Tuesday, April 30, 2019

Causa: Voices of the Dusk brings RPG to CCG

 

We all know I love a good card game. This obviously means that when anything new appears in the genre, I absolutely have to tell you about it. There have been some really interesting additions to this genre of late with a prime example being Deck of Ashes. That’s not the game we’re looking at today, though. Today’s title is a curious narrative card game called Causa: Voices of the Dusk.

Causa: Voices of the Dusk is being brought to us by Chilean game studio Niebla Games and is promising more than just your usual competitive card brawling fayre. This game is to have a sprawling narrative with various factions for you to follow and pledge allegiance. You will still have the competitive, collectible fun that comes with all CCGs but this title is promising something other than the norm, which is great.

In Causa, you will be taking the role of one of a number of powerful faction leaders. Each of these rulers is in a battle with their counterparts for their ideals and ideas to prevail. Set in a new, exotic fantasy world, players will be able to play in both duel and story modes. There are several ways to win and gameplay is being touted as fast and dynamic, with many strategies potentially carrying you to victory. We are also being promised new gameplay mechanics, something that fans of the CCG genre are always on the look out.

This game is being readied for PC, PS4, and Xbox One, and will offer cross-platform capabilities. This is great, as competitive players amongst you should have no problem finding a match whenever you want one. Interested PC owners who want to get involved sooner than later will be pleased to note that a closed beta for Causa: Voices of the Dusk is being launched in May. If you want to sign up and see what all the fuss is about, you can do this here. You can also find out some more information about the game on their recently revealed Steam page.

Something important to note is that this is going to be a free to play title. Exactly how free it’s going to be hasn’t been mentioned yet but it looks immersive enough to at least warrant a bit of your time. At the very least, you won’t have lost any money if it turns out not to be your thing at launch. To give you a little bit more to go on than my babbling, we’ll leave you with a trailer to get the old juices flowing and as always: when we know more, so will you.

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Thursday, April 25, 2019

REVIEW / Move or Die (PS4)

 

Move or Die is a quick, fun, and amusing multiplayer game by dev team Those Awesome Guys. It arrived on the Playstation 4 in March 2019 after its original release on PC back in January 2016.  Move or Die has joined the likes of Jackbox, Mario Party and Crash Bash as a very fun, brutal fast-paced multiplayer bursting with variety.

 

 

The basic rules of Move or Die are very simple; they’re right there in the title. You control a character with a few basic actions available: move, jump, and occasionally an additional command depending on the level type (e.g. square to shoot a gun). You have a health bar. If it runs down to zero, you die and probably lose entirely. If you stop moving along the ground or a platform, you die. If you move, it regenerates.

Jumping doesn’t refill your health, so if you do nothing but jump, you’ll die. Roll that premise into any of the 20+ game modes (stages/levels) and you have a recipe for fun and insanity. The game modes vary wildly from “avoid the giant spike ball flinging around the stage” to “collect treasure and steal other people’s treasure” to “whoever cleans the most paint off the wall wins” and many, many more.

 

 

If that’s not enough, there are also mutators that you can select which change gameplay in various ways, and some are more sinister than others. The “Decoy” mutator was both our least and most favorite, since it floods the stage with countless decoys of your characters, making it impossible to tell what’s going on. There are also fun and brutal practical mutators like “Deathsplosion” which makes you explode when you die, hopefully killing a nearby player in the process.

There’s also seemingly endless customisation available for trails behind your character and avatars to choose from, including many references (you can seriously play as the Discord symbol). After a few games alone with some AI, a game with my boyfriend against two AI, and then a full-fledged four person brawl, we saw most if not all of the game modes, cycled through countless avatars, and tried out many mutators. We were kept busy, happy, cackling, and so, so loud for over half an hour without stopping.

 

 

When starting up a local multiplayer session, you choose how long in minutes you want the session to last. From that, you select a number of game modes equal to the number of minutes you selected previously (e.g. 5 minutes = 5 game modes). First to reach 25 points wins overall, but if it takes more than the number of stages you selected, the game will randomly cycle through the ones you selected again. The rounds are exceptionally quick and sometimes finish extremely quickly depending on the layout or the relative skill of your opponents.

I tried to give online multiplayer a crack, but Australian internet didn’t really allow for it. However, by playing online matches you can more easily earn XP to unlock more game modes, avatars, and other bits and pieces. Personally, I think the game is robust enough as it is to not require XP grinding, but that’s up to the individual. As for graphics and music, I won’t lean too hard on these for this review because it’s such a basic game that it feels unnecessary to let those factors weigh heavily. Everything looks and sounds fine and is pretty basic but appropriate for the game and that’s pretty much all there is to that. Serviceable and fine, nothing out of the ordinary or special.

 

 

I only have a few criticisms of Move or Die. Firstly, jumping is a bit difficult at times, and can be a real disadvantage if you have a “home” point (e.g. a treasure chest belonging to you) on a higher platform when others are closer to the ground. We found ourselves falling off the edges countless times just because jumping wasn’t happening naturally. It feels like it needed to be a bit lighter, and perhaps a little bouncier.

Secondly, the narrator simply isn’t funny, and he’s repetitive to boot. When it comes to games like Jackbox, you can expect to have regular quips thrown out by “funny” narrators/presenters and usually they’re shrug-worthy, and that goes double for the Move or Die narrator. It really grates after a while when he’s said “I like bananas” (wow, so random) for the fifth time that round. That style of humor doesn’t really land for me anymore because I’m well into my 20s at this point, but if I have to listen to it I don’t want to hear the same three lines of dialogue over and over again.

 

 

Really, if you’re looking for an excellent party game, look no further than Move or Die. There’s heaps of game mode variation, mutators keep things plenty fresh if you’ve hit a point where you’re cycling through the same four or five game modes, and if you have enough people that you’re also cycling through those, the game will probably last well over an hour, after which you can move on to something else. Online is probably pretty fun, too, given how couch co-op feels to play, but I think this is best played where you can hear your friends shout in dismay after you stab a chainsaw in their back.

 

 

Move or Die is available digitally for PS4 on the Playstation Network for $21.95AUD and comparable international prices.

 

 

 

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

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Monday, April 22, 2019

Dawn of the Dragons Ascension screens released

 

Who likes a good RPG? Pretty sure that’s most of you considering that over time it has become a catch all term that applies to a bunch of different themes. If you can take anything and put a story to it and then make a player part of that story, you’re off to a good start for an RPG. The one we’ll be talking about today, however, is going back to the traditional high fantasy shenanigans that founded the genre in the first place. The series is Dawn of the Dragons and we’ll be looking at the sequel Dawn of the Dragons Ascension. Why? Well … screenshots, obviously.

5th Planet Games have just revealed the first screens for the sequel to a game that became popular around about ten years ago. Due to be released later this year, Dawn of the Dragons Ascension is being penned as a fully fledged, dynamic RPG experience that will place players back in the world of the dragons. What makes this interesting is that the game will be released for iOS as well as Android and Kartridge (PC).

To give you a bit of plot … the dragon’s decimated armies are rising again while their draconic masters are busy elevating themselves to godhood. As a result of this, the Great Dragon War has returned to Tor’gyyl and none will be spared its fury. As players, you must prove your metal during dangerous times in this strategic, grid-based, combat RPG. Rich in story and focused on guilds, veterans of the first game will face new challenges, quests, and areas to explore. Those of you who never got the chance to play Dawn of the Dragons should have lots of fun exploring a new world for the first time.

Since its original launch in 2010, gamers around the world have been asking for a sequel to Dawn of the Dragons and we are thrilled to be bringing them a new title that will exceed their expectations,” said Robert Winkler, Studio Lead at 5th Planet Games. “Dawn of the Dragons Ascension will introduce new characters, enemies, gameplay dynamic, locations and experiences, making it one of the most immersive and fun RPG’s available.

Prices and platform availability haven’t been released yet so we’re not sure where it’s going to be or what it’s going to cost, but that info is due out soon. RPG fans out there who are looking for something interesting to play on the go, or on the couch, may well want to give this title a look. For fans of the original Dawn of the Dragons game, this is definitely worth a watch.

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Friday, April 19, 2019

Bless Unleashed: New Crusader Class trailer drops

 

Bless Unleashed, the upcoming Bandai Namco game for Xbox, takes place in an untamed world with a rich backstory created with hardcore MMO players in mind. Combo-driven mechanics, player customization, PvE and PvP multiplayer all combine to open up endless possibilities in this new title.

The game was developed using Unreal Engine 4, bringing unparalleled visuals to a fully realized fantasy world for console players. Players can explore a persistent open world where mythical beasts roam and PvP battles can take place at any time.

The new trailer focuses on the Crusader Class of players. Crusaders can devastate enemies with vicious strikes and timely blows, with knight-like armour and a shield for extra defense. Crusaders take the game by the scruff of the neck, preferring up close and personal action to draw attention away from their allies. Crusaders are a great balance of powerful attack and sturdy defense.

The game launches for Xbox One in 2019. Watch the Crusader Class Intro trailer here:

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Warhammer: Chaosbane’s 2nd Phase of Beta is now open

 

Playable campaign, new playable characters, and more!

Warhammer: Chaosbane is the first action RPG to take place in the Warhammer Fantasy Battles World. The game plunges you into the heart of the old World, following the Great  War Against Chaos which ravaged the Empire of Men. You can explore the iconic locations of the Fantasy Battles universe as a range of playable characters.

Now that the 2nd phase of Beta is open, you will be able to access new content, as well as new playable characters and a co-op mode with up to four local or online players.

There is now a playable campaign. The first three missions of Act 2 taking place in Praag; as well as Act 1, which takes place in a Nuin that has been improved following player feedback. The two new playable characters are the Dwarf Slayer and the Wood-Elf Archer.

Your level maxes out at 25 during this phase of Beta.

The first phase of Beta was very well received and the 2nd phase is now open for all players who pre-ordered the game (Standard, Magnus, or Digital Deluxe versions). Pre-order remains available during the Beta, in digital stores and also in participating retailers. The list of retailers is available on the official site: https://warhammer-chaosbane.com.

The 2nd phase will take place from April 18th to 24th on Playstation 4, Xbox One, and Steam.

You can check out the launch trailer for the beta’s second phase below:

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Monday, April 15, 2019

Court is in session for Phoenix Wright on console and PC

 

I never thought I’d be saying this but some of you are probably too young to remember the Phoenix Wright games. Yeah, that statement didn’t feel good. Well, I’m not and they were a brilliant series for the Nintendo DS. I always wanted to play them on a bigger screen, though, and now I can! Capcom have just released all three Phoenix Wright games together for console and PC in the Phoenix Wright: Ace Attorney Trilogy.

These games are now available for virtually all of the current consoles. It’s appearing on the XBox One family including the Xbox One X, PS4, Switch, and PC. The title is available digitally at $29.99 (just shy of £23.00 for us Brits). The trilogy contains Phoenix Wright : Ace Attorney, Phoenix Wright: Ace Attorney – Justice for All , and Phoenix Wright: Ace Attorney – Trials and Tribulations. To put things into perspective, you’re paying under $10 per game for three really good full titles, so that’s not bad at all.

The Phoenix Wright games are essentially a series of puzzlers with a bit of a twist. You take on the role of the titular character and have to take to the court room where you will find yourself in a series of high stakes showdowns with other members of the game’s colourful cast. This isn’t just a case of hitting random buttons; you need to have your facts straight or you won’t be getting anywhere. This evidence will be taken from a series of puzzling crime scenes. If you miss something, it might be case closed and not in your favour.

So, what’s re-imagined? The graphics, for starters. The already colourful art style that was present and applauded the first time around has been brought up to date in high-res and optimised for HD displays. To help you along on the ride, you’ll be given an extra 10 save slots for both English and Japansese versions of the game. Trust me … you’ll need them. Gameplay-wise, a series of ladders have been added, giving both veteran and rookie players plenty to stick their teeth into. For those of you wanting to scream “OBJECTION!” at your screen in other languages (yes, that’s a thing, believe me), support for German, French, Korean, Chinese and Simplified Chinese will be added later in the year.

I would love to tell newcomers more about this series but I don’t have a vast amount of time and there are loads of wikis and videos that will do a way better job than me. For those of us in the know, this is a really cool bit of news. It’s brilliant to be able to revisit something we all loved at release but even better to be doing it on a screen that isn’t the size of a post-it note. Definitely worth looking into further.

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Sunday, April 14, 2019

REVIEW / Sekiro: Shadows Die Twice (PS4)

 

Move over, Bloodborne and Dark Souls, there’s a new kid on the playground and his name is Sekiro, which means “best From Soft game ever” in Japanese (it doesn’t). Sekiro: Shadows Die Twice is the newest game from From Software that has neatly settled into the Soulsborne “genre” by being, in my opinion, the most unforgiving yet. Disclaimer: I haven’t played a Dark Souls game, so my opinions on that specific series has been sourced from other individuals, but I can say with certainty that Sekiro blows Bloodborne out of the water purely in terms of difficulty.

 

 

Sekiro is set in the (fictionally-depicted) Ashina region of Japan and loosely based on the real story of the Ashina clan from the end of the Sengoku Era. You play as Wolf, a shinobi who was rescued on the battlefield as a child by his adoptive shinobi father, Owl. He is tasked with the important lifelong role of protecting the Divine Heir, Kuro.

In this period of time, the Ashina territory and clan are under threat from the Internal Ministry (basically the government of Japan proper). A series of events at the beginning of the game revolving around rescuing Kuro results in Wolf losing an arm and gaining the power to revive in battle once (or more after acquiring certain combinations of skills) after being killed. This newfound power is bestowed upon Wolf by Kuro through certain means, and together with a special shinobi prosthetic arm gifted by the mysterious Sculptor, Wolf becomes quite the powerful character indeed.

 

 

For the purposes of this review, I won’t delve any further into the story itself, as this is best uncovered organically by playing the game. Suffice to say, while some aspects of the story, in true Soulsborne fashion, can be missed or interpreted in multiple different ways, I found the storyline to be much more straightforward than in Sekiro’s predecessors. This was a welcome change, as while I appreciate reading up on lore, I like at least some of the story and world to be provided to me straight, rather than being hidden in item descriptions and vague comments by NPCs.

There are four endings to the game, and at least two, possibly three, could be considered “good” endings on various ends of the spectrum, and one is simply the “bad” ending, no questions asked. I think that the story was very interesting, well-crafted. There is some time travel plot faff that once again proves that you should really steer clear of time travel as a plot device unless you want reviewers to stick their noses and fingers into every plot hole you’ve left wide open.

 

 

Despite some of the endings being worse than others, or even just muddied by messy grey areas in terms of morality or the overall outcomes for Ashina at large, as well as individual characters, you probably won’t feel any true emotional tugs at any point. Much like Dark Souls and Bloodborne, there are few NPCs that you’ll really have time to get properly attached to. They have absolutely been gifted individual and varying personalities, but emotional connections with characters isn’t really the flavor of the game. That said, there are certain fights and points in the story and/or endings that will weigh a bit heavier on your heart than others.

Sekiro has done away with the throwing-points-into-stats mechanic seen in Bloodborne and Dark Souls, as well as the ability to create your own character. The latter is another key reason why the story is much more straightforward and enjoyable in Sekiro than the other two titles: you play as Wolf, whose character and backstory is already decided and does not change dramatically based on things you can manually choose at the start of the game.

 

 

Returning to the lack of points-in-stats, Wolf has multiple skill trees to navigate for different styles of combat. Usually these revolve around special combat moves which may cost in-game skill and item currency (spirit emblems – more on that later), but there are also many latent skills such as being less easy to detect when sneaking and acquiring more money and items from foes. Your prosthetic arm can also be equipped with various prosthetic attachments such as a shield umbrella, shuriken-deployer, and an axe, just to name a few (these also cost spirit emblems to use). Upgrading these attachments involves another tree, and a money and synthesis item fee.

Spirit emblems are items which are consumed when using certain skills and prosthetics. They can be bought at Sculptor’s Idols (your checkpoints for resting, resetting areas, recharging/refilling your on-hand stock of items, acquiring skills and more) or obtained as random drops from enemies. They are vital to getting through the game and running out mid-battle or at all means you’ll have to rely purely on your sword skills and normal items until you rest at an Idol or acquire more if you’re out entirely.

 

 

Wolf can still upgrade his stats by fighting mini-bosses, of which there are many, and acquiring prayer beads. Each time four are acquired, they can be made into a necklace which permanently increases Wolf’s stats (besides power). After fighting proper bosses, Wolf can also acquire memories of the battle, which can be observed at an Idol and used to increase attack power.

While the game is punishing, it rewards you for seeking out confrontation, particularly with mini-bosses which can often be skipped. I really like the more straightforward, set in stone story in Sekiro and the simplified, albeit sometimes brutal, means for upgrading your stats, rather than simply dumping points into stats forevermore. Overall, the upgrade and skill tree systems in Sekiro are easy to access and understand and provide you with all-round stat boosts without punishing you for picking magic over power or agility over something else.

 

 

Actually playing Sekiro is a delicious treat, especially when compared to its older brothers, as it offers so much mobility. Gone are the days of hunching behind a shield and navigating the path ahead with no way to easily get around to higher or lower areas without going all the way around or potentially killing yourself by flinging your character off the ledge (although that will still happen plenty often enough). Sekiro introduces a grapple hook, meaning that in a lot of places around Ashina, you can grapple up or down mountains and buildings and swing all around the place, chaining grapple after grapple wherever you see the green symbol.

Also, you can jump, something I constantly miss in games that don’t allow it. I don’t care if it’s impractical, I want to jump everywhere. Your dash, being a shinobi, is infinite because there’s not a true stamina mechanic, and it feels properly fast and lightfooted when used. Fall damage is present for both land and water, which is about the only time I’ve ever seen a game incorporate the latter. So it should, especially since jumping into water from on high feels like smacking into a brick wall. Getting around in Sekiro is an absolute joy and going back to Souls or Bloodborne will feel really stiff and inflexible by comparison.

 

 

Simply blocking in combat in Sekiro will get you killed. In almost all cases when you’re fighting other enemies with weapons or even just non-magical/non-elemental attacks, the game wants you to carefully time your deflections with your sword. There’s a new mechanic called “posture”, which affects both you and the enemy. Posture damage is built up by deflecting enemy attacks, wailing on them while they’re guarding, and just smacking them in general. The enemy can, of course, do the same to you. Guarding, unmolested, for an unbroken period of time will repair your posture damage, but the enemy can also make use of this.

All enemies are susceptible to deathblow, which is basically an insta-kill attack, except for those enemies (typically bosses of any kind) who have more than one deathblow marker on their HP gauge. You can deathblow enemies by landing stealth attacks from behind or from cover, or by wearing down their HP or posture. Enemies also have certain brutal attacks which are forecast by a red symbol above their heads just before the attack commences.

 

 

In almost all cases, you can use certain moves to avoid the attack and cause major posture damage, assuming your timing is good enough. Enemies in Sekiro can be brutal, but I like a game that encourages you to do more than just violently hack and slash your way through enemies. In a sense, this makes the act of fighting feel much more true to life and tense, as it should.

While you can assign items to quick use slots, because the game has no multiplayer or online functionality, you can pause and even open the menu during battle! You can even go so far as to open the menu and select the item you want to consume from there. Sometimes this makes it even easier to control the tide of battle, since you’re not desperately trying to keep one eye on the battle and another on your scrolling quick item list. As a person who cares little for the online and co-op functions from Bloodborne and Dark SoulsSekiro has warmed my heart immeasurably by letting me calmly scroll through my items in the heat of battle and also just allowing me to stop and pause at a moment’s notice if I need to quickly do something else.

 

 

If I had one glaring criticism of the battle system in Sekiro, it would have to be the camera. Per its predecessors, you can lock on to enemies, which is really crucial for not dying in this game. However, particularly in more cramped areas, you can regularly lose your lock-on, which is a terrifying prospect when you’ve suddenly been headbutted into a corner and don’t know which way to dodge to protect yourself. The game doesn’t really help you lock on if you don’t have the enemy in your line of sight, so there’s no way to quickly correct for this except to jump into a potentially life-ending position and hope for the best. The camera is janky, for sure, and is there’s anything that I hope they patch, it’s that.

Players of Sekiro will also note that there’s ambient music, which doesn’t typically appear in either of the two previous games. There’s unique music, as well as battle themes, for each area, and some really fun boss themes. The voice-acting, subtitles and general sound effects are crisp and the volume seems to have been mixed fairly well, though seldom do movies and games get this right nowadays, so it may just be better rather than good. Graphically-speaking, Sekiro is absolutely beautiful.

 

 

While I can appreciate Bloodborne‘s aesthetic and its creepy, haunting beauty, Sekiro offers so much more in the way of environmental diversity and color. Attention: From Software realized they could use color in this game, and they sure did make good use of it. The environments are varied, they’re beautiful, and they’re exceedingly well-crafted. You also spend so much time retracing your steps (you know, because you’re dying) that you really get to know the area and it’s varied enough that you’re liable to stay on track and not get lost if you decide to explore. I took so many screenshots while playing because there were so many breathtaking environments, particularly those areas which capitalized on the use of maple trees and falling leaves. Absolutely stunning.

I believe I’ve covered this already, but to reiterate for the sake of the readers out there: Sekiro is harder than Bloodborne and Dark Souls. It will punish you. You need to learn to deflect and not hack and slash your way through – if you refuse, the game will chew you up and spit you out. There’s only the one difficulty level, although there is a way to jack up the enemy difficulty in-game to acquire more and better items if you so choose, but don’t let any of that steer you away.

 

 

Sekiro is beautiful, it’s brutal, and it’s my favorite game of the year thus far, as well as my favorite From Software game to date. My feelings on the game are overwhelmingly positive and I can’t wait to see some DLC in the coming months. Everyone should play this game. Give Wolf a hand, he’s mostly armless. SekiroShadows Die Twice is available now on Playstation 4, Xbox One and PC for Steam.

 

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Friday, April 12, 2019

REVIEW / Mars Underground (PC)

 

I first had the opportunity to play Mars Underground as a demo at PAX AUS 2018 and immediately signed up to play it as soon as it was available. Months later, here we are with a full version of the game to play – but how does it hold up? Let’s delve in, over and over and over and over and over…

 

 

Mars Underground is basically like Groundhog Day: The Modern NES Game. Mars, his mother, and his sister Helga have moved into the quirky little town of Phobos after an undisclosed issue involving Mars happened in their previous town that required them to leave. On the first cycle, everything seems fairly normal, with a few small quirks indicating that weird things are going to happen soon.

Every day/cycle starts with Mars’ alarm going off. On the first cycle, the option to do anything other than sleep in is greyed out, indicating it will be available later. You go to school, and then have to go to an appointment with your psychologist. You don’t get the option to say anything other than the wordless “…” and he gives you medication that you “must” take every day. Taking the medication resets the day and a new cycle begins. This is, obviously, a major game mechanic that you can use whether things are going well or to speed things up so you can use something you acquired on an earlier cycle.

 

 

It becomes clear immediately that with each cycle, the same day is repeating. No one believes you, of course. After all, they already think you’re insane. However, you needn’t follow the same cycle each morning. You don’t even have to go to school every day once you have certain items. Unless you sell or have items taken off you (this includes money if you buy things) your stock of items remains throughout any future cycles. This includes a lot of consumables, like a seemingly never-ending cup of coffee that, amusingly, updates in the item menu to say whatever fraction is left. I guess Mars is a kid and can’t take much coffee at once?

As you learn about certain points of interest, whether it be movies or individuals or things like winning lottery numbers, you can take action on those as they then become selectable dialogue options. Collecting new items and topics to investigate is the name of the game, and should hopefully steer you towards greater mobility throughout the day (note: there are different times of day, which you can choose to wait until at benches, or that you cycle through organically as you spend time doing things) and hopefully an answer to why Mars’ day is repeating and what’s up with his mysterious psychiatrist Dr Kronus. Of course, if things get tricky, you can always just take your medication

 

 

The Mars Underground booth at PAX was nestled in amongst the other games in the indie section, but the interesting name, oldschool art and offer of playing it on a NES controller was enough to draw me in. While I’ll admit that I was never the owner of a NES (it was a little before my time and we were a Playstation household) I have a lot of respect for the likes of Mother, of which Mars Underground immediately reminded me, that really started to break games into proper storytelling devices.

Seeing a game like Mars, styled as it is in late 80s sprites and with its accompanying era-appropriate music, appear in the late 2010s gives me a wonderful wave of nostalgia for a time that I wasn’t even really a part of. I think that the art style and music in Mars is a very effective and respectful emulation of games from that time period and that it’s executed perfectly, down to the last little speech bubble. One tiny criticism I have is that the speech bubbles when you acquire a new item do look a little messy, what with being squished into the bubble super tightly and only using lowercase for the whole word, but I’ll let it slide due to this probably staying in line with the graphic style it’s trying to emulate.

 

 

The storyline in Mars Underground is quite interesting and fun to unravel as you go through each cycle. One thing I would recommend removing from the game or adjusting slightly is the prompt to offer help that appears after the second or third cycle and continues to be offered with each new cycle you start unless you tell it to go away entirely. To me it felt like the developer didn’t trust me to explore the game in the “right” way when the prompt immediately showed up after I finished my first or second cycle.

The point of games like Mars Underground and other point-and-click style adventures is to explore and to try all your options – to immediately offer help suggests that doing that is the wrong thing to do. I would recommend moving any offers of assistance down the line to maybe the 10th, 15th or 20th cycle, when it’s possible that someone would have had the opportunity to try many different things and maybe would actually need assistance.

 

 

I had quite a few cycles where I tried some things that didn’t really net me any progress, story-wise, but they were still important in a pure trial-and-error sense. Most of the time you acquire a new item or topic and you can gleefully run around seeing how and where best to use it. Unless you sell them or actively give them away or lose them, items stay in your possession throughout the entire game once acquired. It’s very vindicating to be able to use things like your sister’s diary to make her bugger off out of classes that you want to sit through or even just to let you have the TV that she normally hogs every time you’re both home.

I won’t spoil anything by talking about the actual ending of the game, but there are many different ways to hit the credits. Think NieR: Automata, where there are heaps and heaps of joke endings that get you to the credits but don’t otherwise impact the story. There’s actually some merit to hitting the credits in as many ways as you can, and they’re just genuinely funny a lot of the time, so they’re worth finding regardless.

 

 

I will say that a lot of the dialogue from NPCs feels very hammy and awkward. While I know NPCs aren’t usually there to impart impressive and witty observations, I think they probably could have been tidied up a little to sound a bit more like actual humans. The game is very tongue-in-cheek, however, so that’s another thing I’m willing to let slide on the basis of the genre and style of humour, even if I could have dealt with a little less dialogue cringe.

Talking purely from personal experience and not as a criticism of the game, I encountered a point around my 20th or so cycle where I was absolutely stumped. I was getting the occasional new topic to explore, but it wasn’t actually getting me anywhere in terms of the story. I was trying everything I could think of to resolve a topic and I kept coming up against dead ends. When I ended up looking up the solution, I discovered that a topic I’d uncovered from a set of decisions made in a cycle very early in my save related to the one I was attempting in cycle 20-whatever. I had completely forgotten about it because I hadn’t made the exact same decisions and progression through Mars’ day since then. If you’re playing the game and end up getting stuck, definitely review your stock of topics, even ones from very early cycles, because it’s probably more obvious of a solution than you think.

 

 

While my coverage of Mars Underground suffered from the arrival of Sekiro at roughly the same time, my opinion of the game remains very high. I think there are small areas of the game which could use some polish, but for the price and the time you get to spend playing it, it’s definitely a game that I would recommend picking up if you have sub-10 hours to kill. Mars Underground is a cute, funny little love letter to the Mother era of NES games and it has been clearly been put together with a lot of love and care. Step into the quirky little town of Phobos and unravel the mystery of Mars’ never-ending first day of school.

 

 

 

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

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PREVIEW / Deck of Ashes (PC)

 

I’ve probably mentioned this in the past, but I have a severe dislike of clones. For every great game out there, another ten seem come close enough to the original to pull players but not quite enough to step into the realms of copyright infringement. Pick a popular game in any genre and you’ll find a carbon copy. PUGB and Fortnight aren’t my thing, but I can see the Battle Royale appeal, as evidently could the dev teams behind at least six other games doing exactly the same thing. So what has all this got to do with the price of fish then? This trend is something that has escaped into the CCG/TCG genre and now I play every new game expecting to think, “this is a bit like ….” If I start that sentence it doesn’t bode well for what I’m playing. This brings me to Deck of Ashes and by god it’s a breath of fresh air.
 

 
Now I haven’t played much of this game so take what I’m saying with a bit of a pinch of salt but so far definitely so good. This game has only just broken into Early Access and although fortunate as I am to play an early build, (thanks so much devs you’re awesome,) there wasn’t, understandably, a huge amount of content. This game is definitely going to be subject to change but here are my thoughts from what I’ve seen.

What makes Deck of Ashes really interesting is that it’s story driven. Usually anything card based is a bit light on the old plot. You might get a few words inbetween rounds but never anything really concrete that makes you feel truly invested in the world you’re in. I can sort of understand why. CCGs are competitive by nature and who needs story, right? Thing is they don’t need to be competitive and Deck of Ashes is proving that. This game feels far more like an RPG with a card mechanic than it does a card game and that’s really different.
 

Your camp. This is the only really safe space on the map.


 
Continuing with this sense of story each character has their own tale to tell. At time of play only the Pyromancer was available with another character, a thief I think, unlocking with the game’s entry into Early Access. You are one of a group of bandits who got bored getting literally anything they wanted and went after death herself. In doing so they managed to break her ash box and unleash hell on earth. The ash curse altered not only everything around you but changed your characters in a multitude of ways as well. To win the game you must end the curse. In the case of the Pyromancer being burned at the stake is never going to be a good thing. Rising like a phoenix would have been cool if you hadn’t taken the fire with you ensuring that you’re in eternal, burning, agony. This is more than motivation to end the curse.

Something I really like is that your characters aren’t heroes. We are talking about a band of anti-heroes who are trying to save the world to save their own rears. With this being said it’s nice to play a character once in a while that isn’t totally altruistic and this need gets scratched here. The narrator and your guide in the game is the Ash Master. I have a sneaking suspicion there is more to him than meets the eye but there isn’t enough story yet to say either way.
 

 
So lets look at some mechanics. You have to travel around the map collecting resources. These might be gold but could just as equally be ash, (needed for making cards,) or one of a variety of other resources needed for buying upgrades at your camp. The further from camp you go the harder the encounters get and this game has a roguelike quality meaning death means death so you don’t want to go getting killed. Amongst the item gathering you’ll have to endure various events which are really beautifully written. I was expecting one line of text and then another telling me that something good or bad had occured. Each event is a mini-scenario and the writing is very well thought out. You also obviously have battles to deal with and this is where your deck of cards come in.

The card mechanics feel different and clever. You only get one run through your deck  at a time. When you run out of cards you can renew five at random but this comes at the cost of 20 life at a time.  You really need to weigh up your use of cards with the amount of life you have or you could just as easily kill yourself by accident. Of course if you don’t have any weapons you’re just going to get eaten anyway so you aren’t really getting much of a choice.
 

Your map. You can travel where you like, just be aware that the further you go the more dangerous things get.


 
Another point to make about the way cards are played is that in some cases you’re deliberately running out of cards. Certain attacks will only activate and function if in your ash deck, (discard pile,) this means that you want them there as they work passively. By proxy this means you burning off cards when you really want to be keeping as many as you can at all times. The decisions you make mean something and this is really important to note.

Between each combat you are taken to your tent. Here you are granted a number of rest points and you really need to decide carefully how to spend them. You can use this currency regaining life and if you’re running low this is going to be very appealing. The problem you have is that if you only have a few cards left in your deck that same pool of points also renews used ones at 1 point per card. This is not an easy choice. Like I’ve just said, no cards, you die. No life … yeah you get the picture. You can only renew your entire deck once per game day and then only at camp. This is another reason why you don’t want to be straying too far without a good arsenal of cards.
 

 
Speaking of which. There are two ways of getting cards  in Deck of Ashes. The first is at town and this is a two teer process. First you have to buy a recipe at the merchant with gold. You must then take this to the blacksmith and spend ash getting the card made. This isn’t a game about just getting lucky and finding powerful cards, you actually have to pay for them. This adds a layer of difficulty and therefore helps the game adhere to its roguelike feel. Secondly you can find recipies on the map but you still need to be able to forge them into cards. This is great because it stops you just picking up and using everything you find. Just because you have that perfect counter to that difficult battle in your inventory doesn’t mean you’re going to have it ready in your deck. This all adds an enjoyable if potentially frustrating level of strategy, something very welcome in this sort of game.

I’m not seeing a lot of negatives at the moment but it’s early days yet. I don’t want to start moaning about things that currently feel missing or unfinished because there isn’t enough game there at this stage to make fair criticism. I’m going to be following Deck of Ashes in it’s development from now on and will likely revisit this title at full release with a review. If there is anything grinding my gears then I’ll let you know but I’m definitely giving a pass for now.

 

Early shots of the thief in action. You’ll be able to tinker with him with the Early Access release.


 
I’d definitely give Deck of Ashes a chance if you like the card or RPG genres as this game is essentially both. The graphics are dark, moody and well drawn, the theme pulls you in and keeps you interested and the writing is definitely what makes this title stand out. I’m genuinely interested to see where the plot is going to go and exactly what the outcome of the story will be. The fact that each character will have their own story to tell definitely adds fun and makes the game replayable. I wish I could tell you more but anything above what I’ve seen would be unfair speculation. All I can say is go out and have a go for yourselves. It should be an interesting escapade at the very least.

 

 

 

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

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Wednesday, April 10, 2019

Microsoft offering three months of Xbox One Game Pass for just $1

 

 

If you have been sitting on the fence trying to decide if you are ready to take the plunge and get that new Xbox Game Pass membership, April may be the best month to do so. Currently, online retailer Amazon is offering a deal where you can buy a three-month Xbox Game Pass and get three months free. In addition, Microsoft has announced that six new games will be added to the service but won’t reveal the titles until today, April 10.

Starting on Thursday, April 11, 2019, Microsoft plans to offer new and inactive subscribers three months of Xbox Game Pass for just $1. Yup, you read that right: just a measly sawbuck. The thing is, the company hasn’t exactly made an actual announcement setting out the details of the promotion. The details can actually be found buried toward the bottom of the Xbox Game Pass sign-up page under Description.

 

Promotion Details

 

The offer will go live this Thursday, April 11, at 9 PM PT / Friday, April 12 at 12 AM ET and be available until May 13 at 12 AM PT / 3 AM ET. You can’t combine this offer with other promotions, and you can only claim it once per account. Finally, after the three months are over, you will be charged the full monthly membership price unless you cancel.

Xbox Game Pass presents subscribers with unlimited access to over 100 Xbox One and Xbox 360 games, which you can download, play, and keep as long as you remain a member in good standing. New games are added to the service on a regular basis, while others are replaced. Normally, Xbox Game Pass will run you $10 per month, so this is a great opportunity to get three months for over 96% off.

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Monday, April 8, 2019

REVIEW / Tropico 6 (PC)

 

Tropico 6 is a refreshing update to the long-running island building sim. While the game has notable similarities to its predecessors, there are some refreshing ideas here that make this possibly the best Tropico yet. So how does El President fair after nearly 20 years of Tropico?

As I mentioned previously, Tropico 6 is an island building and management sim. Each map that you play has objectives and missions to complete in order to win the map and move onto the next one. These objectives/missions of each map have general themes that you’ll be building towards and/or working against. These elements make it rewarding to start a new map and complete it; you will be cycling through this gameplay loop for the entirety of the game. Players manage resources, imports/exports, tourists, citizens, and competing interest among different factions that inhabit your island. You’ll also have to appease foreign groups who will have interest in your budding island nation. While you juggle all of these items, don’t forget that you’ll need to continue your reign as El Presidente by surviving elections and attacks from rebels.

 

 

If you’ve played a Tropico game before, none of these points will surprise you. So what sets Tropico 6 apart from Tropico 1-5 apart from graphical and quality of life updates?

From a design standpoint, the game looks very pretty, and it isn’t going to blow your PC graphically (although it is build on the Unreal Engine). Each map is popping with color and good vibes, with small intricacies like animals roaming and tropical birds flying about. The UI is still a bit clunky at times, but its stylistic details can help one overlook these shortcomings. The sim can manage itself pretty well, so you won’t need to pour through menus all the time to manage your island (unless you really want to). The game has an underlying grid that you snap buildings and structures to but you have some freedom on how you want to place things.

 

 

Like the Tropico games I’ve played before, the Tropico 6 soundtrack boasts catchy tunes to set the island mood (some of which you will recognize from previous games). The voice acting is also great, filled with humor and probably stereotyping, as several actors reprising their roles from previous games. My favorite character by far is your trusty adviser, Penultimo (played by Toby Longworth).

What I love the most about this game is that it feels like the precipice of the Tropico series. While each iteration has improved on the previous and added a new gameplay element, Tropico 6 is the sum of all that. It’s all here, but also has some great improvements and new features that I was excited to play around with. If you haven’t played previous versions, then you are getting a highly polished game with the mechanics worked out over many years. If you have, then you are getting the best edition to date and may not look back at previous installments.

 

 

Tropico 6 maps play out over large archipelagos where you get to manage multiple islands. If one of those islands has a volcano sitting on it, you’ll probably find it to be rich in certain resources and materials, but you’ll probably want to avoid setting up multiple tourist resorts on it. I like compartmentalizing my build-outs, so this is a dream addition right here. The only real issue here is that you’ll need to ensure each island has a good infrastructure to run efficiently, otherwise you’ll be waiting on resources for longer than usual. Of course you’ll need to build bridges, tunnels, and ports to get back and forth between the islands which is super simple to build and manage.

Speaking of tourists, you’ll want to give them many reasons to come visit your islands. Tropico 6 has a new mechanic that allows your special agents to raid the seas and foreign lands to steal monuments and wonders of the world. These missions take a lot of time, but the reward of setting the Eiffel Tower down in the middle of your island paradise can do wonders for your tourism and overall island happiness. I wouldn’t recommend focusing on this too much, but it can be fun to set up and check in on your agents’ progress throughout the campaign.

 

 

Tropico 6 stands as the best Tropico in the series – several great mechanics built over the years are mixed with some new refreshing ideas to serve up the best game to date. This is a game that anyone can enjoy and doesn’t require any previous Tropico knowledge to play (thanks tutorial maps!). Those of you who have played previous versions will enjoy the improvements and subtle references to past games, but know that you’ll be playing the best one yet.

 

 

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

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Bannermen gets major post-launch patch

 

I’ve got an update about an update! If you’re a Bannermen fan, you’ll definitely want to be hearing about this. If you’re an RTS fan and have no idea what I’m talking about, this might just interest you, too. I cater to everyone. Okay enough babbling, let’s get down to the nitty gritty, shall we? Bannermen has just received a pretty big post-launch patch and I’m going to tell you a bit about it.

First off, for those of you looking to catch up. Bannermen is, as I’ve just mentioned, a RTS set in the realm of Valtoria. Valtoria is not a happy place; it’s a land wracked by decades of war, starvation, and natural disasters. In this dark, low-fantasy setting, players will take on the role of Lord Berrien, who is trying to re-capture the kingdom’s former glory. To do this, he’ll need to find and rally bannermen to battle against a host of tribes and the dark Lord Karthor.

What makes this RTS interesting is the ability granted to players to use and master nature powers. These abilities will allow you to harness natural phenomena. You may wish to summon lightning to electrocute your foes or limit their vision with powerful dust storms so you can sneak past them. All of this and much more is possible in Bannermen.

This is a story-driven game, and each mission contains varied gameplay and challenges designed to push that narrative forward. For those of you fond of playing with your friends, this title also supports online multiplayer modes with matchmaking and ladders. Be you a solo player or someone who likes to pit your wits against others, there should be something here for everyone.

Onto that update I mentioned. Aside from the usual bug fixes, version 1.1.0 of the game brings a multitude of changes and additions to Bannermen, including the Vanguard and Ballista units. The Vanguard is a semi-armored melee unit with impressive range and even more impressive defensive capabilities. For those of you that like destruction from a distance, the Ballista is perfect. As a heavy-ranged unit, the Ballista has a special ability which allows this unit to fire an arrow with a chain attached to it. When this projectile makes contact with the enemy, it will pull them in close for an easy takedown. In addition to these two awesome sounding units, you will also get a new skirmish map designed especially for 2 vs 2 combat. In-game chat has also been enabled to enhance the multiplayer fun.

Lastly, the difficulty has been worked on a little bit by the devs to make Bannermen even more accessible to the audience. Tactical pause has now been added to the game. If things are getting tricky and you want to rethink your strategy on the go, this is going to be an invaluable tool. Not everyone wants a massive challenge and in response to this a new difficulty level has been added to the campaign mode. This will make Bannermen just as much fun for casual players and guide newcomers to the RTS genre into its rigors gently.

If you happen to be stateside, you might want to get playing immediately. To celebrate the new content and improvements to the game, Pathos are holding an official tournament today (Sunday April 7th) with a $500 cash prize. Not only will go get to check out all that lovely new content but you might just end up getting paid for the privilege; in a roundabout way, of course.

So, there you have it. It’s always good when we get given new things in our favorite games that just make them that bit more entertaining. If you’re an avid fan of this title, you may already know all about this patch, and if this is the case, sorry for teaching my granny how to suck eggs. For the rest of you lot interested in the RTS genre, this may well be another title worth getting your teeth into.

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Wednesday, April 3, 2019

REVIEW / Ghost of a Tale (PS4)

 

There are a lot of ways to interpret the post apocalypse. Many are set to a Mad Max-style desert world with desolation surrounding every which way or a Fallout style where the destruction of the world is upfront and clear. There’s something special about a setting that is post apocalypse but avoids the post apocalypse trope, which is very much the case for SeithCG’s Ghost of a Tale.

 

Ghost of a Tale 1

 

Set in a world that was long wiped out by an ancient evil known as the Green Flame, the only beings left to forge on are rodents. These rodents have advanced to a point of becoming more humanoid, building up lore and legend, crafting structures, creating societal roles and leaderships. This is a pretty roundabout way of saying Ghost of a Tale is a high fantasy story with an apocalyptic background.

Seen through the eyes of a mouse named Tilo, Ghost of a Tale is a stealth based RPG with a deceptively deep lore told through song, discovery, and even the ghosts of ancient heroes. There’s a lot in this game to really dig into and builds an incredibly well fleshed out world and narrative in the relatively short time it has. I never imagined I would be so engrossed in the life and times of a traveling mouse entertainer, but here I am.

 

 

Tilo, being a minstrel by trade, has no combat experience or skill and thus must sneak through the prison fortress he is escaping from. The enemies, who are imposing rats, are more than twice Tilo’s size and very deadly when alerted. Luckily Tilo can sneak quietly, toss items for distractions, wear disguises, and make use of a variety of hiding places to avoid the Rat’s detection.

The stealth mechanics of Ghost of a Tale are very forgiving and make concessions to give the player an easier experience. For example, when Tilo hides in a closed space like a cupboard or barrel, the game gives the option to quicksave or access the hard save slots. This makes it a breeze to save as often as necessary to get through stealthy segments. In addition to this, the enemy detection is fairly lax and quick to give up the chase when Tilo is out of sight. I was able to swipe keys off enemy belts with no issue, even standing in spots where I would think that the guard would spot me. Even when I was spotted, Tilo is much faster than the enemies. So after a quick sprint and a turn of the corner, he can duck into a hiding spot and the enemies will reset themselves.

 

 

The RPG elements are very light, but come into play when Tilo earns new abilities for completing sidequests or changes out his gear for different stats and passive buffs. For example, the heavy knight armor makes Tilo able to pass as a undersized rat guard while also rendering him only able to waddle very slowly. There are a lot of different outfit sets to be found in the game and each provides useful stat buffs for a variety of situations. By far my favorite part of this mechanic is that each piece of gear is rendered onto the Tilo character model and is absolutely adorable. I’m not usually a fan of rodents, but seeing Tilo dressed like a little pirate captain makes my heart flutter.

The world of Ghost of a Tale is beautifully crafted and looks amazing in a snapshot. It’s a marvel to see considering this was a crowdfunded indie game, which don’t have the greatest track record in the department of graphical impressiveness. but when moving through the maps, at least on the PS4 version, the textures can look a bit muddy and choppy, even a bit disorienting. The areas of Ghost of a Tale’s map are small and distinct, which should make navigation a breeze, yet it is still easy to get lost in at first due to the disorienting effects of the environments in motion.

 

 

On the surface, the story of Ghost of a Tale is simple; Tilo is breaking out of prison and he needs to find his wife. The real meat of the game’s story is when you dig deeper into the lore of the world. Tilo was imprisoned due to political reasons from a power mad monarch. That monarch is claiming leadership due to alleged bloodline ties to a hero that died generations ago in the war of the green flame.

The war of the green flame was an apocalyptic event that wiped out the majority of life on the planet and was fought so long it was left to the rodents to finish. That’s all just a quick synapses for 1 aspect of the story. Safe to say the writers and directors really flex their world building skills in interesting ways and it’s more than worth the price of admission for that alone.

 

 

Through Tilo’s music, interactions with interesting NPCs, and an in-game codex that fills in the backstory on keywords and dialect, Ghost of a Tale utilizes everything in its arsenal to make this world come alive. In the opening minutes of the game I found myself entirely engrossed by a frog pirate that took both offense and pride to being called a pirate. This rings true with most interactions to be had with the NPCs of the game.

They each have a distinct personality and it’s worth talking to all of them over and over, especially after gaining access to new outfits to see how they react. The frog pirate treats you with respect if you wear the pirate suit, the mice thieves treat you as a traitor if you wear the knight armor; the interactions are rich in detail that I was pleasantly surprised by.

 

 

Ghost of a Tale is an excellent building block for a potential series that will payoff dividends for invested lore hounds. The game very much sets itself up as a chapter 1 of Tilo’s ongoing quest, leaving much unanswered and much desired; but what is here is enough to sink the hooks in. The immaculate building of the world and characters is simply a delight and enough to overlook some of the game’s rudimentary mechanics and the ease of its stealth system. However from a strict gameplay perspective, Ghost of a Tale can be underwhelming as the full mechanics of the game are fleshed out early on and don’t really evolve in any significant way, leading to a sense of staleness. That being said there are so many fascinating details abound in the world that makes this an easy recommendation for a those interested in high fantasy or just interested in a game that really knows what it is and wants to be.

 

 

 

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

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Tuesday, April 2, 2019

Mistover premieres at PAX East

 

We all know how much I love making life more difficult for myself. Why play a game with standard difficulty and multiple save points when you can just die repeatedly and have to start over again, right? This pretty much sums up anything procedurally generated and that’s why procedural generation is brilliant, if you happen to be a masochist. I was reading a bit about this last weekend’s PAX East and spotted a new way for us all to enjoy torturing ourselves. It’s called Mistover, it’s just been shown off, and it looks amazing.

So if you’re lucky and get to go to these big gaming conventions, you may have already played Mistover. If, however, you’re like me and the rest of the gaming population and aren’t, you’ll want to know a bit about it. Mistover is a procedurally generated dungeon romp that will be coming to your PC and Switch devices from the clever folk over at the KRAFTON Game Union. The way this title is being described is like kind of a blend between the mechanics of Darkest Dungeon and the thrilling dungeon crawling experiences found in Etrian Odyssey. Anyone who has played Darkest Dungeon will know how crushingly difficult that game is, so this gives us an idea of the level of challenge.

You will take the role of one of eight unique classes including Shadow Blade, Grim Reaper, and Ronin. Each of these have their own distinct play styles, so you should be able to find something fitting for the way you like to tackle the challenge. As each class is massively different from the others in the roster, you are adding bags of replayability to an already massively replayable game. This, paired with the randomly generated dungeons, should give you loads to go at for a good long while.

Speaking of the dungeons … each one of these deathtraps will provide you with a pretty awesome challenge. You will obviously be pitted against a plethora of creatures wanting to make sure you don’t succeed. In addition to this, you will have to navigate dangerous traps and even watch out for poisoned rations; yes, even your lunch can kill you. You’re going to have to watch what you’re doing because death, as it should be, is final. If you happen to lose one of your party, fear not; there is always another unfortunate sap (battle hardened hero) waiting to pick up the gauntlet.

Sadly, I can’t tell you just yet when this brilliant looking title will be hitting our screens. What I can do, however, is show you a trailer that was aired at PAX East to give you a better idea what this game is all about. Let’s all just pretend we went, shall we? For now, I’ll join you in watching the trailer again and come back to you when I have a bit more information.

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