game of attack and defense. You really have to work out how to bolster your defenses to avoid losing units. You have a front line and this is where you build walls, shields and other damage absorbing items. You need to make sure you’re buying enough of these to absorb the damage coming your way. This isn’t targeted damage, rather an accumulation of the amount of active and passive damage units are able to deal.

You then choose how you are going to absorb that damage. If you can absorb all of it and keep your units safe you’re all good, however, any damage that gets through becomes targeted and then you start having problems as it can be split across any units and buildings your have in play. Your line of defense is absolutely crucial and if you get it wrong you’re going to start running into serious problems.

 

 

It might look like there is a lot going on but this is actually a very intuitive game.

 

I mentioned the idea of active and passive damage. This is actually really simple and quite clever. Active damage comes from the units you activate to boost your damage rating. If you choose not to do this you won’t be throwing as much of a boom out but you’ll have more blockers which isn’t necessarily a bad thing. Passive damage is a bit different.

You can build turrets and other units that don’t actively attack. Instead, they sit in the background and passively generate attack points each turn. Building a lot of these is a good idea if you can do it as they’re going to help you deal a great amount of damage quickly. This is coming back to the juggling act I’ve just mentioned but it’s still really important to factor not only what you have attacking but also in which way if you are to succeed.

 

 

Defense has to be considered and calculated properly if you are to win.

 

 

I have to say I’m really genuinely enjoying this game. I like the clever mechanics and what I’m seeing of the story line. The artwork is also nice both from the view of the cleverly drawn out cards to the colorful manga-esque characters you’ll find in the cut scenes. The control system is easy to pick up and the tutorials are so well written learning the game isn’t actually that hard. So we’re all good right? Well there had to be that ominous but in there somewhere didn’t there.

My one and only real peeve so far with Prismata is the jump from solo campaign play to competitive play. Regardless of whether you choose to face off against a real or AI opponent you’re likely to struggle. The reason for this is that you’re suddenly playing with a bunch of cards that haven’t appeared in the campaign mode thus far. I’m hearing the “so” ringing a mile away … let me make myself a bit clearer.

 

A lot of thought and work has gone into making the story art interesting and colourful.

 

Any card based game has cards that fall into different categories, whether this be a different color. different army or clan or just something as basic as an element each of these factions will have it’s own play style. The campaign allows you to play with cards from two of these (so far), yet there is at least another faction in game at present. There’s nothing worse than going up against a bot that knows all of the rules when you don’t and this is even more frustrating against another player.

In my opinion you either give the player all the tools from the very beginning or phase new things in over time. It’s like giving you the rule book but ripping out the last third of it because it’s not important immediately. There is a “combat training” mode which teaches you more advanced strategies but you probably won’t jump into it if you feel comfortable playing the game already. Rant over but this is important because I’m getting smashed by bots when I was pretty sure I knew what I was doing. Is this game breaking? Probably not. It’s annoying though, and this is enough to make it worth mentioning.

 

 

All in all, Prismata is looking like a game that could be one to watch. The story is great and the game style is different enough to make it stand out. The other point to make is that gameplay is competitive and interesting enough to lend itself very nicely to professional-level play. We might have a little e-sport contender here in the future. When the devs have the game finished and fully released, I think it might be giving games like Gwent a run for their money in the originality stakes. If you like your strategy, Prismata might well be worth your time.

 

 

 

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

 

 

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