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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