• Metal Slug Tactics - PC Review

    The Metal Slug series has been around for a long time, and despite its age, the titles tend to stand the test of time. They have a fun, colorful visual style that ages gracefully...

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    Dungeon Inn is a cozy strategy management game that has an amusing story. The premise? Sara and her crew end up trifling with a scary dragon who catches them red-handed stealing from him.

  • Ahro - PC(Steam) Review

    Ahro is an interesting introspective on what it's like to deal with anxiety and/or depression portrayed in a 2D adventure style gameplay. Exploring against a timer that keeps ticking until your next breakdown...

  • V Rising 1.0 Reviewed by a few Vampires

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  • 8-Bit Adventures 2 - PS4/5 Review

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Gaia Beyond - Sunday Bites


Gaia Beyond is criminally under-noticed. A gorgeous, 2D sandbox action-RPG with a strong emphasis in exploration, mining, ship-to-ship warfare, and trading. The Newtonian physics and Asteroids-like top-down combat is engaging, easy to learn, and downright fun. Though still in Early Access and being actively updated, Gaia Beyond is an excellent fit for gamers new to the space exploration genre that find titles like Elite: Dangerous to be daunting in scope. The more intimate scope of Gaia Beyond is among the more approachable space sim titles. Complete with a work-in-progress core story that feels more "create your own adventure" than common open-ended storylines, Gaia Beyond, at the incredibly affordable price of $15 USD, is worth twice its price. The three-member team behind Gaia Beyond should be lauded for their work; it is clearly top-class.

As development continues on Gaia Beyond, like always, Early Access titles are in constant flux and this title is no stranger to change. Given the scope and intricacies of resource management and an intelligent trade market, regular tweaking due to player feedback happens and with regularity. As such, a few things I would personally like to see is some work on factions; the open-ended aspects mean some of the concepts are yet to be fleshed out. I would also love to see faction/race specific ships that you can get; while there are plenty, I would love to see more.


Another point that I found slightly lacking was in character creation; there are a handful of portraits to pick from, few of which fit in with the overall design aesthetic when compared to the NPC characters throughout the universe. Additionally the character backstories, of which there are three, are interesting in their own right, but lacking in any real diversity as each of the three start off with the same base point and outside of the initial conversation I have yet to see much reason to have it. Admittedly some relevance to backstory may come in a later update, but as of yet (and a dozen hours doing random missions/making money) there is nothing substantial. Ship designs are nice and their models are clean and well-drawn, though a little more customization for early models would be nice; again something that could be added at a later date.

In its current Early Access state Gaia Beyond is still an enjoyable and expansive top-down space-based sandbox-style collaboration of genres. Easily gobbling up dozens of hours, Gaia Beyond still has plenty to offer, from trading / faction management to upgrades, to mining, it really has a full roster of features and plenty of space to explore. Swing on by Steam to support the developers.

Game Information

Platform:
PC
Developer(s):
Florian Richter
Tobias Offermanns
Devendra Pohly
Publisher(s):
Florian Richter
Tobias Offermanns
Devendra Pohly
Genre(s):
Exploration
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher


Article by Robert
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Sinner: Sacrifice for Redemption Redeems Nintendo Switch, PlayStation 4, Xbox One Oct. 18, 2018 - News


I've been excited for this since the original announcement and I am pleased to share that it'll be out in less than a month! Have you been looking forward to it? Console players will soon have their shot at redemption while PC players will have to wait just a little bit longer before it releases on Discord and then upon Steam.



Sinner: Sacrifice for Redemption Redeems Nintendo Switch, PlayStation 4, Xbox One Oct. 18, 2018

Coming Soon to Discord; Steam Release Winter 2018

HONG KONG – Sept. 27, 2018 – Sinner: Sacrifice for Redemption, the boss battler from publisher Another Indie and the senior AAA veterans at developer Dark Star Game Studios, will come to Nintendo Switch, PlayStation 4 and Xbox One on Oct. 18. Discord users will also brave its dangers when Sinner debuts on Windows and Mac as a First on Discord launch title later this year, with a Steam release to follow.

Created by a team including a former Ubisoft art director, Konami senior programmer and a Blizzard technical artist, Sinner follows Adam, a soldier with a dark past. Adam embarks on a journey for absolution, facing off against monstrous beasts to reconcile his heinous crimes. Based on the seven deadly sins, these savage specters will reveal their personal connections with Adam as he advances his quest for atonement to a hauntingly beautiful soundtrack.

Before dueling each monstrosity, Adam must sacrifice a part of himself and accept a permanent debuff. Battles will become increasingly difficult with each sacrifice as Adam's vitality is reduced, his arsenal breaks down and his armor withers away. Alternate gear can be unlocked in New Game+ mode, lending replayability to Adam's journey for redemption.

"Sinner provides the intense action players crave in hardcore games through intimate battles that are accessible in any order," says Iain Garner, director of developer relations, Another Indie. "By giving players the freedom to choose their path through its devilish challenges, Sinner offers player agency without sacrificing a compelling story."

Sinner: Sacrifice for Redemption will be available for $18.99 in English, Spanish, German, French, Chinese, Traditional Chinese, Japanese, Korean, Portuguese and Russian.

For more information about Sinner: Sacrifice for Redemption visit the official website, check out the Another Indie Discord or follow the game on Twitter and Facebook.


Article by Pierre-Yves
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Starcom: Nexus - PC Preview


Starcom: Nexus in its current pre-Early Access state is a massive tease. With about two hours of total content available to Early Access players, Starcom: Nexus (formerly Starcom 2) is so good that the little content available leaves you craving for more. Tossing you in command of a small starship that is nothing more than a bridge, a plasma turret, and an engine, you will find yourself ripped through space into an unknown sector, alone and outgunned, and it is up to you to explore, meet new species, some friendly, some not, and fight your way back to known space. It is without a doubt, the best Early Access beta that I have played in a very long time…

Now, as a reminder, Early Access titles are still under development so there is a lot yet that can happen; storyline changes, feature changes, balance updates, entire system overhauls, and bug fixes. So while I did encounter a few bugs, the good folks at Wx3 Labs, the small studio behind Starcom: Nexus, have included a handy Feedback option in-game that makes it easy to report on issues/concerns/gameplay oddities and if you pick up Starcom: Nexus (which I implore you to do), then be sure to use that function; Wx3 Labs listens heartily to the feedback, good or bad.


After an incredibly long drought, the past few years gamers have seen a massive uptick in space-related games with titles like Elite: Dangerous, Star Citizen, and No Man's Sky taking a large portion of the genre's attention. For a solid two or three years it seemed development studios were on this feverish quest to push out any sort of space-related content; from rubbish mobile games to stellar 4X titles to arcade-style space shoot'em'ups … the market was getting flooded with content. I was thrilled. Then things sort of slowed back down again, but rather than few, if any real space-related titles being released, indie developers (and large minor and AAA developers) became more focused and more detailed in their content. This evolution circles us back to Starcom: Nexus which, as it stands, is easily the absolute and utter best of the top-down sandbox-style exploration space-based combat "RPG" titles I have seen. While there are a great many of them out there, none of them, in just a few hours, made me ever feel like I was a part of the United Federation of Planets, whose mission was to explore strange new worlds… But the difference between Starcom: Nexus and a Star Trek episode?

There is a LOT more blowing shit up in Starcom: Nexus, but even with the fantastic space combat found in it, it still exudes this sense of wonder (and in some ways, panic/concern by the characters in-game) that I most aptly associate with sneaking out into the living room in the late-80's/early-90's to watch Star Trek: The Next Generation.  That is fairly impressive… Yet also somewhat misleading to anyone thinking that Starcom: Nexus is a bridge-commander in the vein of say, Into the Stars. Where that was most certainly a survival game, Starcom: Nexus simply captures the spirit of any number of the Star Trek franchise, and really lets you be a part of it. Mysteriously cast into unknown space? Check. Focus on discovery and exploration? Check. Massive war between two alien races, where you intercede as a third party? Check. Space-y pew pew pew? Check. Starcom: Nexus just feels damn good.


Though in Early Access and far too short for my own greedy desires, Starcom: Nexus gives a very solid picture of where development is going with the project and as it stands, I am thoroughly on board with it. From the simple yet incredibly deep shipyard mechanics or the research function that acts as level-progression for your ship, to the unknowns of what you will warp into in every new sector, Starcom: Nexus ticks a number of RPG and space simulator boxes that set it in the running to be one of my most anticipated titles in the coming months. Early Access begins in Q4 2018 so be sure to keep an eye out for it!

Game Information

Platform:
PC
Developer(s):
Wx3 Labs
Publisher(s):
Wx3 Labs
Genre(s):
Action
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher


Article by Robert
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Vermintide 2: Shadows Over Bögenhafen - PC Review


When I originally heard the announcement of Vermintide 2 I had wondered why FatShark hadn’t continued on with simply adding onto Warhammer: End Times - Vermintide. Then I saw it and I understood that graphically the sequel was that much nicer to look at. Keeping in that vein, and with their amazing policy that anyone can play the DLC with someone who already owns it be it a friend or some random matchmaking, Shadows of Bögenhafen adds in two lengthy and very pretty levels to Vermintide 2’s repertoire.

Now two levels doesn’t sound like much but these new stages were long. Honestly they are almost long enough to make you forget that you are still within the same stage as you move about various parts of a city on your way to find the source of the corruption that plagues it. On the overall, you’ll be facing many more Skaven in these parts than you will the forces of Chaos making it feel more in line with the original Vermintide than Vermintide 2. It’s not to say that the Chaos hordes aren’t kicking around, but the ratio isn’t as high as the main campaign and honestly? I didn’t mind as the forces of Chaos are often harder to handle!

Unlike a lot of the additions into the original Vermintide, Shadows of Bögenhafen doesn’t do anything “new” per say as much as it blends currently existing elements into place for the new stages. The darkness underground for example can only really be navigated with a torch meaning that while it’s in your hands you can’t do a whole lot since it doesn’t do that much damage. Braziers in this case can be found and lit in order to free up your hands for a few moments before heading back into the dark to the sounds of an oncoming horde as you try to find your way back up to a main level.


Like the torches in the dark, there are some other familiar elements that come back to play such as a library scene though this time you’re looking for magical hidden switches and some good old fashioned tight corridor hack and slashing through the city streets. While these are familiar however, they are strung together in a way that makes it feel new and this is reinforced with fireworks in the green night sky alongside the sounds and the flashes of Skaven gatling guns trying to mow you down as you run across the docks to safety.

Shadows of Bögenhafen was a good excuse to load Vermintide 2 back up for a while as there have been other updates and additions since the last time that I had played after having covered it upon release. Other than the new scenery, there are also new cosmetics for those that want to change how they look and some new challenges available in which getting the rewards for are always fun. My only hope is that the next entry does something new like the older sets did with Vermintide as while I did enjoy the new stages and while they are good additions, it’s nothing new like what I know FatShark can pull off.

Game Information

Platform:
PC
Developer(s):
FarShark
Publisher(s):
FatShark
Genre(s):
First Person Shooter
Mode(s):
Single Player Coop
Multiplayer Coop
Other Platform(s):
NA

Source:
Provided by Publisher




Article by Pierre-Yves
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Between the Stars - PC Preview



Between the Stars is a roguelike space combat title that is currently being Kickstarted by Isolated Games, a small yet dedicated studio that places you in the role of the captain of a star cruiser. Though still seeking funding, in preparation for their Kickstarter campaign, Isolated Games put together a very well-made, if lens flare-filled demo to show off a few of the features and overall gameplay mechanics available in Between the Stars. Though still rough around the edges, and clearly requiring a flight stick, or at worst, a gamepad, Between the Stars has me on the edge of my seat … and as it is a roguelike, and this is me we are speaking about … that says a ton.

It is no secret that I outright despise the roguelike genre; it, simply put, sucks, so when I say I am eagerly awaiting the successful funding and eventual release of Between the Stars, it says a lot about the game. In fact, the only other roguelike that I have really ever enjoyed is Everspace, another fantastic space combat title (that Between the Stars feels like quite a bit). What is not quite fantastic about Between the Stars? The male voice acting. It is downright painful. On the other hand, the voice casting for M.A.I., the onboard artificial intelligence, and Commander "Jane Scott," one of two playable Captains in the Demo. Both actors are spectacular in their skill and ability to really push the narrative. The males? Not so much.


Imagine combining the gameplay style of Rebel Galaxy and Everspace with many of the simulation-related aspects of Elite: Dangerous, the design and color palette of No Man's Sky with JJ Abrams' penchant for lens flares and you will begin scratching the surface of what Between the Stars is about. One of the big issues that I ran into with regard to the color palette is that space stations are damn-near invisible due to all the bloom and particle effects in space, plus the incredible contrast between the neon lights and lens flares to the flat range of colors of the spacecrafts and stations. If you are not coming at a station with the local star at your back, you may find yourself biting the dust as you careen into the damned thing. It is quite frustrating.

Though the demo is short, it gives a relatively full picture of what Between the Stars will present Kickstarter backers and future purchasers alike and so far, it is extremely promising. While the voice acting may be a nice addition to the game, given the quality of half of the spoken dialog, I would rather see it removed entirely and set it as a stretch goal, and ensure that stretch goal sets an acceptable level of excellence. I mean … who the hell pronounces "freighter" as "fry-ter?" I would also like to see a bit more contrast between objects in space and empty space, not to mention a reduction in the lens flares / bloom. It is a bit out of hand at this stage … However, the screenshot / picture tool that is built into the game? Epic. I fully expect to see some wicked screenshots in the future.

Be sure to swing by the Kickstarter for more details! You can find it here: Between the Stars.

Game Information

Platform:
PC
Developer(s):
Isolated Games
Publisher(s):
Isolated Games
Genre(s):
Strategy
Simulation
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher


Article by Robert
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Valkyria Chronicles 4 - PS4 Review


Over the years Sega's Valkyria Chronicles series has seen some ups and some downs when it has come to getting releases into the hands of players. Having originally released in time where Western gaming had become dominant, this almost niche turn and real time based hybrid had gone unnoticed. Still seeing the worth of the series though, it did receive two sequels on the PSP before being quiet for quite some time before the recent release of the spin-off Azure Revolution back onto the main consoles. Going back to basics, Valkyria Chronicles 4 returns to the Second Galian War with another point of view as you join a cast diving into the heart of the enemy instead of defending what little has not yet been conquered.

What has always made this series interesting isn’t just the fact that it blends both turned based and real time elements together to form a unique hybrid. While this keeps things fairly interesting even twenty or thirty hours down the line, it’s more the story book approach that truly makes it work as you can do as much or as little as you want in one sitting. Presented in the form of a diary, each chapter of this recounting is split up between animated cutscenes, comic book like panel and sorties in which you lead your forces into battle.

Valkyria Chronicles 4, compared to the first, and I unfortunately without a localization cannot compare it to the third (the second is the only “sequel”), is a notch above the rest that I’ve had the pleasure to sitting down to. Getting the basics out of the way, VC4 looks, sounds and plays like Valkyria Chronicles. One could in a form argue that this was laziness as the only thing done was re-skinning the various new characters and armored vehicles but they would be wrong and possibly re-mastering the audio somewhat. They would be wrong.


While VC4 looks, sounds and plays like VC, it does so no more than Dragon Quest does on its many entries letting you know what you are sitting down to while experiencing something brand new and fantastic. The new cast and direction of the story going on the offensive instead of dropping back to the final lines of one of the last standing bastions of the federation made for a thrilling tale mixed in with its own roller coasters of emotions.

As far as the first was concerned, Welkin and Alicia’s tale was a bit more on the fairy tale side of things as while they were not afraid to kill off an important character, their rag tag group otherwise sailed through their challenges and defeated one of the most powerful of the Valkyrur (humans born with the potential of the legendary Valkyria) and the Crown Prince of the Empire. In contrast to this, Claude, Raz, Kai and then Riley, are part of an elite squad of rangers known as Squad E. They form the best of the best but even then, there will be losses and unlike their counterparts currently fighting to keep what’s left of the Federation, and their own home of Gallia safe, their desperate dive through enemy territory on a spear head attack to their capital conveys many more emotions as it often reminds you just how bad things are and how much worse they can get during a war.

Often not holding back its punches, VC4 in a sense can be split into almost three parts that while run on the same “mechanics”, offer vastly different experiences meaning that dirty tricks used in one segment won’t really work in the next making you have to not only often have to improvise, but often have to be willing to be flexible. The core gameplay once you’ve taken to the field is simple. Each turn contains two phases. Your phase and the enemy phase. While you’ll be starting off first just about the entire campaign, there are moments in which you do not and let’s be honest for a moment that it gives you a better appreciation that you often go first even if the odds are often hugely stacked against you.


Starting off, you’ll for about ninety plus percent of the story be using Claude in his tank. Side to that, you’ll often be able to place up to seven other units and be able to call in two more for a maximum of ten on the field once your first phase has started. That’s ten units often to the enemy’s twenty, thirty, or more once their own reinforcements show up. Each of your units can be selected from the several classes available to you. Each has its own perks and are designed for specific situations, and though while some can perhaps cross over slightly from time to time, no one class is a substitute for another.

Scouts, my personal favorite and often the first to be leveled up, are the units that move the furthest. Their default weapons have five shots and a decent range before eventually being able to launch grenades once they’ve hit level ten. Shocktroopers move slower, have heavier armor and sport both machine guns and flamethrowers. Their range isn’t as good as the Scouts but they have the benefit of being able to use their flames to dispatch enemies behind cover instead of grenades which would otherwise destroy the cover and require an Engineer to fix it.

Engineers are like your mini-medics. Medics will only show up if an ally falls in battle and you either give an order to have them evacuated or an ally picks them up. If you don’t, they die. So that’s where these fabulous troops come in. With higher healing powers, they can move just under a scout, use the same guns as a scout and also repair barricades, disable mines and repair tanks. Why not just use them? Because unlike the Scouts, they aren’t as tough or as good with the weapons that they are equipped with.


In regards to being stocked on ammunition, most classes have infinite ammo short of the one grenade per turn. Both Snipers and Lancers fit into this category. Snipers can pick off targets at incredible ranges but cannot take a hit while Lancers have a fair range but are designed as your anti-tank weapons with their explosive armaments. Finally, new to the mix is the last of the low ammunition stock group the Grenadier. They launch one of three different forms of ammo, standard which goes boom on most things, anti-personnel which doesn’t let troops stand a chance and then anti-tank which were amazing to have especially with the sheer range.

So in order to use any of these units once they’ve been placed upon the field, you’ll have to use Command Points (CP) which you are given at the beginning of every turn. If you choose not to use all of it, it can be carried over to the next turn just make sure to not carry over too much or it will be discarded. Using CP is as easy as hovering over the unit on the overhead map and then selecting them to take them into action. Once you’ve done this the camera pans downwards onto the field where the real time elements take place. You’ll be shot at all the way up to where you decide to take your shot.

This is where everything happens and where you can either play to everything’s advantages or get destroyed by not thinking things through. Scouts, Shocktroopers, Engineers, Grenadiers and Snipers after level ten, can perform what is known as intercepting fire. This means that while you are running around, these class types as well as whatever bunkers, turrets or tanks lying around will be opening fire upon you. The accuracy of all of the above, especially the tanks and bukers, is fairly on meaning if you’re not careful you can lose your unit before you’ve even either reached your goal or take the shot you wanted to.


With the introduction of the Grenadiers, the overall flow changes as their range is not only incredible, their shots rain from above and make fairly large explosions. Cover from aerial shots can now be found scattered about the battlefields and while in the beginning don’t matter to your tanks, even this eventually will when the anti-tank shells are brought out for both sides to play with. Speaking of tanks, this along was an upgrade for the experience as using a tank used to cost 2CP. Now? Now not only does it cost one, but you have your main tank, eventually obtain an APC and then a second tank later on. No longer is it a powerful be all / end all, but it’s a useful tool to have and often? Losing your tank finally doesn’t mean losing the mission.

Now while the basics don’t change, how they are used changes dramatically as the chapters move forward receiving even tutorial notifications into the seventeenth chapter! The original VC’s concept was good but when it came to the battle it could get rather repetitive as it was often the same thing just on a different layout and a different loadout of enemies. VC4 takes things differently as not every mission is a full scaled war. Sometimes you have to split up two groups in order to sneak through a forest where one acts as a decoy or the other acts as the hidden support. Other missions give you only several units cut off from the rest and it’s literally do or die as there are no reinforcements to be had. It’s just who you picked and I hope you picked well.

If things are not going well though, you can always get Claude to put out orders as long as he has not been taken out of the field. Issuing Orders takes up a portion of your CP and can range from one to three depending on how “good” the order may be. Issuing a medivac for example will only cost one and can sometimes be worth more than trying to get one unit over to their fallen comrade. Other orders can increase the destructive capabilities against tanks which becomes very useful especially later on when you have a slew of units prepared for anti-tank warfare. Increasing dodge rates can also be effective especially if you’re trying to move several troops into position but other times? Issuing a restocking of ammo is worth so much more than trying to get your Engineer running to each unit that needs it.


Those are just Claude’s orders. Halfway through you get access to a Battleship that while limited in amount of what it can do per battle, has its own style of orders available. The ship can use a radar to spot enemies where do not currently have line of sight. It can bombard a location with heavy cannons which is all sorts of fun when you don’t want to have to take each unit out separately. And finally it can issue either a medical order to heal up all units and evacuate your fallen ones or re-sortie any of your tanks or the NPC that was taken out by enemy forces. Each of these only costs one CP, but there’s a limit of one per turn and a maximum of two per battle so they should not be used carelessly.

The last, and perhaps my favorite addition to the series, is the ability to “Command” on the field. This option lets any of your Squad Leaders, units that provide more CP by being on the field, to take up to two other units with them instead of having to move each one separately. This can only be done once a turn, but it allows for a Scout with the highest movement range to bring along a Grenadier or a Sniper into place much faster than they would otherwise be able to on their own. While it can be argued that there’s also an APC now available, the units moving together, especially if it’s a Scout and two Shocktroopers, all three will open fire on the same target. It’s very useful.

The flow of these mission types work very well as there are some battle in which the scale is so big, that even the PS4 Pro lagged a bit trying to compute everything that it had to when going from the top view map into the real time third person action. If they throw two in a row you can be sure that the next one will be a bit more low key or different in order to spice things up or even down as too many large scaled battles like that would become tedious especially with the fact that there’s no saving once it’s started so if it takes an hour? That’s an hour that you hope the power didn’t go out and with the storms near my place of late? It happens frequently even in the middle of a city.


It’s with this in mind though that the flow of the gameplay changes twice. The first is into chapter eight and nine in which it stops being so much about fighting against humans and having to start worrying about monstrously designed tanks and the power of a Valkyrur. Often in these battles just trying to survive is hard much less making your goals. It really changes the dynamics as the tank in question will require a lot more thought and you can’t take out the Valkyrur, and unlike VC, you don’t have one of your own. New strategies immediately became needed, older ones were now useless, and the thrill ride continued like this until you finally take them both out into chapter sixteen.

After this point the gameplay settles back into the older style against generally normal opponents as you aim to finally put an end to the war by storming the Imperial Capital. The curveballs are far from over and even if you end the war? No one said that the story was over yet! In order to even get this far though, you’ll have been going through many missions and depending on how well you succeeded in them, you’ll have been getting ranks based off of that performance. The higher the rank, the higher the experience granted to level your troops and the higher the cash flow in order to upgrade your troops, your tanks and your ship’s (yes you get an actual battleship for support) capabilities.

Often though, it won’t be enough in order to keep up with the strength of your enemies as you’ve been moving toward the Imperial Capital in order to put an end to the war. To compensate for this, Skirmishes become available as the chapters unfold allowing you to go back again and again if for nothing else than to grind out experience and money to better your forces. There are no stories attached to these and thankfully they tend to not take very long as it’s a pure battle but not ones with plenty of strategy involved as often you’ll be strong enough to plow through and finish in no more than ten or fifteen minutes compared to the thirty or forty that a standard mission will take. An hour in the later chapters if things get sideways.


Almost in a way to compensate for this, are Squad stories that happen to the side of the main campaign. These tiny chapters unlock and become available as you put units on the field together. Do you know which troops will lead to one of these stories? No you don’t. Mixing, matching, and just deploying the various units that you have together is the only way to unlock these. Are they worth it? They are because it adds a more human element to your forces than simply them being a different skin of the other beside them in the class class. This leads into one of the last factors of what makes this whole damned thing so good,

Each of your possible units is in a way unique. They are people. No two people are the same. Some are stubborn, some are clumsy, some are competitive and others unfortunately are racist. Yes, racist. In this world you have dark blue haired people known as Darcens and they are looked down upon. Some will state that “it’s not that I’m racist but…” and receive a negative to their performance. Another will flat out scoff. The same can be said about people with social anxiety, they perform better out in the field on their own unless they happen to be with their best friend or in the case of my favorite Scout unit Curtis, his sister who after their Squad Story no longer give each other negatives but really decent boosts.

It may not sound like much but even just this little detail makes all the above worth it and may even go as far as to have you put units on the field that you may not necessarily use expect in order to give boosts to another. At the same time, it will also make you consider the overall unit placement as you won’t want a man who’s afraid of being close to women surrounded by them as more often than not they were half of the troops deployed because of their Potentials and because they were Squad Leaders.


Finally, I want to highlight just how amazing the voice casting was. The main cast alone is incredible and they work so well together. The same can be said about the secondary cast that makes up your units and the little bits of screen time that they get when you enter a Squad Story. The emotions of the words are as clear as day and often cut worse that the words alone on the screen would have. The raw emotions become easy to be swept up into and when you take into consideration that this story is one of war, the love whether it be between friends, family or someone important shines that much brighter as it could be gone the next moment and the loss is that much worse when it happens.

Whether into the first chapter and learning what is going on or into the last chapter where emotions have run both high for you and the cast of characters, Valkyria Chronicles 4 is fantastic. The way that the series has been designed continues to shine both for how it presents its story and for how it showcases its gameplay. The hybrid system continues to evolve without compromising what made it so great in the first place making hour thirty just as good as hour one, if not even better because of how far you’ve had to come with the amazing experience before you.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
SEGA
Publisher(s):
SEGA
Genre(s):
Strategy
Turned Based Strategy
Real Time Strategy
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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The Gardens Between - PC Review


The Gardens Between is the first title I've played from The Voxel Agents and I'm pleasantly surprised.

This is a fantastic abstract puzzle game that does not hold a players hand. It has little in the way of features that would ease some of the difficulty (like camera movement), but don't let that fool you. The game is presented in a way that causes fond memories to resurface and brightens ones day. Its abstract nature and difficulty intrigued and annoyed me for quite some time, but I found the ending to be both satisfying and heartbreaking.

This is a story about two boys who possess a wild imagination.

Graphics and Controls

There are only two things a player can do in this game. The first is basic movement and the second is object interaction.

The menu options for The Gardens Between is minimal at best, which works well for its overall style. Which is to say that this is not a game that requires options for FOV sliders, motion blur, or anything of the sort. The game is easy to load up and play.

As for in game controls, the two boys move at the same time. A player cannot control where they go, nor can they move them individually. So, it's not like Brothers: A Tale of Two Sons where the analog sticks independently control the brothers. Don't let this fool you though, because some of the puzzles require some adaptive thinking.

Now that we've covered the controls of the game, let's talk about the graphics. The Gardens Between is artistically stylized and can be compared to a game like HoB. (Conveniently, it is also a puzzle game...)

Personally, I find this to be a good thing because The Gardens Between has to have an art style that draws a players attention to specific objects. The reason is because there's no hint system, so it has to have a method of nudging the solution out of its players.

To provide an example, there is a level where key blocks land in different coloured paint buckets so that it's easier for a player to follow their trajectories. Otherwise, the way the game is designed, some of the needed objects are cleverly obscured by the environment.

Another point about the graphics in this game is each level follows a theme. To explain that more clearly, if the level has an old Macintosh computer, then the level also has a dot matrix printer, an old mouse with one giant button, and an abacus. Similarly, there is another level which has a Nintendo, an old colour television, and a VCR with a clunky black rectangular remote.

The level design made me smile. I mean, I used to have some of these things as a kid! (And by the way, I don't miss those old mice or Macintosh computers!)

Story/Puzzles

The story in this game is abstract because no description is ever given. There's no dialogue in the game but there is a story being told here. At its core, this is strictly a puzzle game, but players get a sense of these two characters as the game is played. And it isn't until the end that players discover what the actual story is.

As stated before, it has no hint system and the two boys don't actually speak to each other. They communicate through gestures. Although, sometimes these gestures aren't clear, which causes players to be more attentive to their surroundings. I mean, it is still a puzzle game...

Abstract Puzzles

Something to note about The Gardens Between is players cannot independently move the characters and where they can go is also predetermined. In other words, this game is designed to manipulate the area around the characters to complete levels.

For example, one level required me to get past a popcorn bowl that obstructed my movement. In another level, I had to jump on a saw to slice a board in half, allowing it to become a bridge for the other boy.

How players end up manipulating the environment is by using a device that freezes time. Ultimately, this is how puzzles are solved in The Gardens Between.

Time Bending

The way these puzzles are designed is through moving objects when time is frozen. What I mean is, objects can be manipulated to suspend in specific places. For example, I talked briefly about a popcorn bowl obstructing my movement. To solve this section, one boy interacts with the time freezing object which allows players to move the popcorn bowl out of the way. In essence, it's almost as though some of these objects exist in an altered reality – a unique concept that I found myself enjoying.

Sometimes, the time bending feature allows players to see objects that were not obvious beforehand. It's a little weird to explain and much easier to experience directly. As in, go buy the game!

Overall Thoughts

Knowing that I was walking into an abstract puzzle game, I wasn't quite prepared for what I received. Even at that, I found myself to be pleasantly surprised and challenged by this game. I tend to gobble puzzles for breakfast and some of these islands had me stumped.

As a result of my experiences in The Gardens Between, I'll give it a 9 out of 10. There were points where the game decided to 'encounter and error' and needed to close, although I'm not certain that it was because of the game itself...

I love this game and would recommend it to all ages because of its art style, casual nature, and general concept. It does not have any violence, fighting, nor inventory management making it the perfect game for youth and adults to enjoy.

The game can be purchased on Steam, Nintendo Switch, and PS4 so be sure to pick up a copy!

Game Information

Platform:
PC
Developer(s):
The Voxel Agents
Publisher(s):
The Voxel Agents
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Nintendo Switch

Source:
Provided by Publisher




Article by Susan N.
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Interested in sailing the Sunless Sea: Zubmariner Edition for free on PS4? Enter this contest to win a copy!


The other day, we had a chance to share our review of Sunless Sea: Zubmariner Edition. In case you missed it, Robert had only glowing things to say on his way to scoring this game a 9 out of 10. If you haven't had a chance to play it for yourself? Well now you can win a copy for PlayStation 4!

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Shadows: Awakening - PC Review


Shadows: Awakening is what I personally call a “dungeon-lite” style of game. Or perhaps a “Diablo-lite” would be a little more appropriate. Shadows: Awakening is essentially a bit of a “dumbed down” Diablo with a bit of a twist, which is great for new players in the genre, or those who want a bit more puzzle or laidback style of gameplay.

Shadows: Awakening pits you against a vague unknown threat while cast as a Devourer, a type of demon that can consume souls for use as puppets in the physical realm, while the demon itself is part of the spirit realm. These souls still retain the thought processes and functions they had while alive, however, so I’m not entirely sure exactly what the demon does with the souls it collects. Either way, while the main story is primarily some old wizard man telling you “a threat looms in the horizon” ominously, there are sub-stories centered on the souls the demon collects to use as puppets.

In the beginning of the game, you get the choice of one of three different souls, locking in the soul you choose, and locking out the other two. Each of these characters died at differing points in time, some recently, some in the distant past, and each one will have a different opinion and way of viewing a situation depending on their background.


Once you’ve got your first physical realm puppet, you’re set to explore. You can swap between the demon and puppets at any time, and certain paths and devices can only be crossed or interacted with depending on which realm you are in. While this is a very interesting mechanic, and it’s really nice to have different characters to swap between (who don’t share a health bar thankfully), there are a few problems that arise.

The first and foremost is that having two realms to swap between basically means you have to explore a dungeon twice to make sure you’ve picked everything up. While this isn’t particularly necessary, some players that like to make sure no stone is left un-looted may find this a bit of an annoyance. The second issue is that enemies aren’t really restricted by where you swap between realms, nor are they patient enough for you to get your bearings, so yes, you definitely will encounter enemies slapping you in the face as soon as you swap realms, and no, you can’t really see them before hand, at least when shifting to the spirit realm. On the plus side, the passive health regeneration is pretty decent, so you can run away for a while to get that back.

General combat is point and click to either slap an enemy or fire a spell. Clicking is also interacting. And movement. So it isn’t that big a surprise when you click on an enemy near a chest, and instead go to open the chest instead of bashing that spider that’s spitting acid at you. At least you can hold down shift to keep you from moving, although apparently interacting with an object will sometimes override that, so be careful. Speaking of moving while attacking, the demons basic attack moves it forward.


Now, this may not seem like a big deal, but if you’re experiencing some lag issues, it actually is. I had one point where I had a really massive lag spike, and the demon ended up moved to where he would be had I kept attacking through the lag. Unfortunately that would be out of bounds. Equally unfortunate is that the developers decided that getting out of bounds means death, so that was cool.

There are other skills you can use beside your basic attacks, which are unlocked upon leveling and putting a skill point or two into the skill you want. While the skills are linearly acquired and not numerous, each character you control has their own set of skills, allowing you two customize through swapping through your maximum of three puppets and the demon.

Equipment gained from drops is auto-equipped, and the game isn’t particularly difficult, so if you’re looking for a challenge, this definitely isn’t it. While the concept of switching between realms is interesting, and it’s great having multiple characters at the ready, all of which share in the EXP gain, there are definitely areas that could use some improvement. The dialogue for switching characters is also way overused, so prepare to hear the same lines on repeat about thirty times every five minutes.


Shadows: Awakening has a lot of promise, but is held back by some clunky controls and awkward combat situations. While the realm swapping gimmick and multiple characters to switch between on the fly are certainly nice, there isn’t really anything else that truly sets it apart. If you’re up for something a little easier or different than Diablo, or you want an introduction to the genre, Shadows: Awakening would definitely interest you, although you may want to wait for it to go on sale.

Game Information

Platform:
PC
Developer(s):
Games Farm
Publisher(s):
Kalypso Media Digital
Genre(s):
Action
Adventure
Hack & Slash
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher




Article by Richard
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Immortal: Unchained - PS4 Review


Many may suggest that Immortal: Unchained is a "Soulsbourne clone" though I would argue that it is less a clone and more a standalone Sci-Fi-oriented action-RPG/third person shooter that takes the greater inspiration from the underappreciated CI Games/Deck13 title, Lords of the Fallen. However, where Lords of the Fallen was full of twisted creatures, challenging combat, excellent animations, and stunning textures, Immortal: Unchained is amateur at best with wooden animations, frustrating combat, and a story ripped right from the concept of the utterly atrocious Destiny franchise. Though the gameplay of Immortal: Unchained is great on paper, the execution of it in video game form is crude, sloppy, and downright irritating.

Immortal: Unchained sounded great right from the start; the initial trailer showed a dark and broken world, combat not all dissimilar to From Software's Demons Souls and Dark Souls franchise (yet focused almost entirely on ranged combat), and a class-based system that would take your grossly mutated and generally ridiculous looking character (who, male or female, looks like the ugly lovechild of Hulk and Thanos, but with none of the actual energy and excellence of either of those two characters) through a near-grimdark experience.

That trailer lied.


Combat for one, is incredibly frustrating, and not because it is difficult like it can be in the Souls games mind you, but rather because of the atrocious aiming, horrifically wooden animations, and the lack of any real feeling of urgency. By the time you move through the first two areas in Immortal: Unchained even the mobs that you come across will be something that you dread, and again, not because of their difficulty. Combat is just dull and poorly executed; there is no purpose to it outside of moving from Point A to Point B, and really, the poor shooting mechanics for a third person shooter are quite unforgiveable. Playing as the Marksman class, who excels at long range, has the exact same range as literally any other character class. This means that its slow-firing yet powerful "sniper rifle" is far more of a liability than say, the Mercenary or Tracker's weapons.

In truth it seems there was far more thought put into the various weapon types and their attributes (Energy weapon versus ballistic weapon, that sort of thing) than into the actual combat. Sure, many dungeon crawlers are loot-focused, but most also understand that in order to really get that loot, well … you sort of need to embrace combat. With Immortal: Unchained all you will be embracing is a workout in eye-rolling crudeness. If anything another 10-12 months spent on refining the movement, intensity, and urgency of combat would have been welcome… and sweet Mary Moses give us some cover mechanics. If you want to make "the first third-person shooter for the hardcore action-RPG genre" (https://www.immortalthegame.com") that has "fast-paced tactical combat" (https://www.immortalthegame) then make the combat tactical and add a f*#$ing cover system and make the actual combat fast. Rounds are slow, movement (both enemy and your character) is slow, and outside of the fact that literally every enemy is naught but a bullet sponge, make the actual combat and intelligence of the enemy challenging.

Immortal: Unchained introduces and explains the story all too well, leaving out player facilitation and development. A part of what made Demons Souls, Dark Souls, and Bloodbourne so success was player agency; in order to really "get" the story, you had to invest more than just your time into the game. You had to almost "live" it. One of the ways that From Software did that was by telling you nearly nothing about why you are there… They leave that up to the player to determine, but along that journey the challenge your will to move forward with strong combat, excellent level design, and a world that is simply teeming with character and lore. Immortal: Unchained does none of that.


I previously mentioned that Immortal: Unchained took more cues from Lords of the Fallen and it has outside of the class-based system. Lords of the Fallen was CI Games and Deck13's move into the hardcore action-RPG genre and though not critically successful, it was an extremely enjoyable run through a bright but grim world, but it played "heavy," and a large part of that was because the character was this hulking brute of a fellow that wore heft plate armor or, for a bit of a speed increase, could throw on some bulky leather armor. But that little bit, that "heavy" physical presence could justify the hefty movement / slow, ambling jaunt of the characters in that world. Immortal: Unchained attempts to do the same, following in a near identical path, but rather than provide some level of intensity or gravity in their physics, the wooden animations and slow pace are less of a character and more of a crutch … and a sign of poor design.

Immortal: Unchained has a long way to go and though this may have been its full release, it really should still be in Beta as they tweak the engine to provide some semblance of the promised third-person shooter/hardcore action-RPG.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Toadman Interactive
Publisher(s):
Toadman Interactive
Genre(s):
Action
Adventure
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
PC

Source:
Provided by Publisher




Article by Robert
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Sunless Sea: Zubmariner Edition - PS4 Review


Ahhh … that salt-tinted and relaxing breeze off the ocean as waves lap at the sides of your trusty  steamship. Sitting astern and sipping a margarita as you gaze longingly over the open sea as it calls to your sense of exploration and excitement. Trusted and loved by your crew, you take your steamship to the open waters in search of a new beginning and an end to old worries … Then you wake up from your relaxing little dream as Sunless Sea is literally none of those things. Set in a fallen London, where the gothic, near grimdark city has fallen into the darkness of a watery abyss and haunted by nightmare creatures straight out of an H.P. Lovecraft novel. Live in terror, manage your supplies, cannibalize your crew, complete your quests, discover secrets, and flee the horrors of the night. Sunless Sea is a near-perfect port of a near-perfect survival/exploration game that centers around a small crew and its captain.

I loved Sunless Sea and its spiritual sequel, Sunless Skies, both being among the most atmospheric nightmare titles I have ever experienced. Never during the near 100 hours of gametime did I think, "gee, this game would be great on console" and now? I wonder what I was thinking because Sunless Sea fits so well with controller support and on the PlayStation 4 that I am a bit shocked that I did not think of it. Sunless Sea just sort of … fits … on console and Failbetter Games' port of Sunless Sea is excellent.


For those that have not played the original PC version of Sunless Sea, shame on you, but those looking for something different, something darker and something more story-driven, then this is most certainly a title for you. Text-heavy as it is, Sunless Sea is about not just mystery, but exploration and managing various resources, including terror. Taking place in an alternate universe where London has fallen into a vast underground sea called the Unterzee, you build your captain's background (or you do not; this game is about choice) then set sail into the Lovecraftian world of Sunless Sea.

Something to note is that though there is some action in Sunless Sea: Zubmariner, the game focuses mostly on exploring a mid-sized map and completing quest-like puzzles. In fact, it is laid out not unlike a board game, specifically the one that comes to mind is Mansions of Madness. It could be the setting, or the art style, or even the overall structure of the quests/missions. I also found that during the PC playthroughs I have done and the PS4 version, oddly enough, Sunless Sea would be perfect to record, narrate, and upload to Youtube for players the world over to have running in the background as something of a narrative adventure soundtrack. Though it may not be exciting to watch, the writing is spectacular and would play out in a manner similar to an audiobook. Few games can do that well, and Failbetter Games' Sunless Sea: Zubmariner edition excels at it.


If you are looking for something different, something deeper, but want to maintain the darker presence of a Lovecraftian novel, then Sunless Sea: Zubmariner Edition on PlayStation 4 is most certainly your game. With patience and perseverance you may even be able to survive well enough that you do not need to eat your crew… A note of fair warning though, is that this game is less about pushing off from a dock and blowing everything up but rather about managing supplies, fuel, food, and terror as you work to perform quests throughout the Unterzee. With a port that seems meant to be, Sunless Sea: Zubmariner Edition is the perfect game to pick up as we roll into Halloween 2018.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Failbetter Games
Publisher(s):
Failbetter Games
Genre(s):
Adventure
RPG
Mode(s):
Single Player
Other Platform(s):
PC
iOS

Source:
Provided by Publisher




Article by Robert
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