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A New Story Emerges in Caravan Stories This September!


TOKYO – Aug. 28 Caravan Stories, the anime-inspired MMORPG played by more than 2 million adventurers in Japan, completes its journey to the West and launches on PlayStation 4 in North America Sept. 10.

Travel across the vast, beautiful world of Iyarr recruiting heroes and taming monsters. Explore haunting ruins, mystical forests, and awe-inspiring cities rendered in gorgeous watercolor tones. Gather strength to face threats: from challenging dungeons and open-world raids to ferocious foes that only emerge at certain times of day.

A monolithic structure appears above Iyarr. This mysterious threat—known as Enigma—manifests a portal from which chaos pours forth. Before the realm succumbs to shadow, heroes from the six races of Iyarr must stand together and push back the tides of darkness.

Master engaging real-time combat by building a party well-suited for Iyarr’s many dangers. A recruited NPC’s weakness can be complemented by the strength of a tamed monster. Defensive characters, ranged attackers, magic casters, and every role in-between must act in concert to win the day. Players can even tame real-world animals like dogs and cats. With nearly 300 unique heroes and beasts available to recruit, no two players will experience battles the same way.

Party management is key, but every journey demands a well-equipped caravan. These magical fortresses serve as a progression hub. Players can customize their caravan’s look, unlock weapon and armor crafting, create resource generators like gold and crystal pumps, and provide backup in battle with cannons and other armaments. Combine forces with other players, testing the party and caravan against legendary enemies.

“We’ve poured years into perfecting the world of Caravan Stories,” said Masahiko Takeuchi, PS4 Game Director, Aiming Inc. “Our new release date gave us enough extra time to fine-tune the experience for adventurers to begin writing their stories. We’re eager to see the tales our players write with their friends as they begin their journeys through Iyarr.”

Caravan Stories will be free-to-play on PlayStation 4 in North America, supporting English text and Japanese audio. To stay connected with the world of Caravan Stories, visit the official website and follow Caravan Stories on Facebook, Twitter, Instagram, Reddit, Twitch, and Discord.


About Aiming Inc.


Established in 2011 and based in Tokyo, Aiming Inc. strives to develop rich experiences and online games of the highest quality in Japan and globally. The team’s collective experience dates back to the earliest days of Japanese online gaming. Aiming Inc.’s development credits include RED STONE, Three Kingdoms, Sengoku IXA (published by Square Enix), and Logres of Swords and Sorcery.


Article by Susan N.
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Dragon Quest Builders 2 - Part 2 - Switch Review


Dragon Quest Builders 2 is not only a perfect RPG that settles nicely into the Dragon Quest mythos taking place after Dragon Quest 2 which is uncharted territory, but it’s an amazing building simulator. Taking back up the role of a Builder, both you and the Lord of Destruction will be going on a wild adventure through mud, sand and snow as they face off against the forces of the Children of Hargon and save the various peoples of the world from lives not worth living as they are not allowed to create.

Taking a look at the story yesterday, which is by far one of my favorite in the series, the gameplay is miles ahead of the first and while there are a lot of returning features, there are also loads of improvements both in the quality of life aspects as well as just improvements. Unlike the original Builder, this one is not “not a hero”. An adventurer of their own right, this Builder and Malroth both level up off of experience gained by defeating monsters. Leveling up grants you health, new recipes for armor and weapons, new skills, and is generally worth doing as it makes your life easier. Level capping on each part of the adventure though was a bit of a nice touch as it means you can’t grind past where you should be for each leg of the adventure.

Having gone this route, there are a few elements that simply made sense. Now being an adventurer and a builder, your equipment loadout now allows you to use your builder tools like your hammer or your gloves while also being able to swing your sword to defend yourself. Your hammer is back to destroy the blocks that make up this world in order to either carve a path forward or to use them for a project either on the island that you’re currently on or your builder’s paradise. Adding in some quality of life, you now have access to a pair of gloves that let you move things around instead of destroying them to pick them back up in your inventory and then move them all over again. It’s nice to have because destroying things repeatedly just to move them was a pain in the ass.


On the subject of these new tools, you now also have access to both an ironing tool and a pen. The ironing tool allows you to replace one set of blocks with another as long as they are in your inventory. If you want to change the dirt floor to a wooden one? Simply pass the iron and bam, taken care of. The same can be done with the walls. As this tool levels up from handing in mini medals, the range increases allowing you to do more and more on each swipe. The pen on the other hand, allows you to mark up an already built structure into its own blueprint to simply dump into a new spot. Houses, shops or a crafting room, all you need to do is select it and then put it down in another spot.

As for the adventure itself, whether you’re restoring the lands for farming, spelunking for metals, rebuilding a castle to survive a siege or building an ark to save loads of monsters that had resigned themselves to their fate, both your Builder and Malroth are going to have to get their hands dirty. Defeating monsters will allow them to level up and become more powerful, building new gear will help them do that more efficiently, but most importantly, what they learnt is never lost.

Unlike the original Dragon Quest Builders, Dragon Quest Builders 2 is one experience, not three separate chapters that are accessible from a menu. Weapons and armors learnt in one place will carry over to another. Your levels will follow and you’ll never lose your gear. Better than that, going into these new islands is not permanent shift in your adventure. You can always go back to your hub and bounce between the two and do what you want at your own pace. The story won't move forward but you can better set yourself up for what's to come down the line. And while you can't bring your recipes back and forth until you've completed everything from that chapter, this doesn’t count for weapons and armor so you can always run back home and craft new gear to take a monster’s hit just a bit better.


Knowing that you can always go back makes leaving for adventures a bit easier. While you have to leave a lot of things behind like your inventory and healing items, knowing that you keep your equipment on is a huge bonus. There are also more than just the story islands to explore. Smaller ones can be unlocked for exploration that will have their own sets of metals and vegetation that you’ll want to bring back on top of monsters that can be of great help. One in particular is needed as you’ll need a Yeti to make snow, but taming a Saber Cat Kitty to ride upon is amazing in order to get from points A to B very fast without teleporting. And as long as it’s not the main story quest going on, you can bring these party members to any island if you choose to.

On the subject of taming, since you learn to farm which is great for food and cooking, you can also tame cats, dogs, chickens and cows. Cats and dogs are really there for companionship however the chickens and cows can reproduce for more meat or produce eggs for another type of food. The one thing with taming them is that they’ll come back to your island but unless you make an inviting pen? They’ll roam around and good luck finding or collecting eggs in an orderly fashion. You’ll also want to make sure that these enclosures are in a safe space as now there are two types of ghosts that will attack at night and once while I expected my townspeople to take care of it… I saw that by morning all my cows were dead including the brand new calf that was born the day before. I had steak, but I now no longer had cows and had to go find more on another island.

All of these above features come back to the core gameplay elements of building buildings for the people that you’re recruiting for your island or the people staying behind as they are finally free to do as they want with the Children of Hargon gone. Inns, private housing, showers, washrooms, shops, bars, gyms, kitchens and crafting rooms are all required for the people that are living there to contribute to the overall progress of each location that you can bounce between. The more people that can craft, the less work you actually have to do as you’re free to explore and uncover new things. People will craft food so you don’t need to cook. People will craft metals and blocks for you so you don’t need to do it yourself. It’s awesome but more than that, any HUGE project? Everyone will chip in to help once you show them what to do. It’s great as you finally don’t have to do everything on your own.


Finally, one thing that takes a much bigger stage now than it did before is the combat so it’s a good thing that you’re with Malroth for around 90% of the adventure. There are a lot of monsters, monsters will often attack your towns and your home places back in the Builder’s Paradise and even if you equip your townspeople with weapons, they are often outmatched and will need your help to push the enemies back. It’s fun though even if you only really swing in one fashion. That said, at least your weapon is always at hand alongside your tools so you are always ready for combat which is great because of how much you actually have to do.

So between the super well crafted story and all of the gameplay elements new and old, Dragon Quest Builders 2 is fantastic. Sitting very high on my Game of the Year list, this near perfect melding of and RPG and a Building Simulator sets a bar rather high for others in the style that toy with the same elements. Very well done Omega Force and Square Enix, you’ve created a masterpiece with this one.

Game Information

Platform:
Nintendo Switch
Developer(s):
Square Enix
Publisher(s):
Square Enix
Genre(s):
Simulation
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4

Source:
Purchased




Article by Pierre-Yves
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New Platformer Jet Kave Adventure Releases in September!


August 26th, Cracow, Poland - Face challenging bosses, soar across pitfalls, smash through rocky walls, and prove your worth to the tribe. Experience awesome set-pieces, clever secrets, and loads of prehistoric enemies to overcome. Pick up a jetpack left by a clumsy, yet highly dangerous alien invader and make your way through a world where the Stone Age meets Science-Fiction.

In case stone wall carvings aren’t enough, watch the Release Date Announcement Trailer HERE.

And if you’re heading to Seattle and would like to put your hands on the game at PAX West, you’ll be able to meet the developers in the WSCC, Level 6, Booth 7108 (Indie Games Poland).

ABOUT JET KAVE ADVENTURE:

Meet Kave! He’s the chief of his tribe - or rather, he was the chief until recently. Banished by his own people, he stumbles upon a jetpack. The device makes him the one and only caveman who can stand against the alien invader – an unpleasant guy from the sky who’s only too happy to trigger a disastrous volcanic eruption if it means repairing his spaceship. Thus begins Kave’s quest to save the island and prove his worth to the tribe!

JET KAVE ADVENTURE – MAIN FEATURES:
  • Save the island and Kave’s honor in a playful Stone-Fiction adventure
  • Jetpack through 36 colorful levels ridden with hazards and rich with secrets
  • Use your trusty club and alien jetpack to smack and whack 30 types of enemies
  • Show what you are made of in breakneck flight sequences and boss fights
  • Master the jet-fueled device to find collectibles and upgrade your gear
  • Put your skills to the ultimate test in Time, Collectible, and No Damage Challenges
  • Enjoy a 2.5D platform-adventure game tailor-made for Nintendo Switch!

Jet Kave Adventure is set for digital release on the Nintendo eShop on September 17th, 2019 at 19.99 EUR/USD.

More information about the game can be found on the official website, Facebook, and Twitter.



About 7Levels

7Levels is a Polish indie game developer founded in 2014 and based in Cracow, Poland. Our goal is to create high-quality games with Nintendo fans in mind. We don’t focus exclusively on our own projects, though – we also help other studios publish and promote their titles on Nintendo consoles. http://www.7lvls.com/


Article by Susan N.

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Dragon Quest Builders 2 - Part 1 - Switch Review


There’s no denying that I was both a bit disappointed of how short the demo was and how excited I was to finally be able to dive into the full version. With the Demo basically being the overall tutorial clocking in at about an hour depending upon what you do, I now find myself sixty hours down the line and while I absolutely loved my adventure, it did have a few bumps here and there maring the near perfect score that it could have had because of plot writing that I could have seriously passed on because “my builder”, never would have gone along with what transpired. Neither would I. But more on that later down the line!

Dragon Quest Builders 2 is basically the tale of two games and as such, this is part one or two in order to do this beast justice. For those not looking for spoilers, Dragon Quest Builders 2 is the perfect sequel to that of the first as it doesn’t force you to constantly restart and basically stitch three stories together that would otherwise not really connect short of the boss of the game.

Instead, Dragon Quest Builders 2 has a flow from one island to the next and everything comes together both from the gameplay and the story’s perspectives. Sixty hours may sound like a lot to some but when you combine having a simulation / block builder with an actual RPG making the Dragon Quest name proud, it’s well worth the price tag and there’s more story to come in an epilogue that exists outside of the Season Pass for decorative content.

*** Spoilers ahoy ***


Upon where to start, it should be said that the actual beginning is a good place. Once the tutorial on the ship of the Cult of Hargon has been completed, a storm blows the ship apart and you find yourself thrown into the sea. Waking up on a shoreline, you meet Malroth, a super strong person that knows nothing but his own name. Any fans of the series will immediately recognize the name as he was the final boss of Dragon Quest 2. Malroth, and this Malroth, is the literal God of Destruction. Not knowing it yet, you search for survivors and find Lulu who sets you off on a list of tasks to at least make this new place livable for the three of you.

Just this right here was a huge step in a different direction for the series. In the first, you were by yourself the whole time getting told what to you and more or less how to do it from the various towns people that you’ve rescued or who have shown up on your doorstep. Now, while you still take “orders” or “suggestions” from the various people that you save or show up on your doorstep, you aren’t alone. You have Malorth who basically becomes your best friend and travelling companion.

Not only is this change of pace a great addition mechanically, but it’s a great addition overall as your rather silent character has someone to interact with. They have someone to voice what they are thinking while waving their hands all over the place. If your character doesn’t agree, they wave around angrily and it’s rather adorable since just about every character is in chibi format. Having this dynamic really helps while exploring the various lands as Malroth acts as an anchor for you and what you’re there for as Lulu stays behind to start working on the island while the two of you head out to risk your lives hunting for both materials and people to bring back in order to help you out.


Setting out with the Captain Brownbeard, you head out towards the first island on your list. Leaving everything materialistically behind, you set out with nothing more than the gear on your backs. This partially runs in parallel with the original as you land in a new location with nothing more than what you have equipped. Unlike the original, you have equipment that will help keep you alive while searching out that first town and food to keep you alive and keep others motivated and happy.

Dragon Quest Builders 2 can be divided into six actual locations and five real chapters each with people that want to help you out, stop you, or enslave and sap the will to live from you. The Children of Hargon suck and their indoctrination goes far and digs its roots deep into the people's of this world. To essentially save the various peoples of the world, you’re going to have to rebuild the builder’s paradise. But first, you’re going to need the help of other people that exist in the world and to get their help, you’re going to have to show them that building isn’t bad, but fun and almost necessary to survive

Each chapter, a bit like the first, has its own theme but unlike the first it takes things into a much larger scale and plays out more like an adventure than a plainer more tasked based experience. Starting off in the first region, you’ll be learning how to far and re-vitalize the lands from the poison that has seeped into it. Once you’ve saved the lands and learned to farm you’ll be going over towards some dried up mines to find metal and revitalize the town by building bars and pubs. Before making it over to the third, the story takes a bit of a twist and that’s what separates this sequel from the first.


Between each of your adventures of building, fighting and making friends, you go back to your builder’s paradise to spruce things up a little bit. The Children of Hargon however are none too pleased about this and they’ll attack you a few times and in such force that you are forced to flee if only to run right into one of their ships and get captured anyways. This getting captured brings you to a new island where the cult breaks spirits by having the prisoners build and then destroy their work all for a single cabbage a day, which is so not enough on the hungry meter. The writing behind this episode, the sheer frustration at being able to do next to nothing for a while and simply rinse and repeat also reinforces that while you’re still not a “hero”, being a “hero” could get you killed and thus, you plot an escape from Skeletraz. Yes, that’s really what it’s called.

Basically being what Prison Break wasn’t, good, you break free and find your way back home with some new tricks up your sleeve like being able to tame monsters. Riding around on a Saber Kitty cub that can double jump and that is faster than a minecart track? Yes. Please. Finishing up a few small things, you head back out into the open seas to find warriors to help defend your builder’s paradise. Landing onto the war torn snowy islands, you help to rebuild a castle and both break a siege, and a friendship.

This is about where I started to have issues. You’re… what, forty? Fifty? Sixty hours down the line and all of a sudden, you see more of the cracks in Malroth as the voices in his head have amped up their disruptive thoughts and his being unable to build is really gnawing at him as all he can seem to do is destroy. It made sense, you’re travelling and your best friend can think of a burger and all of a sudden you have a world renown burger joint connected to the gym and the bar’s pool. But, but, what happens is both a well designed and written plot as well as a trick that I could have very much has passed up on.


Having walked onto a battlefield, this is the first of the locations where tempers are short, suspicions are high, and traitors lay in your midst. I’m not going to spoil THAT, but I was so wrong on who I thought betrayed me and in their scheme they get Malroth locked up and then the game literally REFUSES to let you go see him, talk to him, or freaking break down the walls that you apparently built giving them plot armor. This is what pissed me off and the break between my Minael and Malroth almost made me put down the game and walk away. It hurt to see, it hurt that I couldn’t do anything and unlike prison break that makes you feel helpless as you plot your way out, there’s no plotting here. Just hurt feelings as you finally finish up and head home to head your own separate ways.

All of these adventures, all of these people, and then THAT happens? Had it ended there I would seriously have been pissed off and given a flat score of 3/10. But it’s not the end. The third island is far from the end as the best is yet to come and after many manly tears as I moved forward, the real truth to it all is uncovered and wow was it a doozy. After the third island, things start to fall apart and in order to put an end to it, you head into a portal to try to put a stop to Hargon himself who’s currently succeeding at destroying the world.

Having no choice but to chase after Hargon and Maltroth who he took with him, you head into a portal leading to basically no man’s land where everything is dead, and there are no actual materials. By this point, some may start to think, alright, stop stretching things out and just end it already. Give me my final boss fight. The thing is though? This was probably one of the best written scenarios. Diving into this end of the world where Malroth’s power is out of whack and destroying things as a Lord of Destruction would, you find allies in the weirdest of places. The original Skeleton captain from the intro in his crashed ship, a Hunter Killer Bot, a giant Belial Demon, and so many more as you band together in this world waiting to be destroyed to create an ark to save everyone even if you’re a human and they are monsters.


This banding together meant so much more than the rest of the adventure to me because everyone that you convince to help you out, had already let go and resigned themselves to die. They were ready to go but in showing them that it doesn’t matter if you’re human or some from of other race alive or dead, you’ve all got the right to live and to live together. Building your ark which is a giant spaceship, you also build a buggy to help save people before turning it into a ship to head off to save Malroth from Hargon once everyone was safe and on the ark. It’s touching, and while it does add in some neat gameplay mechanics, it showed that this was more than just a building simulator, it was a real RPG and the writing behind it probably made me more emotional than the “second half” of Dragon Quest XI which is really the thirty plus hours of the post game.

Leaving the end of the story to super heartwarming and touching, The Builder and the Lord of Destruction build a new world where everyone can live together in harmony outside of the reach of The Children of Hargon and their cult of anti-building sentiments. Meshing both the building elements and a very well written and crafted story is not the easiest especially when spanning the length of time that it does. The best possible news yet, is that there’s an epilogue yet to come that adds in a whole new story on top of everything already written.

Game Information

Platform:
Nintendo Switch
Developer(s):
Square Enix
Publisher(s):
Square Enix
Genre(s):
Simulation
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4

Source:
Purchased


Article by Pierre-Yves
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Conan Chop Chop Delays Launch Until 2020


OSLO, Norway – Aug 26th, 2019 – Publisher Funcom and developer Mighty Kingdom announced today that the release of Conan Chop Chop, the action-adventure roguelike that was teased on April 1st and revealed at E3 this year, will be moved to Q1 2020. Following a very successful first demo of the game to press this summer, the companies have decided to increase their investment in the project to deliver a bigger and better game. Among the features to be implemented in the upcoming action-adventure roguelike is online multiplayer.

“We had an absolute blast showcasing the game at E3 and Gamescom earlier this year. It was especially gratifying to see how much fun people had playing the game in co-op mode. The teamwork, the banter, the way people moved ever so sneakily towards their near-death companions in order to pick up their gold when they fall… We couldn’t have been happier with the reception,” says founder and CEO of Mighty Kingdom Philip Mayes.

“One of the things we get to do with the extra time is expand multiplayer from just couch co-op to also include full online multiplayer,“ says Mayes. “This has undoubtedly been THE most requested feature after we started showing off the game, so we’re very excited for the opportunity to bring that in.”

Conan Chop Chop is due to release in the first quarter of 2020 on PC, Xbox One, PlayStation 4 and Nintendo Switch. For more information, visit www.conanchopchop.com.


ABOUT FUNCOM 

Funcom is an independent developer and publisher of online games for PC and consoles. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Titles include ‘Conan Exiles‘, ‘Secret World Legends, ‘Age of Conan: Hyborian Adventures’, ‘The Longest Journey', 'Anarchy Online', 'The Park', and 'Dreamfall: The Longest Journey'. For corporate information please visit www.funcom.com. For information about Funcom games visit www.conanexiles.com, www.secretworldlegends.com, www.anarchy-online.com, www.dreamfall.com, www.theparkgame.com, or www.ageofconan.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM.


ABOUT CABINET 

The Cabinet group consists of Cabinet Entertainment, a tv/film financing and production company, as well as Cabinet Licensing, a consumer products division which manages and develops global entertainment franchises in all forms of media, including motion picture, television, and the gaming, publishing and toy/collectibles industries. Our portfolio consists of well-known brands such as Conan the Barbarian, Kull of Atlantis, Solomon Kane, Mutant Chronicles, Mutant: Year Zero, and Kult.

ABOUT MIGHTY KINGDOM 

Mighty Kingdom delights more than 7 million players every month. We design game experiences from the ground up for brand partners such as LEGO, Disney, Moose Toys, KitCatCo, and more. Our portfolio of original and licensed games are all crafted in our Adelaide studio, by a team with over 100 years of combined experience across game development, film production, illustration, music, and theatre. Led by a desire to engage and delight players, we make emotional experiences that connect our diverse talent with millions of people around the world. We love fun. We want to share it with the world. We want you to be a part of it.


Article by Susan N.

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RAD - PC Review


Having not quite grown up in the eighties, as I was born in them and only really grew up in the nineties, I’ll never quite understand the fascination of the 80s. It had decent music, loads of neon, spawned Dungeon & Dragons, some crazy hairdos but right now between Ready Player One and Stranger Things, it’s almost back with a vengeance. Taking another sort of vengeance is Double Fine’s latest project, RAD, a roguelike that puts the 80s back in the spotlight even if it after the second apocalypse.

Because surviving one apocalypse was clearly not enough, humanity somehow survived a second one. Barely. Taking place after that second catastrophic event, this group of survivors are running low on power in order to keep things running. Needing to find a new source of power, one of several teenagers must undergo a transformation to be able to survive the outlands where they are to search for that source of power. Corrupted and poisonous, this transformation will allow you to survive and even thrive as to save what is left of humanity, they’re going to need to give it up their own even if that means growing a few tentacles or becoming a snake head.

In your standard mode, it really doesn’t matter who you choose as any character is really just a teen with a baseball bat. But this bat isn’t just any bat, it’s a magical one that will make its way back even if you don’t. Yeah I thought that was pretty reassuring too. So setting off towards a most certain death, you pick up your bat and head through a portal to crazy town.


Visually, RAD is well… rad. It’s flashy, it has vibrant neon colours, the lands whether on the surface with mutated vegetation or below in the steel tunnels built years back are pretty to look at. Actually the part that impressed me the most is how a good deal of enemies are blended into the environment until you come up on them. See an oil drum in the distance? It could be one or it could be the helmet of some mutated creatures just waiting for you to get closer. Others can be hiding in the vegetation or just flying out of sight. It’s neat as they don’t feel tacked on.

Moving around the environment is pretty easy, you run around, you jump, and you hit things. Even the controls are fairly simple though that is a bit of a deception. Run around. Check. Jump. Check. Hit things? How? You can swing normally, you can hold up for a charge, you can jump and then hit, you can jump smack for more damage and then turn it into a combo chain. One button with many different functions before moving into the twin stick controls for shooting at your enemies if you have the powers to do so. It’s easy to pick up which is nice but the depth is what makes it stand out and not get boring after the first few mobs.

So in a way, RAD is a bit of an RPG, but just kind of? You don’t have experience per say but everytime that you defeat an enemy you get essence that accumulates into new mutations. Fill up the bar? Start throwing fireballs. Fill up the bar again? Grow a tentacle to smack things, or get an extra pair of legs, or have your head turn into that of a cobra to bite enemies and poison them. You never really know what you’re going to get so as an added bonus to these, there are shrines of sorts that will bestow even more mutations to you for the cost of nothing. You should up, you take the mutation, you continue marching on your merry way. That’s why it’s an RPG, but just kind of, because you don’t even need to kill most enemies to complete a stage and get mutations. It helps, and you’ll want to, because bosses are big, bad, and “alphas”.


Bosses are big versions of the mobs that can be found while exploring each location to find the other types of shrines that unlock the actual boss room. Once you get into this room there’s no way out but forward. It’s you, the boss, and more often than not it’s super annoying minions that you’ll have to lay a beat down for. Once they’ve been taken out? It’s a bit of Legend of Zelda in here as you get an extra heart, or well your heart mutates for more health. If you’ve succeeded, you can move forward. If you’ve lost, well you’re basically dead and game over.

Winning the boss fight grants you two paths. The left will bring you back to town while the right will bring you over to the next stage if you will. Going back to town has a few bonuses such as being able to drop off any currency you have rattling in your pockets or buying some much needed items to help you survive. Sticking with the theme, your currency are cassette tapes that you can exchange for goods. Dropping these into a robot’s ATM service, and you can safely store them so that even if you die? They’ll still be around like the baseball bat. Once you’ve gone from being a basic teenager into a platinum member, you can do more with the ATM service in the wild than simply being told you aren’t good enough to use the service.

And that’s it really, you choose a character, you go out, and you see how far you can make it while also uncovering what actually happened through the scraps of information that find. The gameplay is pretty solid, the visual effects are nice even to the point of there being a CRT option to curve your screen’s edges into an old school television style. Adding in a challenge mode with a leaderboard letting you go about the adventure but with modifiers such as Glass Cannon in which you do double damage but also take it, and there’s more than enough to keep Roguelike lovers going for a while.


The only part that didn’t jive for me, and it was a bit part, was how the visuals could lag a bit and the view always seemed too zoomed in. It’s a bit hard to see what’s in front of you and when you are dealing with ledges that you can fall off of? That lag is enough at times to send you right over the ledge with how fast your characters can move. It may not sound like much but over time it can be quite annoying especially when you have to truly slow down to not die by running over a ledge while looking for health.

Overall though, RAD is a very well designed Roguelike. From pounding music tracks, to the bright neon visuals, the enemy designs and the crazy mutations truly switching up gameplay for every run, and there’s loads for a lover of the style to keep coming back to for a long while.

Game Information

Platform:
PC
Developer(s):
Double Fine Games
Publisher(s):
Bandai Namco Entertainment America
Genre(s):
Action, Adventure, Roguelike
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4, Microsoft Xbox One, PC

Source:
Purchased




Article by Pierre-Yves
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Pirates of First Star Launches on Xbox One!


August 26th, 2019 - Built in 7 months by one person on a $162 budget (most of that used for clay and popsicle sticks), Pirates of First Star hits the Xbox One today at 7PM EST. The adventure/RPG/puzzle is a throwback to old school game design.

The king is broke. He summons his (now adult) children and tasks them with finding a legendary treasure that once disappeared into thin air right under his nose. They all reject his proposal, except for one. Zach, the youngest, decides he's got nothing better to do, and heads out with absolutely no clue where to begin his search. He's quickly met by Chelsee, who feels like getting in on those while treasure thing might not be a bad career choice. They embark on a bizarre journey filled with twists and turns and a positively silly cast of characters. There's a bridge bully, a witch (at least that's the rumor), a chili cook-off champion with a horrible secret, a pirate who's in a hurry to get back home because he has prime seats for Turtle Fights XIV, a giant rock monster who is sad that children stole all the pretty seashells on his beach, and an estranged coconut family that you can help reunite.

"Pirates of First Star borrows heavily from classic games. There's no map. There's no arrows pointing you where to go. The game is 3D, but it keeps the view narrowed without 360 degrees of visibility so that the world can be memorized quickly - but also there are a ton of secrets hidden - even in plain sight. What I really want is every player to - at least one time to say 'I can't believe I didn't find that sooner.'

"The characters are claymation. My artistic skills are lacking, and my budget was lacking even more, so I had to figure out a way to pull this off. I built a stand out of popsicle sticks that could hold a model and the camera. I had no idea what kind of clay to buy, so I just went to Michaels and bought the cheapest clay they had. I used yarn for the hair. I still think cutting the scalp off of dolls and plopping it into a clay head would have been the best method, but have you seen how much dolls cost nowadays!?"

Pirates of First Star launches on August 26th on the Xbox One, but there are hopes for a Switch and PS4 version releasing in the next few months. A Kickstarter will also launch on the 26th for these versions in order to raise funds for dev kits and localization.

"It's a modest amount - $3,500 to get those versions out. It's vital that they release in 2019. I'd rather take my chances going up against Christmas than some of these huge titles that are coming out in early 2020. And then, just when you think it's safe - here's Cyberpunk to slap us all back to reality. It would almost be fun just to release at the same time - just to see if you could sell 1 copy. Well, good luck to whoever attempts that!"

"There will be a very limited collector's edition on the Kickstarter. It's a hybrid which will work on XB1, PS4, and Switch. It will come with a soundtrack and an art book showcasing a lot of the claymation models before they were put into the game."




Article by Susan N.

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Subdivision Infinity DX - PC Review


Subdivision Infinity DX is a fun little arcade space shooter that provides a handful of hours’ worth of space-based action. While it may not be best in class, Subdivision Infinity DX offers plenty of fun at a scandalously low price (seriously, only $15 USD on Steam). With its share of great moments and beautiful scenes, Subdivision Infinity DX is a jewel in the rough and worth every penny. From hardcore space simulation fans (like me) to someone just looking for a different type of shooter, MistFly Games’ Subdivision Infinity DX is the game for you.

I do have to say that I was shocked at discovering Subdivision Infinity DX was a port of a mobile game. In fact, I thought, when I heard it, that it was a joke, but it was not. Simply put, Subdivision Infinity DX is one of the best ports I have ever played.


Now, Subdivision Infinity might be an excellent port but it does run into some limitations. Combat, though exciting, does feel repetitive by the end of the game, and though it feels deep at time, gameplay in the long run, feels relatively shallow. Where it really succeeds though, is in level and ship design. I had to double-take, then triple-take in some of the levels because there was no way that some of those could look good on a mobile device (but I was wrong).

Ripping through wreckage at breakneck speeds while trying to out fly a dozen drones and a freaking battleship is extremely exciting and paced incredibly well, however it is thrown a bit off when the game is, by way of being a mobile title, consistently pushing you to replay levels time and time again to grind for resources or content. Many of the game’s ships are not accessible with a standard playthrough (i.e. no grinding), and the way that the resources function in game, by way of random drops, make it difficult to really try out each particular weapon.


By forcing players to go back and constantly replay the same 11-14 minute mission with the hopes of landing some ultra-rare blueprint drop, you are diluting what could be a more significant arcade-style shooter. Even with the need to grind if you want better gear (a trait more often found in RPG titles and less in arcade-style shooters), it is still a fun game, just annoyingly repetitive at times.

Repetitive gameplay loops aside, Subdivision Infinity DX is actually a fun little game. While the story might not be Witcher III level of depth, it is a fun little science fiction jaunt into a sector of space that has been a bit … destroyed. From drones to mercenaries, to what amounts to a nasty case of ship-based AI illnesses, the story is fun, rarely takes itself too seriously, and moves from scene to seen with solid pacing (which is why backtracking and replaying for resources is so jarring). The various ships feel nimble enough that flying through debris fields while chasing down drones can leave some memorable memories, and for a small game that is an incredible feat. As a straight-forward space-based arcade title, Subdivision Infinity DX is a darn good game, especially at its price point.

Game Information

Platform:
PC
Developer(s):
Crescent Moon Games
Publisher(s):
Mistfly Games
Genre(s):
Action, Space Sim, Sci-Fi
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One, Sony PlayStation 4, Nintendo Switch

Source:
Provided by Publisher




Article by Robert
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Paranoia: Happiness is Mandatory Releases October 3rd


Lesquin, France, August 22, 2019 - As part of a special mission ordered by Friend Computer, our reporter was sent to Ireland to investigate Black Shamrock, the studio developing Paranoia: Happiness is Mandatory, amidst rumors that one of the team could be guilty of treason…

As a Red clearance Troubleshooter, you have been granted access to the full video report. Many aspects of the game development were scrutinized: the passion for the Paranoia tone, the challenges of adapting a tabletop role-playing game into a video game, the combat system, the unique gameplay and, of course, the utmost happiness felt by everyone in the team!

But Citizen, Friend Computer noticed that one team member hesitated when asked. Don't forget, happiness is mandatory. Not being happy is tantamount to treason and traitors will be asked to report to the nearest extermination center immediately.


Control a team of four Troubleshooters of dubious loyalty, who (mostly) obey orders from Friend Computer, a paranoid and irrational artificial intelligence. Inspired by classic CRPGs, the game is the first official adaptation of the cult role-playing game.

After checking with Friend Computer, we can confirm the game will release on 3 October 2019 on PC and later on consoles.

Paranoia ® & Copyright © 1984, 2016, 2019 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Cyanide S.A., Authorized User.

Published by Bigben Interactive and developed by Black Shamrock and Cyanide Studio.



About Bigben

Bigben, a leading publisher of video games on PC and consoles, is known for its creativity and innovation. After its acquisition of four development studios (Cyanide, Eko, KT Racing and Spiders), which are all internationally recognised for their expertise in different genres, Bigben is strengthening its position as a developer and publisher of premium games and is aiming to become the world's leading AA publisher. www.bigben.fr

About Black Shamrock

Black Shamrock is a video game development studio focused on “core gamer” strategy and rpg titles for pc and consoles. Managed by game industry veterans, the studio was acquired in 2017 by Virtuos, the global leader in video game content production. A part of Black Shamrock activity is now dedicated to co-development on major titles in collaboration with studios from all around the world.

About Paranoia creators

Greg Costikyan is a five-time winner of the Origins Award for Best Game of the Year and was inducted into the Adventure Gaming Hall of Fame in 1999. Eric Goldberg is a three-time winner of the Origins Award and the designer of MadMaze, the first online game to draw one million players.


Article by Susan N.

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Crystar - PS4 Review


While the gameplay does not necessarily bring a lot new to the table, I have to say that the dark themes and emotional storytelling compliment the visuals and music wonderfully. These elements come together to create an interesting world where I cared about what happened next, even if the mechanics around advancing the story are somewhat mundane.

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PQube Announces October Release for AeternoBlade II



PQube (London, UK) - August 20th, 2019 - Prepare to harness the Aeternoblade and defy the destruction of the dark abyss, as PQube and developer Corecell Technology are excited to announce that action puzzle-platformer AeternoBlade II will launch on 11th October for PlayStation 4, Xbox One and Nintendo Switch. With the power of time at your disposal, outwit your enemies and eliminate them using sophisticated abilities and outlandish combos.

In addition to announcing the release date, a brand new trailer showing off the core gameplay of AeternoBlade II has just been released.


As you can see from the trailer, AeternoBlade II features fast-paced, intense combat where you can string together a massive hit count of relentess combos, in order to overwhelm your foes. The game takes places predominently from a side-scrolling perspective, but there are also full-3D scenarios that make for some truly epic encounters with bosses and enemies.

Either way, you can use the full set of moves at your disposal to launch enemies into the air, and finish them using sword strikes, dashes and impressive ultimate attacks. Each of the three playable characters is very agile, and you can leap, grapple and climb across intricately designed environments with vertical terrain.

But AeternoBlade II is about time, and how it's power can be used with deadly consqeuences. By manipulating time, you can use it to overcome all obstacles, solve creative puzzles, and outwit even the most intimidating enemies. Your abilities include Time Stop, Warp and Reversal, so use them wisely.

For more information and the latest news about PQube, follow us on Twitter, Facebook, Twitch, and Instagram or check out our homepage: http://pqube.co.uk/aeternoblade2


About Corecell Technology

Corecell Technology Co.,ltd is a game company base in Bangkok, Thailand with 17 years experience of making games on all console platforms and mobile with many international game companies world-wide.

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong. As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate. PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.

We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games


Article by Susan N.
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Tropia - PC Review


Tropia is something of an anomaly in today’s gaming sphere. Designed not as a retro with enhancements for today’s players bringing about that enchanting feeling of nostalgia, Tropia is actually a retro title designed like Final Fantasy I, Dragon Quest I and whatever other RPG launched during that era. It’s short, it’s hard enough if you don’t grind and explore, and finally it’s a fun little throwback.

Starting off with your quest, the Princess has been kidnapped and you must set out to find five keys that are located in five different temples. Starting off with a Wizard in the throne room, you pick up your fighter standing beside the king, grab your brawler over in town and soon find your rogue inside of the first cave. Your core trinity + extra muscle now in place, you can really set out to go boss hunting and acquire those keys and a metric ton of loot in the process.

Perhaps the one enhancement from the olden days that Tropia holds is that your party members all have character specific features to bring to the adventure. The Wizard and the Warrior are there to really chat with others if need be while the Brawler can move around heavy objects on the map and the Rogue can pick locks. True, the Wizard can also see hidden doors that lead to some nice treasure, but it was a neat feature that each brought something different to exploration and sometimes without switching characters, you couldn’t advance because only that team member could pave the path forward.


Gameplay wise, Tropia is fairly standard. You move around, you get into fights, you select your options, and then you win or you lose. More to me like the original Dragon Quests than Final Fantasy, there’s a constant feeling of that “one step too far”. Each new area contains monsters that will almost wipe your party in the opening battle and it’ll constantly take a few new levels and some new gear in order to survive the onslaught and come out on top. In these areas are serious amounts of loot. Cash, healing items, new weapons and armor. Some of these can be found in shops while others can only be found in dungeons.

What I appreciated with the gear in Tropia is that not all new gear made your old gear obsolete. In a lot of cases, new gear really meant that your could swap between these pieces with no penalties because while the contained the same defensive stats, they protected you from different elements. The same theory was applied to the Wizard’s Tomes and the Rogue’s Arrows. These could be swapped between to change the damage type for the Rogue or the spell proficiency with the Wizard. It was a nice touch.


Where things didn’t quite jive so much for me were the boss fights. You really, and I mean really, needed to grind for these. It’s not so much that they hit like freight trains as much as they have just so much health that after a while you wonder if they are even ever going to die. Add in abilities that can hit your whole party for anywhere between a third to a half of each member’s health? And they are daunting. The one bonus is that defeating these major bosses only nets your cash and the treasure behind them so if a member died during the battle and you can’t get around to resurrecting them, it isn’t the end of the world as they aren’t really missing out on exp.

So overall Tropia provides some good retro fun. Not that long of a title, it’s perfect for that quiet Friday night in or those quiet Saturday or Sunday afternoon when the weather just sucks and you want to cuddle up on the couch with a few pillows with the cat. Or dog if you have one! With some fun dialog that pokes fun at itself, different classes and some old school exploration, Tropia is worth looking into especially if you need something else to beat than the original Final Fantasy or Dragon Quest for the xth time.

Game Information

Platform:
PC
Developer(s):
Street Gaming Inc
Publisher(s):
BajoGames
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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Cat Quest II Announced in September!


PQube (London, UK) – August 19th, 2019 – PQube and Singapore developer The Gentlebros are howling to over the moon as they reveal the release date of Cat Quest II with a new Gameplay Trailer today! The sequel to the award-winning adventure Cat Quest releases on September 24th for PC on Steam and in Autumn 2019 for Nintendo Switch, PlayStation 4 and Xbox One.

For everyone that wants to catch up on the original, Cat Quest is included in the PQube Publisher Sale on the Nintendo eShop and currently has 60% off until August 22nd!

Cat Quest II was featured in the Nintendo Indie World presentation today, but we also have a brand new gameplay trailer for you to sink your claws into.

Watch it here:


Viewers wary like a watch-dog will be able to spot some of the new and exciting features in the trailer: A vast new kingdom full of quests, ranged and two-handed weapons as well as a second character to accompany you during your catventure that also allows for two-player co-op. With this and much more, Cat Quest II is - literally - the cat's whiskers!

Stay tuned for more information on the new features!

Cat Quest II is a fast paced open world action RPG where you play as both a cat and a dog. Explore a massive world filled with monsters, dungeons and quests, as you strive to bring peace back to your kingdoms during a time of war! The game releases later this year on Nintendo Switch, PlayStation 4, Xbox One and PC/Steam!

Check out #CatQuestII and @TheGentlebros on social media and Discord.

For more information and the latest news about PQube, follow us on Twitter, Facebook, Twitch and Instagram or check out our homepage: http://pqube.co.uk/cat-quest-2/


About The Gentlebros

The Gentlebros is an award winning studio based in Singapore, responsible for the popular Cat Quest and Slashy Hero! Made up of veterans of the game industry, they aim to pour their love into every game they make, and hopefully, you'll feel their love too!

About PQube

PQube is a leading publisher, distributor and service provider for the interactive entertainment industry with a global reach through UK, Europe, Middle East, Australia and North and South America from its offices in Letchworth (UK), Bristol (UK), Paris (France), Los Angeles (USA) and Hong Kong.

As a licensed publisher with Sony, Microsoft, Valve, Nintendo and Apple, PQube’s software division publishes and distributes video games for PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox, iOS, Android, PC and has full coverage across all digital download platforms, establishing a track record of success with major franchises including: Gal*Gun, Chaos;Child, Cat Quest, Valkyrie Drive, White Day, Root Letter, BlazBlue, Guilty Gear, Kotodama, MotoGP, Ride, MXGP, Harvest Moon, Senran Kagura and Steins;Gate.

PQube’s hardware division designs, manufactures and distributes officially licensed consoles and accessories including the brand-new Atari ‘Retro’ range.
We thank all our partners and acknowledge all game names, brands and trademarks as properties of their respective owners. Visit: www.pqube.co.uk/games

©2017 The Gentlebros Pte. Ltd. All rights reserved.
Cat Quest and The Gentlebros are trademarks or registered trademarks of The Gentlebros Pte. Ltd. in Singapore and/or other countries.



Article by Susan N.
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Ancestors Legacy - PS4 Review


After a successful launch on PC last year, Ancestors Legacy has made the long trek to console gaming. of course, the question any time you have a port is how well does it come over to its new platform? Adding to that concern, the RTS genre has had a lot of mixed results over the year when making the transition from mouse and keyboard to controller. The good news is, Ancestors Legacy feels as though it was originally designed with a controller in mind, and as a result this game plays right at home on the PlayStation 4.

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Romero Games Releases New Gameplay Trailer for Empire of Sin


STOCKHOLM - Aug. 19, 2019 - Paradox Interactive and Romero Games have today released a new gameplay trailer for Empire of Sin, their upcoming character-driven strategy game set in 1920s Chicago. Peep the new gameplay features including empire management of your crime organization, tactical turn-based combat and more. In Empire of Sin, players build their own ruthless criminal empire as one of 14 distinct bosses vying to run the seedy underworld of organized crime in the city. With randomly generated starting conditions, players will have to adapt to survive and do whatever it takes to outsmart, out-gun and outlast their opponents. Empire of Sin will be coming to PC, Mac, Switch, Xbox and PlayStation consoles in Spring 2020.

Get your mitts on the new gameplay trailer here:


Empire of Sin, the strategy game from Romero Games and Paradox Interactive, puts you at the heart of the ruthless criminal underworld of 1920s Prohibition-era Chicago. It’s up to you to hustle, charm and intimidate your way to the top of the pile and do whatever it takes to stay there. This character-driven game puts players smack dab in the glitz and glamor of roaring 20s all while having them work behind the scenes in the gritty underbelly of organized crime.

Features:

  • Build A Crime Empire: Raise your criminal empire from the ground up by establishing rackets in your neighborhood (be it speakeasies, breweries, brothels, union skimming, protection rackets, or casinos) and recruiting a team of loyal mobsters to make your mark on the streets. Once you make a name for yourself, expand your influence by taking over rival territory and adding more ventures to your repertoire.
  • Explore a Living, Breathing City: Take to the streets of vibrant 1920s Chicago and its distinct neighborhoods, such as Little Italy or West Loop, with real historical landmarks and events. Interact with a full cast of over 60 living, breathing characters with backgrounds that inform how they react to what you or other characters do. Each recruitable character has traits and relationships that significantly affect gameplay and vice versa. Schmooze, coerce, seduce, threaten, or kill them to get your way.
  • Defend and Expand Territory: If it comes to blows, hypothetically of course, and your posse needs to send a message, face off in brutal turn-based combat. Recruit your goons strategically to build a strong chemistry within your crew to maximize combat damage and help secure your hold on the city.
  • Wield Your Influence: Make and break alliances, bribe cops, and trade on the black market to gain an edge and expand the influence of your crime family. But always keep your enemies close and ensure you have a mole on the inside and eyes everywhere.
  • Dominate the Neighborhood: Whether you make it to the top with violence, business smarts, or city-wide notoriety, there are a number of ways to become King or Queen of Chicago. With various starting conditions and constantly changing crew dynamics, no two playthroughs will ever be the same.


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About Paradox Interactive

Paradox Interactive is a leading global publisher of strategy games for PC and console. The company has developed and published a world-renowned catalog stretching back to 1999, with players hailing from all around the world.

The publisher’s steadily-growing portfolio includes firmly established franchises such as the critically acclaimed Europa Universalis, Crusader Kings, Hearts of Iron, and Stellaris series created by Paradox Development Studio, the Age of Wonders series created by Triumph Studios, as well as award-winning titles such as Cities: Skylines, Pillars of Eternity, and more from a network of partner studios. Paradox is the owner of the World of Darkness IPs and is publishing Vampire: The Masquerade - Bloodlines 2.

Paradox’s head offices are located in Stockholm, Sweden. Our development studios are located in Stockholm, Malmö and Umeå, Sweden, in Delft, The Netherlands, in Seattle, Washington, and in Berkeley, California. We share a passion for gaming and gamers, and our goal is to provide deep and challenging games with hours of gameplay and endless variety to our ever-growing community.

For more information, please visit our forums and follow us on Facebook, Twitter, and Instagram.

Comet sighted!


Article by Susan N.

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