Monday, January 13, 2020

Big news from the Pokemon Direct

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Big news from the Pokemon Direct

 

 Yesterday’s Pokemon-focused Nintendo Direct wasn’t quite what anyone was expecting, but it did deliver on big news for the franchise. First off, it revealed Pokemon Mystery Dungeon: Rescue Team DX, a remake of the original pair of Mystery Dungeon games that were released on the Game Boy Advance and Nintendo DS back in 2005. While I’m happy to see this series return, I do find it odd that the list of playable Pokemon hasn’t been expanded at all from the originals, meaning that only Pokemon through generation 3 are represented. Either way, if you want to give this game a try or return to a gem from your past, the remake will be released on the Nintendo Switch on March 6th. A demo is currently available on the eShop.

But this was just a preamble to the main announcement, one that should please a lot of fans. Rather than sequels or alternate versions that change little and make you start over from scratch (e.g. Ultra Sun or Platinum), an Expansion Pass was announced for Pokemon Sword and Pokemon Shield. The pass includes two DLC adventures: the first is called The Isle of Armor, releasing in June, and the second is called The Crown Tundra, releasing this coming Autumn. Each expansion will take players to new areas that are designed like the Wild Area, allowing for free exploration. They’ll also include brand new Pokemon (including several Legendary Pokemon), new Gigantamax forms (including ones for the starter evolutions), and the return of more than 200 existing Pokemon that were cut from Sword and Shield. What makes the last part extra exciting is that the returning Pokemon will be added in free updates, meaning that even if you don’t buy the DLC, you can still trade for the returning Pokemon or transfer them over from Pokemon Home. The only new information we learned about that service is that it will be released next month.

Personally, I’m thrilled by these announcements. They address practically every problem and concern that I and other fans had about Sword and Shield. Transferring the returning Pokemon for free will be a relief to the Dexit crowd, even if it still isn’t the full National Dex, with a new form of the cut Pokemon Slowpoke even available in the games right now. With more story, more regions like the Wild Area, and more legendary Pokemon, these expansions address pretty much every weakness I identified in my initial review of Sword. If you’re as excited as I am, you can pre-purchase the Expansion Pass now. It includes both expansions for a total of $30, and comes in separate versions for Sword and Shield. Doing so will unlock new clothing items in the game immediately, if that makes a difference to you.

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Thursday, January 9, 2020

Inertial Drift racing towards consoles and PC in 2020

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Inertial Drift racing towards consoles and PC in 2020

 

Tear around bends at breakneck speed or drift through neon cities in uniquely crafted race cars. This game gives you total control over your vehicle’s maneuverability with twin-stick control. Choose from a host of colorful cars with bold black outlines in an intense 1-on-1 arcade racing experience.

Inertial Drift

Inertial Drift is developed by Northern Softworks and distributed by PQube. The videogame focuses on intuitive control with a twin-stick scheme for drifting and independent control for steering. Each car has unique capabilities that are influenced by throttling and braking to give a realistic gaming experience.

Inertial Drift is a retro arcade racer that seems to offer a different approach with more intuitive mechanics. The concept is simple, choose from a roster of 16 different vehicles and compete against each other on different tracks. However, this is something we’ve seen a thousand times before during the 1990’s with titles such as Ridge Racer and Sega Super GT.

Inertial Drift

The videogame looks like something you’d get on a PS1 with big bold pixelated graphics that recall the heyday of multiplayer racing. The new level of precision allows cars to drift a hair’s breadth away from the crash barrier and each other as you master every car’s unique driving style.

The videogame will also support split-screen gameplay for two players to race each other. Inertial Drift could revitalize the racing genre but does it have enough to set it apart from the classic titles that it’s trying to emulate?

Inertial Drift will be available on console and PC Spring 2020.

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Wednesday, January 8, 2020

ITTA announced for PC and Nintendo Switch

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ITTA announced for PC and Nintendo Switch

 

ITTA, a pixel-art bullet-hell title from developer Glass Revolver and published by Armor Games, has been announced for PC and Nintendo Switch. The announcement was accompanied with a new trailer showing off the fast-paced action and striking art style that can be expected in both versions when they release sometime later this year.

The game centers around a young girl, named Itta, who wakes up surrounded by her dead family including her cat, the spirit of which serves as her guide throughout the beautiful pixel-art world. Armed with a glowing revolver, Itta sets out on her adventure in search of answers, leading her to seek out powerful cosmic beings that are scattered throughout the seemingly peaceful world and defeat them in combat. Players can arm Itta with a multitude of weapons throughout the adventure, as well as enable player invincibility or damage multipliers at any time in the game to help ease the difficulty.

Fans of the bullet-hell games will be pleased to see the familiar fast-paced and frantic game-play that is synonymous with the genre very much a central part of ITTA. The gameplay, when combined with the art style and emotional backdrop, looks to be a unique combination that sets it apart from recent entries in the bullet-hell genre. While many games have utilized a similar art style in recent years, it’s clear, even at an early glance, ITTA makes use of this in unique ways, with its reserved use of color and somber aesthetic, which feed into the game’s central themes of hope and despair.

Jacob Williams, the sole developer at Glass Revolver, drew inspiration for the game from his own personal struggles, designing the game while staying in a psychiatric ward in 2016. This inspiration can be seen clearly in the early glimpses of the world and the central themes of despair and hope that resonate throughout the screenshots and footage of this game.

ITTA is so far looking to be a very interesting game and is certainly one that I will be keeping an eye on in anticipation of its release on both PC and Nintendo Switch later this year.

The Steam page for ITTA is now live and can be found here.

More information can be found on ITTA, as well as other games from Armor Games, here.

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Sunday, January 5, 2020

Obversion introduces us to a new puzzle

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Obversion introduces us to a new puzzle

 

As most of you lot know by now the puzzle genre is one of my absolute favorites. When something new and brain-bending comes along I have to give it a go to see what’s what. This being said, I’m pleased to be starting my 2020 with something new and puzzly to go at. The game is called Obversion and it’s due to be hitting Steam on the 28th of this month.

Obversion is a geometric, first-person puzzler from developer Adrian Marple. This former Google dev is doing something a little different with his time and this title is said to reflect his love of geometry, philosophy, and thought-provoking puzzles.

As I’ve just mentioned Obversion is taken from a first-person perspective. Interestingly, this game has features such as auto-jump. This is actually really cool because a puzzler should always revolve more around problem-solving than mechanics, the fact that the game is doing some of the work for you grants you more headspace to enjoy the experience and concentrate on the task at hand.

The journey through the levels of Obversion is a coalescence of striking environments, philosophical quotes, and intricately woven puzzles. Every part of Obversion has been crafted in such a way as to give players a thoughtful, unique and intentional experience.

Portal fans amongst you should be right at home with Obversion, even though the graphical tone is obviously very different. It’s nice to see an indie title aiming for a very triple-A level of detail and quality.

Those of you that like using your brain as much as your thumbs will probably really enjoy having something new to work through. This is definitely one that’s piqued my interest so you may well be hearing more from me about this subject in the near future.

 

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Friday, January 3, 2020

REVIEW / WarpThrough (PC)

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REVIEW / WarpThrough (PC)

 

Almost all of the arcade platformers coming out nowadays requires you to always rush and get to the goal as quickly as possible. However, indie developer Roofkat wants you to somewhat stop and smell the roses with its debut game called WarpThrough. The catch? Well, you still have to rush, but you can’t just keep spamming attacks with a press of a button. You actually have to pause to charge your attacks.

 

 

If charged attacks seem like it’s not that bad, think again; WarpThrough places you in a small arena, full of pits and platforms and constantly spawning monsters in your direction. Luckily, you don’t have to worry about dying from falling in pits, since they’re just loops to the top of the arena. What sucks, however, is that there’s no double jumping.

The object of WarpThrough isn’t to kill the enemies in the arena. It’s actually getting to the green warp points that are also spawning around the map. Every time you get to the warp point, you earn warp energy. Collecting a number of warp energies in subsequent runs, enables you to purchase powerups. There are two of them: extra lives and a small field around you that slows time for monsters who are near it.

 

 

The only way you get a game over in WarpThrough is by getting hit by a monster. Thus, the time field is a great powerup, since it allows you more time to dodge an enemy or give you that extra time to charge an attack. Attacks are not all the same, by the way. After playing through the main story (a short 1-2 hour endeavor with an endearing story), you unlock all the playable characters for the arcade.

All in all, there are five characters: Charlotte with her fiery arm, Three with his sniper rifle, Ebbie and her puppy pal named Ball (who serves as the game’s charming mascot), Manor with his electric traps, and a secret character playable at almost the end of the storyline. Charlotte (or Char for her nickname) is obviously the novice’s character in WarpThrough. Her charged attacks send flames straight to the direction she goes. As long as you’re constantly pausing to charge attacks and don’t let her get too inundated with monsters, she will be the perfect character to learn the ropes. The other characters, however, have their own strategies.

 

 

For example, while it may seem that having a sniper rifle makes Three is a great choice for taking out monsters long distance, it’s his aim that’s a problem. First, not only do you have to charge his rifle, it then rotates clockwise (then counterclockwise at the next charge) for you to aim his attack. Second, it seemed to me that his long-range attack has a very slim hitbox, since most of the time, monsters weren’t getting killed, even though I aimed at it perfectly.

Manor, on the other hand, is the complete opposite of Char; his charged attacks leave volts of electricity where he goes. He is a character more for strategy rather than aggressive takedowns, since he will likely to get killed if he rushes to a monster. Ebbie is the complete antithesis of the game; she has to constantly move for Ball to attack. If Ebbie stays still for a short amount of time (i.e., charges her attack), Ball takes a nap and leaves her completly unguarded. Ebbie also doesn’t get to aim Ball towards where she’s going, but rather Ball randomly chooses monsters to attack.

 

 

WarpThrough definitely falls along with the arcade platformers that definitely require skill and strategy, but with a simple premise. It allows you to pick a character that fits your playstyle and see how much warp points you can get through without getting defeated by monsters. This is one of those games that are quick, fast-paced, easy to learn, but hard to master.

 

 

 

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

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REVIEW / Atelier Ryza: Ever Darkness & the Secret Hideout (PS4)

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REVIEW / Atelier Ryza: Ever Darkness & the Secret Hideout (PS4)

 

To date, there have been 21 entries in the Atelier series of JRPGs from Japanese developer Gust Co Ltd and publisher Koei Tecmo.  I have reviewed one other game in the series, Atelier Sophie: The Alchemist of the Mysterious Book, and have played more than a few more since the release of the first game some 22 years ago. One aspect of this series that has always kept me intrigued was the fact that, in my opinion, none of the games play exactly like the last one.  This can also be said of the latest entry, Atelier Ryza: Ever Darkness & the Secret Hideout, as it presents never before seen synthesis, gathering and battle systems.

 

The gang is all here. Good times with even better friends.

 

JRPGs hold a special place in my heart and the Atelier series never fails to bring the goods by providing a gaming experience unlike anything else offered in video gaming today.  Atelier Ryza: Ever Darkness & the Secret Hideout puts you in the shoes of Atelier Reisalin “Ryza” Stout, a young girl on the verge of adulthood who embarks on an adventure with her friends to discover what is most important to them.

As it is prominently placed in the title of the game, you need to master the art of alchemy in order to become the best Atelier that has ever been known.  Gust has developed a new synthesis system that makes creating just about anything possible and is a novel new take on the alchemy theme of the game.  Having the ability to throw together almost anything that you will need to make your way through this game makes for some very interesting moments while you’re perfecting your craft.

 

You’ll spend a lot of time in Ryza’s room where her Atelier is located.

 

The world of Atelier Ryza is brightly colored and very fantasy-like in design with the environments and the character designs having a strong resemblance to the Victorian age if magic had existed at that time.  You will make your way around Ryza’s town as well as the surrounding wilderness while on your way to fulfill a quest or just going out to collect ingredients to make potions, weapons or even tools.

The world is very large and you will need to perfect your Atelier skills if you are going to be able to hold your own against any of the wild and dangerous creatures you are bound to run into on your travels.  The synthesis and battle systems complement each other extremely well so mastering both will be crucial to keeping your team at their very best.

 

Each nodule requires a different item or ingredient. You can make an item with higher stats by adding as many of the recipe items as possible.  New nodules will open as you level up the preceding nodule.

 

The synthesis system is where you will learn how to use your alchemy skills to craft health potions, weapons such as bombs, or even gathering tools like an ax.  Everything that you need to craft an item can usually be found on the ground, up in trees, being held by enemies, stashed away in chests or given to you for completion of a quest.  Some recipes you will learn from other Atelier’s but others you will learn just from experimenting with the recipes that you currently have by just adding a new ingredient or two.

The cool thing about the synthesis system is that every item that you collect has a different value or additional components so when you are crafting something new, depending on the quality of the ingredients that you are adding, this will determine the quality and attributes that the finished product will have.  No two created items are the same so it is very interesting to see what you will create each and every time you return to Ryza’s Atelier to craft more supplies.

 

You can take standard actions or power up your attack to do bonus damage as well as commanding your teammates to coordinate your attacks.

 

While the synthesis system is very important to how the game works, the battle system has been revamped and gives the player more freedom to fight in your style by allowing you to control not just your own actions but those of your teammates as well.  Battles happen in “real-time” with the player having the ability to switch their current character at anytime.  During battle, you will earn Action Points that not only trigger specific skills and increase the number of attacks, they can also raise the “tactics level,” boosting your learned skill effects to new levels.

You can also do mega damage to enemies by issuing “Action Orders” which are basically a combo attack that will exponentially boost the damage dealt to your opponent.  Action Orders come in the variety of “do a physical attack” or “deal fire damage.”  You then just need to sit back and watch as the character who gave the order follows up your attack with a powerful skill.

 

Locations are varied and look amazing.

 

Visually speaking, Atelier Ryza: Ever Darkness & the Secret Hideout, looks amazing as if you are playing an anime.  While the designs of the environments and the characters are fairly decent, I don’t feel like Gust was trying to push the visuals in a way that would have them stray too far from the style that the series is known for.

If you compare the visuals in this game to other games in the genre like Final Fantasy, there is a polish that FF has that Atelier Ryza does not have.  That’s not a deal-breaker, however, and adds to the charm of the game.  This series has a definite “look” that carries over from game to game and helps to make it feel familiar to returning fans while offering new systems to keep them coming back.

 

Recipe ingredients come in different quantities and quality so balance is key when crafting the best items.

 

The sound design is very impressive and really sets the tone for the whole experience.  The dialogue is in the original Japanese with English subtitles.  It would have been nice to have an English dub but I don’t mind reading my games at all.  In addition, the music that plays in the background while you are searching for ingredients or making your way to the next point in the story is fairly well composed.  The battle tunes that play during encounters with enemies puts you square into the action and makes for some very intense moments in the game.

I will have to say that in the beginning, you do a lot of walking around looking for stuff and the tune that plays in towns or during normal activities plays on a loop and got to be really unbearable after about the first two to three hours during my play-through.  I tried turning the the background music off in the towns but it just turned off all of the background music so I just turned it back on because the music if so very good during other parts of the game.

 

At a certain point in the game, you will be able to change the characters clothing. Be prepared for some pretty outrageous outfits.

 

As I mentioned before, while all of the games in the Atelier series deal with crafting items and developing your abilities as an Atelier, Gust is always able to create a fresh take on how crafting is done.  In this instance, the randomness of the quality and attributes that every item is built around as well as the effect that will have on the completed concoction or item makes for a very interesting way to approach this part of the game.

In a gaming landscape that seems to be dominated by multiplayer games like Fortnite, COD and Destiny, it is good to be able to find a quality single-player game that offers hours and hours of gaming enjoyment without having to find a bunch of friends to play with or struggle playing with people you don’t know.  Atelier Ryza offers a deep story and an even deeper crafting system with challenging gameplay and a setting series fans won’t soon forget.

 

 

 

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

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A first look at The House In The Hollow

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A first look at The House In The Hollow

 

Good things come to those who wait and never a truer word has been spoken in my opinion. Gamers are often some of the worst culprits for wanting everything yesterday. When our favorite game gets delayed we all lose our minds. Thing is … would we rather have a buggy mess on schedule or an absolute winner a couple of months late? I think I know which of the two I’d go for. There is a point to this little ramble. A new adventure is coming to your PC screens but you’ll be waiting a while yet for it. It’s called The House In The Hollow and at first look, it’s pretty cool.

Someone out there is already mightily impressed with this new offering from PSINE Studios. The House In The Hollow has just won the Nvidia/Epic Games Edge award. This is pretty good going already for a title still very much in production.

In The House In The Hollow, you’ll be invited to explore an Art Nouveau Manor House set back into a hollow and surrounded by dense forest. The house belonged to English magician and occultist Francis Barrett. It will be your task to find out what happened to him. You’ll also need to use your wits and problem-solving skills if you are to thwart the evil holding you captive in the house and escape.

As the mystery unfolds you’ll find yourself searching both the house and the surrounding woods as you attempt to figure out why the magician disappeared. Nobody knows for sure what experiments Francis Barrett was performing or what he was conjuring up. One thing is for certain; of those who have attempted to find the house before you, not all have returned to tell the tale.

Our goal with ‘House In the Hollow’ was to transport the player to a mysterious location where they not only had to find a way to escape, but to also experience a bygone time period, and uncover the mystery of the sudden disappearance of the Manors owner, Francis Barrett,” said Phillip Phair of PSINE Studios.” He went on to add, “Just like watching a classic horror movie, we wanted the player to feel as if they are being carried back in time, to explore a unique location and an intriguing story, but unlike a movie, give the player the ability to be surrounded by an immersive, interactive, first person world.

To circle back to my mumbling at the start of this story you’ll be waiting a little while before The House In The Hollow appears on your screens. This title isn’t due until the last months of this year. This being said they have been kind enough to leave us with a couple of trailers to give you all something to go at. If you like what you see and want something new for your wish lists you can find out a bit more here on Steam.

Looking at this I’m not sure whether we’re going to get a straight-up horror game or more of a thriller with tense or frightening elements. I’d opt for the second as I do love a good mystery. The House In The Hollow looks great so far and is absolutely one to watch for fans of a good investigation. You’ve just seen the game trailer but ’cause I’m nice I’ll leave you with the story trailer as well. We’ll give you a chance to do a bit more detective work on your own.

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