Wednesday, July 31, 2019

The Outer Worlds is coming to Nintendo Switch

 

Private Division and Obsidian Entertainment announced that The Outer Worlds will be coming to the Nintendo Switch after launching on other platforms.

In the video below, Matthew Singh, Senior Producer at Obsidian Entertainment, talks about preparing The Outer Worlds for release on the Switch in partnership with Virtuos:

For those not in the know, The Outer Worlds is a new single-player, first-person sci-fi RPG from the original creators of Fallout that was announced during The Game Awards 2018. The player awakes decades after being lost in transit while on a colonist ship bound for the furthest edge of the galaxy.

They immediately fall into a deep conspiracy that threatens to destroy the Halcyon colony. As a result, they must explore the furthest reaches of space and encounter various factions, all vying for power. The character that the player chooses to create will determine how the story unfolds.

The Outer Worlds will be released for Xbox One, PlayStation 4, and PC (via the Microsoft Windows Store and Epic Games store) on October 25, 2019. Following the release on these platforms, The Outer Worlds will also come to Nintendo Switch; no release date has been announced at this time.

The post The Outer Worlds is coming to Nintendo Switch appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2Yy1nsb

Monday, July 22, 2019

Interstellar Space: Genesis coming July 25th

 

Adam Solo and Hugo Rosado have come together in cerebral union to deliver Interstellar Space: Genesis and we are not worthy.

What’s it all about, you ask?

You, a young drop of sand in a vast and ancient universe, must compete for control of the galaxy. As you progress, you are watched, scrutinized from a distance by those much more powerful than yourself. But why do they watch, you ask? This much remains a mystery… A dark and mysterious mystery.

Interstellar Space: Genesis is, essentially, a 4X strategy game where your goal is to create and mange a galactic empire.

Praxis Games are the team behind SpaceSector, a successful website hub for sci-fi and space strategy games. These guys know what they’re doing and have shown this in the detailed bevvy of in game features.

Key Features

  • Classic 4X gameplay
  • Turn-based tactical combat
  • Ship customisation and free space-based movement with range limits
  • Custom Alien races with planet types, unique leaders, and randomised tech trees for civilisations
  • Terraforming
  • Diplomacy Systems
  • Intricate and detailed colony development
  • Exploration mechanics
  • The freedom to determine a civilisation’s wants and needs
  • Complex economic model
  • Asteroid mining
  • Space tourism, and so much more!

Trailer

Where can you get Interstellar Space: Genesis for yourself?

The game will be available on Steam, Itch.io, and Humble on July 25th!

 

 

The post Interstellar Space: Genesis coming July 25th appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/30QcOwE

Monday, July 15, 2019

REVIEW / Persona Q2: New Cinema Labyrinth (3DS)

 

When I went in to pick up Persona Q2 from my local EB Games, I asked them whether this was the last 3DS game on their “coming soon” list and they confirmed that it was, and had been for a good, long while. So, did what may be the Western world’s last ever 3DS game release help the handheld platform go out with a bang? No. No, it did not.

 

 

The first Persona Q game (Persona Q: Shadow of the Labyrinth) was released on 3DS back in 2014. The game was unique in that it had the main parties from Persona 3 and Persona 4 meet up in a “school festival” in some kind of alternate universe where they had to try to escape, along with a couple of fun new playable characters unique to PQ. The art style was unique in that it transformed all of the characters into “chibi” versions of themselves, and the situation was unique in that characters from either game have never met before in a canon setting.

Persona Q was absolutely meant to be a fan service-filled love letter to the fans of both games and featured in-jokes and interesting new friendships and rivalries. You could use any combination of characters from either game in your party, which allowed for a lot of diversity in play style. Of course (spoilers for Persona Q: Shadow of the Labyrinth aheadthe entire situation was wiped from all of the characters’ memories as a deeply unsatisfying way to end an otherwise unique and truly enjoyable game. Persona Q2, on the other hand, saves some time by not even waiting until the end of the first dungeon to be deeply unsatisfying.

 

 

 

As a longtime Persona fan and Persona Q fan (in spite of its bad ending), I was very excited that Persona Q2 was finally coming to the West. I had heard that sales in Japan were incredibly poor despite the country’s deep love for the Persona series in general, but I was not deterred. Persona Q‘s unique blend of first person dungeon crawling, lower-screen map drawing, puzzle-based gameplay wasn’t well-received by everyone in the first instance, so I wasn’t particularly surprised. Plus, the team from Persona 5 were going to be included this time, and the female protagonist from Persona 3 Portable, so that was an exciting update.

The game starts with the Persona 5 crew being unexpectedly transported into a strange cinema where dungeons are “movies” that have to be played through in order for the story to progress. As each movie is completed, one of the many locks on the main, mysterious door in the cinema is removed, potentially assisting their eventual escape from the labyrinth. All of the movies have features from other games in the series, such as the first boss being a variation of Kamoshida from Persona 5, and the second dinosaur-themed dungeon being called “Junessic Park” (a reference to the shop, Junes, from Persona 4).

 

 

You start with all of the party members available through Persona 5: Protagonist, Morgana, Ryuji, Ann, Yusuke, Makoto, Futaba, Haru, and Akechi. That’s standard JRPG fare, having about eight characters and only being able to select 5 for your actual party (divided between 2 or 3 members in the front or back row during battle). However, during the first dungeon you pick up your next character – Persona 3 Portable protagonist. She offers the same magic set as Ann but with more of a focus on physical attacks. As in mainline Persona games, navigators (Futaba, Rise, Fuuka) provide support from the sidelines. All party members, including the protagonists, are locked into their basic Personas but gain the ability to equip a sub-Persona to maximize skill coverage to hit enemy weaknesses.

Then in the next dungeon, you eventually acquire all of the party members from Persona 4: Protagonist, Yosuke, Chie, Yukiko, Kanji, Rise,  Naoto, and Teddie. While the skills offered by each party member differ a little (e.g. Chie’s ice attacks are predominantly phys + ice attacks rather than actual magic), it’s really all the same thing with a slightly different coat of paint. Readers of this review may already seen a problem – this is a lot of party members. Consider that later in the game, it’s almost a certainty that the player will acquire another eight party members in the form of the Persona 3 team, and the system quickly becomes unworkable and overwhelming.

 

 

The game does not have an EXP share type ability, so your party members that you leave behind receive no experience. Side quests regularly require specific party members to be present to reap certain rewards,  so there’s good reason to try to keep everyone evenly leveled, but it’s also incredibly important to have proper skill coverage. The constant balance of equipping and fusing new sub-Personas, keeping everyone evenly leveled, swapping over (or having to buy new) equipment to make sure everyone is geared up properly…is honestly exhausting. I realize I could just leave some characters in the dust (and indeed I did – I hate Teddie and never used him once) but I also believe it’s a failing of the game to not give any kind of left-behind EXP bonus to help out the zoo of party members you’ve been asked to babysit.

Persona Q2′s persona fusion system is aggravating, as navigators are able to equip sub-Personas to offer more useful skills during battle or while dungeon crawling. However, navigator skills are evenly distributed onto personas along with standard battle skills, meaning that sometimes one must choose between using a persona as a navigator persona or a good battle persona. I wholeheartedly believe that this was a choice made to increase the difficulty in the game, but it serves to do nothing but irritate the player.

 

 

As a fan of Persona Q‘s dungeon and battle system, I was disappointed to find that not a lot had changed. There are certainly some small quality of life improvements that have been implemented here and there, but the core gameplay remains very much the same, despite the massively expanded cast. Systems such as Persona 5‘s Baton Pass have been implemented (though changed slightly to match PQ‘s gameplay), and the navigators regularly remind you to use it, but if you have even the slightest concept of how to hit enemy weaknesses, it almost never becomes necessary to use. After four years and a new handheld, I would have expected more innovation.

The next issue comes in the form of EXTREME FLANDERISATION. For those who are unfamiliar, “Flanderisation” is what occurs when a character with a particular quirk or interest slowly becomes consumed by said quirk or interest until they’re less of a character and more of an embodiment of whatever that thing happens to be. Chie is the most obvious example in Persona Q2, wherein her love of meat is referenced by her, or others, literally every time she shows up.

 

 

Unlike the first Persona Q game, the in-jokes and character interests aren’t just liberally sprinkled throughout the game. Instead, the player is forcibly held down and buried in them. Part of what made me stop playing the game was how painful the character interactions became. The only genuinely interesting cross-game interactions come in the form of the new combo attack system that usually pairs two previously-unacquainted characters together to unleash a devastating attack. Those are few and far between.

The dungeons are long and with very little variation. The interactions between the characters and the puzzles serve to do nothing but slow things down in ways that feel so completely unnecessary. At one point, the team must lure a dinosaur with some meat. A meat container is located, and that should have been the end, but instead a lengthy scene ensues where the team finds ingredients, argues constantly, cooks the meat, and finally brings it to the dinosaur. The entire time I was just waiting for the stupid scene to end, because it was just chock full of Flanderisation and weak, uninteresting dialogue.

 

 

The drawn graphics, such as the character profile pictures in the menu, are crisp and very cute. I can’t fault those. Maybe it’s just because it’s been a while since I last played my 3DS, but the character models look a little blander and more poorly constructed than those in the previous game. There’s regular lag during battles with more than three enemies on the screen, and well-known enemy types were misnamed on more than one occasion. The whole construction of the game just feels lazy, though there are the occasional gold nuggets of pretty design and interesting mechanics.

The music is this game’s main redeeming quality – it is absolutely outstanding. While playing what I did play of the game, I had multiple tracks stuck in my head and on repeat on YouTube when I had the option. Persona 5‘s main vocalist does an outstanding job, as do Persona 3 and Persona 4‘s vocalists when they join in. The opening cinematic music is just as jazzy and enjoyable and will undoubtedly get stuck in your head. I can’t praise the music in the game enough. It’s varied but honors the originals when remixes are used, and all of the original music is absolutely wonderful. If only the rest of the game would follow suit.

 

 

In the end, I couldn’t finish Persona Q2. I couldn’t even get to the point where I received my third and final batch of characters. Based on what I could see in the menu, I imagine there’s a system wherein you can make use of and perhaps gain experience for your unused party members, which at that point would number above 10. However, the game was too trying, too weak, and too disappointing to continue with so that I could find out. I am deeply disappointed with Persona Q2, and I highly encourage veteran Persona fans to think twice before torturing themselves with this game.

 

The post REVIEW / Persona Q2: New Cinema Labyrinth (3DS) appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2NY2CRn

Friday, July 12, 2019

FREE DLC for The Messenger out now!

 

Avast ye scurvy dogs and avail yourself of this pirate’s booty! Fans of Sabotage Studio and Devolver Digital’s Ninja Gaiden inspired retro platformer, The Messenger, have been graced with some free DLC today. Entitled Picnic Panic, this free piece of DLC is a sun-soaked jaunt back into this amazing game.

Available now for the PlayStation 4, Nintendo Switch and PC, The Messenger was also added to the Xbox Game Pass for PC library and is up to 33% off on all platforms. That’s an amazing deal!

Not only are the beloved characters from the original game tagging along on your trip to Voodkin Island, but you’ll be able to explore three refreshingly new levels – each culminating in unique and inventive boss fights.

If that’s not enough to entice you into our tropical getaway, Rainbowdragoneyes has provided 13 brand new tracks for your Voodkin Vacation playlist.

If free DLC is for you, check out the video below for a sneak peek of what you can expect from this new content.

 

The post FREE DLC for The Messenger out now! appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2jFKLjz

REVIEW / Void Bastards (PC)

 

Ever wonder how a roguelike first-person shooter would play out? Well, Void Bastards is exactly that: a game inspired by the BioShock series and System Shock 2 described as a strategy-shooter. Developed by Blue Manchu, the one behind the tactical game Card HunterVoid Bastards got the backing of the prestigious Humble Bundle (the website that sells videogames where a portion of the profits go to good causes) as its publisher.

 

 

In Void Bastards, the pivotal character isn’t the one you control, but rather this eccentric human resources robot that has control over a bunch of prisoners to do its bidding. You are the prisoners; controlling one at a time while completing tasks for the HR bot like collecting a line printer or something else menial like that. While the tasks are mundane and boring, achieving the tasks are a different story. You see, the prisoners have to ransack these out-of-commission spaceships and navigate the dangers within them.

Automatic gun turrets waiting for any movement to gnarly space pirates who are also ransacking the ships are just some of the dangers waiting for you in Void Bastards. Not only that, the ships contain so much oxygen for you to breathe, so if that runs out, well buddy, you’re dead. Also, did I mention exploding ectoplasm? With many things to potentially kill you, you should fret not, because if the prisoner you’re controlling dies (and death is inevitable, even the game tells you), another prisoner will come out of hibernation to continue the tedious task your predecessor was given.

As with any other roguelike game, each prisoner is unique in some sort of way to give you that feeling of novelty after each untimely death. The uniqueness comes in the form of genetic traits, and as we all know about genes, some are awesome (hello piercing blue eyes) and some are shitty (boo diabeetus). In Void Bastards, your prisoner may inherit an incessant cough from smoking so much, so trying to be a sneaky kitty to collect those fuel cans may not be a winning strategy. Your prisoner, however, may have such great aim that sniping headshots are so much easier.

The strategy component of Void Bastards comes from the different ships your prisoners will be scavenging. Each ship has some travel requirements, and those come in the form of food and fuel tanks. The ships contain scraps and parts to salvage, and these ultimately are the items that will help you build your arsenal against enemies. From makeshift grenades to staple shotguns, obtaining the items needed to build these will need some strategic thinking on your end. You can’t just jump to any ship at your whim to collect that AA battery for the laser cannon, you will need to collect food and fuel tanks from a bunch of ships before you can do that.

In all, Void Bastards is a good roguelike FPS game. It’s a game where you can easily spend half an hour to eight hours and feel accomplished either by picking up a few food items or completing that fancy new shotgun. It’s also one of those games where you actually have to think about your plan of attack in salvaging the ships: Is it better to pick up those batteries from this ship or maybe the ship with a bunch of fuel tanks will make traveling easier? At the end of the day, as long as your’re pleasing that HR bot, your prisoner may earn freedom one of these days.

 

 

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

The post REVIEW / Void Bastards (PC) appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2l751Lm

Monday, July 8, 2019

PREVIEW / Bloodroots (PC)

 

I was able to play a preview of Bloodroots on the PC via Steam, and I want to give my impressions of the short demo. Developed by Paper Cult, the game reminds me a lot of the Kill Bill movies both in story and action. The story follows Mr. Wolf, a man left for dead in the wilderness. He is out for revenge, and whoever stands in his way will meet bloody and gory deaths.

 

 

 

In Bloodroots, the world is your oyster…for weapons. Basically, Mr. Wolf has three actions besides the basic moving around that you can do: attack (i.e., punch), jump, and pick up items. While you can pretty much clear the level with just Mr. Wolf’s punches (Trust me, Mr. Wolf is One Punch Man kind of killer.), you are given the whole environment to kill. See that wheelbarrow with hay? You can let Mr. Wolf ride it to smash an enemy into roadkill. Oh, the wheelbarrow broke? Use one of the wheels to fling around and decapitate an enemy’s (or two) head.

 

 

 

Utilizing this open-weapon type of environment, Paper Cult really takes the tempo of Bloodroots as a fast action game. It’s perfect to know that it only takes one attack to kill an enemy, no matter how bulky or scrawny he is. It’s also fair to know that it takes only one hit for Mr. Wolf to die. Yes, you don’t have a health bar or lives in this game; it’s kill or be killed. Luckily, there’s plenty of save points in the level, so that if you screw up, you will not have to start from scratch.

 

 

 

The cool part about the save points is that I was able to plan my attacks after some trial and many errors. It’s almost like directing a movie: First, let’s throw this flowerpot to knock out that enemy. Okay, now run to that barrel, jump on it and roll over those two enemies in the corner. Finally, let’s pick up one of these fishes from the broken barrel to smack those three enemies up ahead. Maybe in the next playthrough, I’ll just lug around that sword to decimate all of them.

 

 

 

In actually found myself playing the only level I was given plenty of times. I can already see Bloodroots as a game that has a high replayable value. It also has a challenge mode where you are given a certain task to complete, and these challenges refresh weekly, with high scorers placed on the leaderboard. Expect Bloodroots to come out to the PC (via Steam), PS4, and Nintendo Switch in a few months. If you want to play the demo, you can check out its website, subscribe to its mailing list, and you will be given a key by email to play.

 

 

 

This preview is based on an Early Access version of the game provided by the publisher.

The post PREVIEW / Bloodroots (PC) appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2NJGdXG

Saturday, July 6, 2019

A Trip to Otherworld, London’s Premiere Virtual Reality Bar

 

Nestled in East London is a VR experience like no other I have had before. Upon entering Otherworld, a VR bar under an unassuming railway in the Haggerston District, you are greeted with a white hall filled with “immersion rooms” and staff dressed in pseudo-futurist outfits. You can also hear Otherworld visitors in the immersion rooms yelling commands, calling out to friends for help, and laughing at each other as the faint hum of fans kick on and off in the units.

While my friend and I were a bit late for our appointment (sorry about that!), the staff accommodated us graciously and got us set up in our respective immersion rooms. Each room is a dark cylinder with a headset suspended from the ceiling and a set of controllers. In case you were wondering, Otherworld utilizes the HTC Vive VR headsets for their experience. After some adjustments and a quick tutorial of the island and games, we set off through the portal to the Otherworld.

Mikey from The Dream Corporation was kind enough to provide some info:

Once you have the headset on, you’ll be in the Otherworld. It’s a parallel universe with an island at its heart, which contains portals to sixteen of the best virtual reality experiences on the market. You can choose whether you go to fight for survival in a zombie apocalypse deep in Arizona; battle robots hell-bent on destroying mankind; soar from tree to tree and explore the secrets of the ancients; paint in 3D with light and fire — or many other experiences.

Inside the Otherworld you can see and hear your friends and explore together. Some of the sixteen experiences are multiplayer, and some are single-player. You can change between experiences at any time while you are in the Otherworld.

After some completely normal confusion as to what the heck was going on in the mysterious starter cave, we set off down the mountain and wandered around the Otherworld island searching for some co-op games to play. The island is visually pleasing housing four different biomes based on the seasons. These biomes also coordinate with the types of games that are housed in these areas. Honestly, had there not been a time limit it would have been nice to walk around and take it in a bit more. The island serves as the central hub to find different game experiences you can play with friends or solo. We immediately booked it to play the co-op zombie shooter Arizona Sunshine and the sci-fi shooter Raw Data located in the winter area.

Like all the games in the Otherworld, these are VR games you can play at home. Arizona Sunshine and Raw Data are available via services and consoles like Steam and PSVR, but the ingenious thing about the Otherworld is that is houses these games as experiences in their world – it serves as a repository for VR games which can make it super easy to swap them in and out of the game world as new and better games are released. Or they could add more games to the island. Either way, it’s a bloody brilliant system that they’ve developed that will stave off obsolescence.

Both Arizona Sunshine and Raw Data were similar experience set apart by two very different game worlds and themes. Waves of enemies will attack, requiring you and your friends to work together to fend them off and survive. Arizona Sunshine allows you to pick up weapons on the fly, where I started dual wielding pistols and pulling off sweet Matrix-style moves minus the actual hitting of any baddies. Raw Data allows you to pick a class of character that has different weapons and abilities. I opted for a bow-wielding cyber druid while my friend played as a robo-ninja. Pulling arrows from a quiver on your back and shooting them at drones in the air in VR is such a satisfying experience. Both experiences made me feel like a virtual badass but I would have loved to see how stupid I looked via their immersion room camera feed. I was also very thankful when the fans kicked in as I felt I was working up a bit of a sweat killing all those zombies and robots.

We tried to jump into another game called Windlands 2, but our time ran out as we were whisked away from our immersion rooms. Needless to say, walking out of the immersion room was an odd feeling after 40+ minutes in VR. You swing your arms around to walk through the Otherworld and my humorous first instinct was to the do the same leaving the VR bar. We ended up not sticking around for drinks due to a laundry list of breweries were going to stop by that day, so we dropped into a brewery next door for us to grab a pint and talk about the great time we had in the Otherworld.

If you are in London and looking for an awesome experience, I highly recommend stopping into Otherworld. Also, grab a drink while you’re at it.

For more information, visit https://www.other.world/

The post A Trip to Otherworld, London’s Premiere Virtual Reality Bar appeared first on That VideoGame Blog.



from That VideoGame Blog https://ift.tt/2NAWePA