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Real-Time Strategy Title 'Warpaws' Pits Cats and Dogs Against Each Other in 2023!


Aalborg, Denmark — Sept. 16, 2022 —
Warpaws, the real-time strategy game where dogs and cats duke it out in a lighthearted alternate world using WWII-inspired armaments, developed by Slipgate Ironworks and 2B Games and published by Fulqrum Publishing, lets fur fly on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC in Q1 2023.


Time to answer the age-old question: what’s better, cats or dogs? Warpaws invites us to find out in all-out war through the lens of classic, cartoon-inspired art with slapstick. Command canine corps or feline forces and utilize superior planning and strategic abilities to capture key control points from enemy units to dominate the map.

Unleash strategic carnage with 16 different units in five battle-torn biomes. Deploy spies for stealthy showdowns, send bazooka-wielding soldiers to dominate skirmishes on sand dunes, or assemble a mix of gunners, engineers, and fiery pyros suited for any engagement. Each unit stands on its own; instead of replacing them with direct upgrades, all characters have their own specialties.

Battle through a single-player campaign or compete against other players in a variety of multiplayer modes. Call upon a trusted ally and take down AI forces in a co-op mode, duke it out in online versus mode matches, or become the King of the Hill champion. Master each map — Desert, Polar, Lava, City, Islands — and take advantage of terrain. Destroy frozen lakes to drown platoons, lead opponents into snowstorms, or even trick them into swimming with sharks.

As big fans of the Bitmap Brothers’ Z, we always loved the idea of making our own strategy game that focused more on engagement than resources,” said Daniel Mortensen, Game Director, Slipgate Ironworks. “Warpaws is our chance to make good on that dream, and we hope you enjoy playing it as much as we enjoyed creating it.

Warpaws will be available on PC in 2023. Follow Fulqrum Publishing on Twitter, Facebook, and YouTube, or join the Discord for up-to-date information.

About Slipgate Ironworks

Slipgate Ironworks is a game development studio located in Aalborg, Denmark, comprised of industry veterans and talent, having worked on both indie and AAA titles for the past 2 decades.

Slipgate Ironwork’s first title was the critically acclaimed Rise of the Triad, under the Interceptor Entertainment name.

Since then, they’ve been involved in a range of games, including, Ghostrunner, GRAVEN, Rad Rodgers, and most recently, Tempest Rising, their new AAA Real Time Strategy title.

To learn more, please visit their official website.

About 2B Games

2B Games is a studio founded by veterans with over ten years of experience in creating a range of recognized and award-winning commercial projects from the AA+ segment, published on many platforms.

Their developers have worked on titles such as: Get Even, Painkiller: Hell and Damnation, War Mongrels, and Seven: Enhanced Edition.

To learn more about 2B Games, please visit their official website.

About Fulqrum Publishing

Fulqrum Publishing is a global games publisher with a diverse portfolio of titles, that includes both in-house and independent productions. Fulqrum Publishing has successfully launched over 100 game titles including the critically acclaimed series – King’s Bounty, Men of War and Space Rangers. Recent releases include such games as Ancestors Legacy, Deep Sky Derelicts, Fell Seal: Arbiter's Mark, Forgive Me Father, & more.

For more information about Fulqrum Publishing and their games, please visit the official Fulqrum Publishing website.

Article by: Susan N.



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First Person Shooter 'Phantom Fury' Coming to PlayStation, Xbox, Nintendo Switch, and PC in 2023!


AALBORG, Denmark — Sept. 16, 2022 —
Phantom Fury, a road movie-inspired first-person shooter starring Ion Fury’s Shelly “Bombshell” Harrison developed by Slipgate Ironworks and published by 3D Realms, debuted today at Realms Deep 2022. Join Shelly on her next action-packed adventure on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC in 2023.

Years after Shelly’s fight against Jadus Heskel, an old colleague rouses her from a coma. She awakens with a bionic arm capable of incredible feats and a new mission: track down the dangerous Demon Core, an artifact capable of unprecedented destruction before villains get their hands on it.

Set off on an adrenaline-amped adventure across the USA to battle menacing soldiers, vicious cyborgs, vile mutants, and challenging bosses. Blast through enemies in satisfying skirmishes in seedy Albuquerque hotels, explore abandoned facilities in Los Alamos, defend the streets of Chicago, and delve into more sinister locations on her journey.

Phantom Fury’s world features an incredible amount of interactivity. Pilot helicopters, solve environmental puzzles, hack into fully usable computers, play arcade machines and air hockey, and much more — if you see it, you can probably play with it. Each mission comes with surprising ways to interact and creatively circumvent obstacles.

Shelly’s predisposition for powerful weapons requires an awesome arsenal, and Slipgate Ironworks delivers. Wield more than 20 weapons, from her trusty Loverboy revolver and Bowling Bombs to new equipment like armor-piercing shotguns, electrified foam shooting devices, and controllable drones. Upgrade armaments with mods like new fire functions to unleash hell. Unlock new abilities for Shelly’s nifty new arm like punch attacks and electric shields to overcome challenges on the way to the Demon Core.

We’ve been quietly working on Phantom Fury in hopes of really surprising everyone at Realms Deep,” said Frederik Schreiber, CEO at Slipgate Ironworks and 3D Realms. “This was a game we wanted to make for almost a decade, and It feels awesome to finally show it to everyone. We know you’ll love going on this explosive road trip next year.”

Phantom Fury will be available on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC in 2023. Follow 3D Realms on Twitch, Facebook, and YouTube, or join the Discord for up-to-date information.


About 3D Realms

Founded 30 years ago, 3D Realms was the publisher, developer, and creator of many legendary gaming franchises, most still going strong: Wolfenstein 3D, Duke Nukem, Shadow Warrior, Max Payne, and Prey.

To learn more about 3D Realms, please visit the studio’s official website.

About Slipgate Ironworks

Slipgate Ironworks is a game development studio located in Aalborg, Denmark, comprised of industry veterans and talent, having worked on both indie and AAA titles for the past 2 decades.

Slipgate Ironwork’s first title was the critically acclaimed Rise of the Triad, under the Interceptor Entertainment name.

Since then, they’ve been involved in a range of games, including, Ghostrunner, GRAVEN, Rad Rodgers, and most recently, Tempest Rising, their new AAA Real Time Strategy title.

To learn more, please visit their official website.

Article by: Susan N.



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BROK the InvestiGator Review

BROK the InvestiGator by developer and publisher Cowcat GamesPC (Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 9 minutes 



I admit BROK the InvestiGator was not on my radar until a certain situation came to light. After that, I looked into the game and made the decision to grab it. I'm glad I did because it's an amazing title with only one downfall that bothered me. Here's the review!

Gameplay

BROK the InvestiGator is a cross between a puzzle game and a beat-em-up game. It has a lot of nuanced elements that make it a fabulous title. You can switch Brok between combat mode and regular story mode at will. Throughout the game, players are greeted with amusing dialogue, plenty of intrigue, combat, and a couple of little minigames. What's great about each of these elements is the fact that none of them overstay their welcome. But, in order to explain how those roll into a nice love letter to gamers from the 90s (a la old school TMNT - the seaweed one, not the fighting game one. Yes there were two games...). This will be broken down into four parts: story, character switching, investigation, and combat.

Story

The first thing to cover is the story of this game. You play Brok a private investigator who is down on his luck. He lives in the poor area aptly named the Slums with his son-in-law Graff. In this universe, there are only two classes of citizens: slummers and drummers. One of the obvious differences between the two classes - other than social standing - is that slummers live outside the dome where the area is dilapidated and polluted. The living conditions are awful enough that people need to take a daily toxout pill so they don't die from the pollution. It gives a rather poignant impression of what Earth could become... (More on this later)

Anyways, the overall story follows Brok for the most part. However, due to the character switching between Brok and Graff, story situations can change. Based on how Brok handles key situations with his son-in-law throughout his investigations, players can receive several different endings. Now, the story itself is well done in that each character is fleshed out incredibly well. In fact, it is a perfectly balanced game in terms of the investigations, the combat encounters, and the dialogue.

Character Switching

Throughout the game, players can switch between Brok and Graff as mentioned. I believe the reason for this is to show different character perspectives and how people are affected by actions. This method of storytelling is one of the points that makes it more effective than other narratives that focus on one character. Plus, if players are stuck on something, they can just switch characters for a change of pace. But, be careful! Switching to Graff will send you back to school at one point! I totally wanted to relive some of those anxiety-inducing moments. *Not*

Depending on how you act when you are Brok or Graff, it will affect the relationship between the two. Plus, those actions will change how successful you'll be in the end. It's quite interesting and brilliantly done.

Investigation

One of the first missions you take as Brok has an obvious solution, but that doesn't stop you from needing the evidence to solve it. This requires you to talk to people, find physical evidence, and confront the right suspect. Unlike other investigation games which focus heavily on information gathering, Brok adds variety in its puzzle solutions like confronting the Squealers or traversing timed mazes. There are even clues that can only be collected through brute force. At one point, Brok punches a wall to find a weight. Also, one fateful jump caused the floor to crack which decreased Brok's health. That said, no two puzzles are the same.

Depending on which part of the investigation you are on, you either need to hunt for additional information or you are conducting a final confrontation with your suspect. With the clues collected, players get to pair clues together to reach a logical solution. Most of those interrogations aren't timed with the exception of one. If Brok makes too many incorrect choices then he fails. Still, the investigation portion can be challenging at times but not impossible. If you find you're stuck, the game has collectible 'ads' which can be found on each screen. These act as an in-game hint system. In my opinion, it was a nice change.

Combat

For the combat in Brok the InvestiGator, I like that it is both not sophisticated and the difficulty wildly varies. Due to the style of the game, the combat doesn't need to be complicated to work well. I even like that on level up, players can choose to increase their health, damage, or special attack. In fact, there is a way to go through the game without getting into combat (aside from the introductory part). That said, the combat on the keyboard is awful. It is much better on a controller. Players can use a couple of combo attacks but it's definitely no esports-level of fighting game. In my opinion, take the combat with a grain of salt.

If I had any real criticism about the combat, it would be about one fight that takes place near the hacker's place. It could be a combination of skill level and the way this fight is initiated, but I failed several times. Maybe I am terrible at certain fights or game styles, but that one was brutal. Players can't even go back to power up some more. Be mindful of this.

Graphics and UI

The graphics style and UI design in Brok the InvestiGator are quite nice. It's done in such a way that it isn't difficult to tell what areas need focus. On the controller and keyboard, there is a way to see the interactable areas. This is helpful when a player is stuck. Clues sometimes hide in obvious places and the ads are sneaky ninjas. Brok reminds me of some old 90's games that I remember fondly, even with its art style, references, and wittiness.

With the UI, each ability and option is displayed obviously without taking up too much screen real estate. Not only are players about to change keybindings, but they can access their inventory, the hints system, and a list of combat buttons. In fact, because of the game design, there is no need to clutter the screen with windows and buttons. This is definitely a feature I enjoy about the game.

Voice Acting

Despite the fact that Cowcat Games is a small indie studio with only a couple of titles published under them, they have a stellar cast of voice actors. Among them are Bryan J. Olson, Michael Kovach, and Daisy Guevara. Each of the three voice actors has a good number of credits to their names. For example, Bryan J. Olson who voices Brok has worked on Endless Space 2, Paper Mario: The Origami King, and Mortal Shell. Michael Kovach is more likely known through Cris Tales than some of his other credits, but he has many beginning as early as 2014. Finally, Daisy Guevara who voices Shay has many credits such as Smite and Yugioh Rush Duel: Dawn of the Battle Royale. What's great is that each of these voice actors fit their characters impressively well. There wasn't a single voice that felt out of place.

Additional Thoughts

One thing I wanted to mention about Brok the InvestiGator is how well it mirrors several aspects of the real world. It tackles subjects like computer dominance, competence, and compassion. Right from the beginning of the game, players are faced with paying bills, saving a homeless person, and doing what they can to survive. The world is separated between the poor or disadvantaged people and the wealthy or educated ones. And it does so by showing what happens as a result of actions or inaction taken by the player. Each encounter will modify people's relationships with Brok, and while it's not at the level of Detroit Become Human with tons of possible endings, it still has several potential endings. I love how well the game brought forward real issues without going overboard. Because of this, and many other reasons, I have a high rating for the title.

Summary and Rating

After finishing the game at least once, I found that I absolutely enjoyed my experience with the game. It has an awesome art style, a good mixture of combat and investigation, and fantastic voice acting. Even though there was one particular fight that just *sucked* for me, it doesn't contribute to the one thing that bothered me about the game. And that one thing was the ending for two separate reasons. Unlike the rest of the game which has a sporadic spread of cutscenes, the ending section felt more like an info-dumping movie. Everything else was so good yet we were given a giant detailed dump that dropped my hype a notch. I wish this wasn't done because I hated it.

The second part about the ending had to do with the type of ending. Without being too specific about what happened, I get that Shay needed to have a justification to be part of the story but honestly, it could have been something else instead of *THAT*. I could prattle on about different things that could have explained what happened without resorting to that specific plot device. Besides, stories that fall back on it often lead to complications in sequel games. That said, I still loved the whole game.

Summary

Brok the InvestiGator is a wonderful point and click game with beat-em-up elements that I absolutely adore. Aside from some minor issues with combat and the ending sequence, this game is truly one of my favorites of 2022. In fact, this family friendly game kept me engaged throughout my whole playthrough enough to put it at the top. Brok is definitely a contender for game of the year and I give it a high 9 out of 10!

Score: 9 / 10


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Dry Licorice Releasing New Physics-Based Engineering Playground 'Plasma' in 2023!


New Zealand, Sept. 15, 2022
- Dry Licorice, a new team consisting of the creative minds behind games such as Poly Bridge and the Kingdom series today announced their new project, Plasma, a physics-based engineering playground empowering players to create and explore mechanically complex devices using a groundbreaking robotics physics engine and user-friendly visual programming tools. The game is set to launch in 2023 and will make full use of the Steam Workshop capabilities.

Plasma is the creation of Patrick Corrieri and Marco Bancale, the creators of Poly Bridge and Kingdom respectively, and places the players in a world where they can build any device they can imagine. Thanks to a state-of-the-art physics engine and user-friendly visual programming tools, players will be able to design complex robots, arcade machines, rampaging spiders, and even whole game worlds, and then share them with the community.

As well as building, players will be able to download and iterate on each other’s projects, easing the initial complexity curve and making it accessible for newbies to pick up. See a cool car and want to know how it works? Grab it, learn what makes it tick, then change it to your liking, and make your own variation.

Plasma creations can be brought to life thanks to a visual programming interface, the Sketch, enabling both beginners and advanced players to experiment, tinker, and create unique devices, gizmos, and fully-interactive robots and mechanoids. Thanks to the built-in sharing platform anyone can make these available for others to discover, use, learn from, and modify.

Alongside the ability to create whatever they can imagine, players will discover a world of challenges and experiences designed by other members of the community. Here, in a tech-toy-like setting, players of all ages will be able to explore and learn the visual programming system step by step, building knowledge over time.

“I’m so excited to see my dream game come to life, as an avid physics and robotics enthusiast I am very pleased with what the team has accomplished and I’m really looking forward to seeing what players do with Plasma and how they can help us shape the future of this very ambitious project!” - Patrick Corrieri

“I am very happy that Plasma finally exists. It’s been living in my head as an idea for a long time, but now it’s here and players will be able to play it and contribute to its evolution into something amazing!” - Marco Bancale

Plasma will be released in 2023 on PC via Steam, players can wishlist the title directly on its official page, and stay connected via Discord and Twitter.

About Plasma

Plasma is a creative engineering playground where players can bring to life any device they can imagine using fun and intuitive robotics, physics, and visual programming tools. Developed by Dry Licorice, a new team formed by the creative minds behind Poly Bridge and Kingdom, Plasma will launch in Early Access Q1 2023 on PC.

About Dry Licorice

Dry Licorice is the brainchild of Patrick Corrieri and Marco Bancale, two friends who pitched their dream game to each other and realized it was the same idea. They’ve worked together for the past five years to bring that shared vision to life. Patrick’s experience from Dry Cactus (the Poly Bridge series), Marco’s knowledge from Licorice (the Kingdom series), and the many years they’ve spent in the games industry combine with a talented remote team from around the world to launch their first game: Plasma.

Article by: Susan N.



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NeverAwake Review

NeverAwake by developer Neotro Inc. and publisher Phoenixx Inc.PC (Steam) review written by Richard with a copy provided by the publisher.

Estimated reading time: 6 minutes



NeverAwake is a unique take on the classic style of twin-stick shooter/bullet hell genre. A nightmarish setting with some unique twists, NeverAwake is a great addition to the shooter scene.

NeverAwake tells the story of a girl who is asleep, and her struggle to fight against the nightmares that plague her. An artistic and often grotesque representation of childhood terrors, such as eggplants and vegetables, are just some of the monsters she fights against. As you progress through the nightmarish, but very well designed, stages of the young girl's trauma, you will unlock diary entries as you go, shedding more light on the girl's circumstances.

So let's talk a bit about how NeverAwake functions. The game is split into different Worlds which each have a theme, such as vegetable garden or dog park, and are further split into stages. Stages can be one of two types: normal or boss. During normal stages, your goal is to kill enemies and collect souls in an autoscrolling stage. Once you've collected enough souls, then the stage is clear. Yeah, that's right, you don't need to reach the end of the stage in order to finish it.


Now, you may be wondering "what happens if you do reach the end of a stage without enough souls?". Good question! What happens is that the stage loops every time you hit the end, with enemies getting harder each loop but providing more when you kill them. Well, assuming it isn't a gimmick stage where enemies don't drop souls. Boss stages sort of work in a similar manner, where you don't actually need to fully kill a boss to complete a stage. Each "phase" of a boss completed usually drops a number of souls, so generally you only need to complete 3 phases on a given boss in order to win, with a few exceptions. Loops in boss stages are still a thing, but they occur once you've killed a boss instead of after a set amount of time.

Now, as far as twin stick shooters go, NeverAwake also offers another aspect to draw your attention: accessories and specials. While normally you would fly around a stage with one stick and shoot in a direction with the other, NeverAwake offers the opportunity to do a little more. First up, you have a dash which not only moves you in a direction, but offers some invincibility time. Next there are specials. Those familiar with bullet hells can think of them as bombs, but instead of screen clearing, they usually just have a set area of effect or pattern they follow. There are a wide variety of options, all with unique mechanics, so pick what's best for the situation!

Lastly, NeverAwake offers a suite of customization tools in the form of accessories. Accessories have a bunch of different possible effects, and you can equip as many as you have slots for, although some do cost more than one slot. These accessories can increase defense, collect souls faster, reduce souls collected, and more. It's really fun building a "loadout" for specific stages or boss crushers.


Now some of you may have noticed I mentioned defense and been like "wait a moment, health in a twin-stick/bullet hell???". Well, it's sort of health. The accessory in question gives you an extra hit, instead of the "one-and-done" idea. Really handy during bosses or for the first time running a new stage. The best part? Accessories can be upgraded, although you do have to purchase the upgrades which replace the previous level.

Unlocking upgrades is… something I'm not super sure about, as the in-game hints mentioned new unlocks as you fail stages, but I also unlocked stuff from clearing stages as well. Either way, both special attacks and accessories can be upgraded. Since you keep souls earned on a failed run, and you unlock items from failing stages, repetitive failures in a stage still affords progress. Who knows, the next unlock may be just what you need to complete that stage you were stuck on.

If you're still looking for more, NeverAwake also offers bonus challenges at a certain point. After clearing all the stages in a World, and hitting a certain point for progression, Omoide challenges become available. These are reruns of the same completed stages, both boss and normal loops, and have different requirements. For example, you could be tasked with collecting all the required souls in 1 loop, or defeating a boss without collecting all the required souls.


While normally these aren't too bad, I have to say some of the "complete within 1 loop" challenges were very frustrating, especially if you try them before unlocking certain accessories. The "collect all souls on screen" and "increase soul generation" items would have helped a lot had I not unlocked them only after clearing the one stage I had so much trouble with. For completing the goal however, you do earn album entries, which show a glimpse into the girl's life revolving around the theme of that World. I found them to be a nice bonus challenge that weren't obtusely frustrating.

Let's talk a bit about the art style and soundtrack decisions. First off, the art is a wonderfully done mash of "fairytale-esque" and "malformed nursery rhyme". I mean, hopefully you can tell from the screenshots included, but it really hits that good medium between children's book and nightmare fuel. Bosses are also usually a malformed monstrosity based on some form of trauma or dislike, such as the vegetables mentioned earlier. The sound direction is also really well thought out, with both atmospheric tracks in the standard stages and exciting boss music during the boss stages.

Overall, I feel like NeverAwake did a really great job of encapsulating some of the best aspects of twin-stick shooters and bullet hell genres, all while wrapping it up in a nice package that tells a surprisingly meaningful yet dark story about a young girl and her troubles.

The looping mechanic in the non-boss stages and the sheer amount of customization in the form of accessories is a great way to keep the game fresh all the way through. While the game may get tough at some points, there wasn't a time where I thought the stages were particularly cheap. Even when frustration began to set in, clearing the stage made it all the more worth it in the end. Fans of twin-stick shooters and bullet hells alike are sure to get a blast out of NeverAwake.

Score: 8.5 / 10



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The Wandering Village is Available for Early Access on Steam!


Zurich, Switzerland - September 14th, 2022
- The time to embark on a perilous journey aboard the wondrous Onbu has arrived. The Wandering Village from Stray Fawn Studio officially launches into Steam Early Access for PC, Mac, and Linux today. Players eager to begin their pilgrimage aboard Onbu will be able to take advantage of a special 10% launch discount.

Inspired by Hayao Miyazaki’s Nausicaä of the Valley of the Wind, The Wandering Village is a unique city-builder set atop the back of a giant roaming creature known as Onbu. Combining city-building and resource management with rogue-like and survival elements, players will need to forge a close relationship with the giant creature if they’re to endure the dangerous, post-apocalyptic world. From farming crops and gathering rare resources to scouting the environment and expanding their settlement, players must maintain the creature’s health while balancing the needs of their villagers if they’re both to survive.

Ahead of its highly anticipated launch, The Wandering Village has been sweeping social media with its awe-striking aesthetic and unique spin on the city-building simulation genre. Critics have been reacting positively as well, praising the game’s beautiful hand-drawn art direction and stand-out approachability compared to other titles in the genre. Celebrating the warm reception, Stray Fawn Studio game designer Philomena Schwab reflects on the team’s development journey thus far and lightly teases what lies ahead.

"We've spent the past three years of our lives making a weird game where you build a city on the back of a giant, wandering creature. The launch of The Wandering Village is just the start of our continued journey aboard Onbu." - Philomena Schwab, Founder Stray Fawn Studios

Inspired by a local exhibition piece depicting a unique creature carrying a city on its back, Stray Fawn Studio began to research and development on their third title. Their findings were clear: there were few games that explored a symbiotic relationship between creature and player. With the unique premise of symbiosis driving the three-year development, The Wandering Village held a successful Kickstarter campaign and has climbed into the top 30 most wishlisted games on Steam.

Now available in Steam Early Access for PC, Mac, and Linux for $24.99, the launch marks only the beginning of Onbu’s journey. The Wandering Village will also make its way to Xbox Game Preview in 2023.

Key features

  • Build a unique village on the back of a giant creature known as Onbu

  • Farm various crops to feed your villagers

  • Send out foraging missions to gather rare resources

  • Survive a variety of different biomes and events

  • Build a relationship with a giant beast and influence its actions

  • Research and construct a variety of different buildings

  • Ecology/Biology-inspired gameplay

  • Unique art style with a blend of 3D and hand-drawn, hand-animated 2D graphics


Links

About Stray Fawn Studio

Stray Fawn Studio is an indie game studio based in Zürich, Switzerland. Procedural content generation and the simulation of living worlds form the core of the studio’s creations. The studio has developed and published three games so far: 'Niche - a genetics survival game', 'Nimbatus - The Space Drone Constructor', and the mobile game 'Niche - Breed and Evolve'. It was founded in 2016 by Micha Stettler, a space enthusiast software engineer, and Philomena Schwab, a biology-loving game designer.

Article by: Susan N.



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God of Riffs Review

God of Riffs by developer Boss Music Games and publisher VYERSOFT Corp.PC (SteamVR) review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 4 minutes 



Having just released from Early Access, Boss Music Games’ different take on rhythm music simulation is here to slay! Having originally taken a look at God of Riffs back in early to mid August of last year, I was impressed with what I saw. Heavy Metal, check. Guitar styled battle axes to battle the undead instead of hitting notes? Check. Loads of tracks to go through? While only having had four at the time with another added during Early Access, God of Riffs’ full release has granted us a larger setlist to battle the forces of the undead with more still to come!

After my original venture with God of Riffs there were only two items that I had on my list. The first, which has been fixed, was the ability to re-calibrate your guitar shaped battle axes while in game. The menus were fine but once into the groove of battle, mine were upside down. While it was still the case right before full launch, there was at least the ability to adjust them as required. On full launch though this was now fully fixed and I'm thankful the option to calibrate was still there as I needed to undo the previous adjustments as they were no longer required.

The second potential issue that I had on my mind was the amount of tracks available. While starting off with four, the awesome part is that they were Boss Music Game’s own music. That said, the full release would need more than four tracks, five with a recent pre-launch addition within Early Access, if it was going to get anyone to stick around and slay for a while. So it’s with happy news that the full release of God of Riffs not only contains more of Boss Music Games’ own music, but it has also started to contain music from other artists.

What makes God of Riffs different from the others in this vein is that instead of hitting notes, slashing cubes or banging to the beat of drums, you will instead be slaying the above-mentioned hordes of undead to the sounds of heavy metal. While the premise remains the same as it has been from Frequency and Amplitude over to Guitar Hero and Rockband before the likes of Beat Saber and Ragnarock, it’s the execution that’s different.

You’re not just swinging and doding flying cubes or banging on drums. Instead, you’re hacking and slashing hordes of skeletons color coded in blue, red and yellow that are coming at you through multiple lanes. If this wasn’t enough as blue can only be taken care of with your left axe, red with your right axe, and yellow with either. You’ll also have to contend with flying skeletal bats that are simultaneously doing the same thing but from above.

The gameplay works well and what I also appreciated is that raising the difficulty wasn’t an automatic death sentence. Did it get harder? Sure, but at least it was more manageable than a lot of others out there which basically require you to have mastered time and space to be able to keep up. As you go down the track list though it’s not all of the tracks that will give you the same chance as you really do need to work your way up to it! Doubly so for some of the latest ones added as even on normal I found myself getting stumped by new enemy placements designed to trip you up. Well played, it worked.

As for the music though? It sounded amazing within the speakers of Valve’s Index. Actually it sounded so good and was so loud that at a few points I wondered if the neighbors could hear and then forgot all about it as I had undead to fight and they weren’t stopping for anyone! So on a final related note, what’s currently available is only the start as there is more content planned and copied from Boss Music Games’ news post on Steam,

We’ve come a long, long way since we entered Early Access, but just because we’ve hit “1.0” doesn’t mean we’re done.. In fact, it's just the start of the journey for God of Riffs!

Here’s a look at what’s coming soon:

Battle For the Metalverse - God Of Riffs’ Story Mode! Additional tracks including ‘Fly Away’ by GloryHammer, licensed songs from US and Australian Metal bands and collaborations with indie games! More original tracks! Release on Meta Quest App Lab! RiffMapper Beta Public Launch - an exclusive tool for creating and importing your own custom songs (PC Only)

Summary

Overall though, through Early Access and into Full Release, Boss Music Games’ God of Riffs is fun. With more tracks that are now available as of the full launch date and other minor adjustments, there are plenty of reasons to stick around and slay a while to the sounds of heavy metal.

Score: 8 / 10


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See What's in Store from PLAYISM's Game Show Rebroadcast on YouTube!


TOKYO – Sept. 14, 2022 –
PLAYISM GAME SHOW - TGS 2022 Preview, the newest edition of the digital showcase highlighting the latest games from Japan’s oldest indie game publisher renowned for titles Bright Memory: Infinite, Gnosia, and DEEEER Simulator, featured six new reveals including a world premiere. Rewatch PLAYISM’s pre-Tokyo Game Show broadcast now on YouTube.

PLAYISM announced that it will localize and publish Rusted Moss, the physics-based metroidvania that replaces double jumps with a bouncy grappling hook from developers, faxdoc, happysquared, and sunnydaze for PC in 2023. Learn to master the physics-driven bungee movement tech to skillfully navigate interconnected environments while blasting away at foes magical and mechanical alike in 360-degree combat.

PLAYISM will bring to Steam worldwide Valkyrie of Phantasm, the aerial action game filled with barrages of bullets set in the Touhou Project universe, available in Early Access beginning Sunday, October 23. The newest game from Touhou Sky Arena developer Areazero, Valkyrie of Phantasm was previously only available at Touhou fan conventions but will soon be accessible to Touhou fans around the world.

PLAYISM and Why so serious answer fans’ prayers with the official reveal of a Nintendo Switch version of DRAINUS, the bullet-absorbing side-scrolling shooter from the developer of Record of Lodoss War -Deedlit in Wonder Labyrinth- and Touhou Luna Nights. The show featured the announcement the remake of Ib, the cult adventure game set in an art museum by kouri, will be coming to the Nintendo Switch this winter, following its successful release on Steam for PC.

Additionally, PLAYISM will release console versions of Marfusha, the breakneck card-based shooting side-scroller by hinyari9, and Drago Noka, the village-building simulator from the POV of a dragon-riding city manager by GeSEI unkan.

“We appreciate everyone who tuned in, and we’re excited to continue our mission of bringing amazing games from talented creators to audiences and platforms they would struggle to reach on their own,” said Shunji Mizutani, Executive Producer of PLAYISM. “I will say, our social media manager is relieved they no longer have to keep their lips sealed whenever they see a ‘DRAINUS on Switch when?!’ tweet.”

For more information on PLAYISM, please visit the PLAYISM Game Show official web page or the PLAYISM official website, and follow @PlayismEN on Twitter.

About PLAYISM

Japan’s oldest indie publisher, PLAYISM is known in the West for supporting popular indie games such as Gnosia, Idol Manager, Tasomachi: Behind the Twilight, Touhou Luna Nights, Fight Crab, Record of Lodoss War -Deedlit in Wonder Labyrinth-, the La-Mulana series, Bright Memory, Bright Memory: Infinite, and DEEEER Simulator among other titles.

PLAYISM’s motto is “Bringing a Different Breed of Indie Game to the World”.

To learn more, visit the PLAYISM official website and follow @PlayismEN on Twitter.

Article by: Susan N.



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Circus Electrique Review

Circus Electrique by developer ZEN Studios and publisher Saber InteractiveSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 9 minutes


If there's one style that never fails to capture my attention, it's Victorian Steampunk. Finding ourselves within the streets of said Victorian Steampunk’d London, Circus Electrique by Zen Studios and Saber Interactive is a tale of a reporter named Amelia. Following Amelia, it'll be up to you to help her figure out what has happened as the city has apparently gone mad on the evening of her uncle's grand reopening of the titular Circus Electrique.

One thing that I immediately enjoyed about Circus Electrique, other than the artstyle and the premise, is the execution of both the gameplay and the narrative. With a lot of "dungeon crawlers" it's not uncommon to be thrown content upfront and then have it scattered lightly through the rest of the experience. While there will obviously be more dungeon crawling than storytelling, as you do need to fight your way through to these events, there is still more than enough to keep your interest if you can of course make it that far.


Starting off with a brief tutorial of the many, many, MANY elements that you'll need to keep in mind, everything truly kicks off once this has been completed and you get access to the Circus Electrique grounds that act as your base of operations. Within these grounds you'll have access to a train that brings in new circus performers, a medical cart to heal up and eventually other facilities that allow the creation of items, the physical training of performers and the biggest of them all, the performance tent.

Each day, you'll have decisions to make. These decisions, while seemingly not really important in the beginning, will eventually reveal themselves to be the difference between continuing on this adventure or seeing the dreaded game over screen. So every day, you will need to decide who will be exploring the city during the day, who is  performing that evening, who will be resting up, and who may be mentally prepared to train themselves up to get tougher. Mental health is a very large component of Circus Electrique as it not only affects your performers and their performances in battle and live for the crowds, but also your enemies as you head out into the streets.

Technically built as a story driven RPG meshed in with simulator elements, I’m calling Circus Electrique a dungeon crawler. The reason? Because that’s really what the style lends itself to. Once a day, after you’ve made your decisions as part of the simulation process through the hosting of nightly performances, don’t worry if you forget as you’ll always get a reminder if you did, you’ll head out into the streets of London. Set in a series of event nodes, there are multiple paths forward for you to choose from but all roads lead to your goal. Starting off with the first chapter, the London Bridge has disappeared, disappeared, the London bridge has disappeared and you’re going to find it! Sorry, Circus Electrique does it so I figured I would throw it in.

So in order to make it from your base of operations over to the London Bridge, and other goals thereafter, you’re also going to have to pick a group of performers that will act as Amelia’s protection. Not ALL nodes are combat nodes, as you can find treasure, meet with people from the city, play host to mini-performances and more, but once those have been cleared, it’s time for a rumble. Every second node is a combat node and these will truly affect how the story plays out. If successful? You get to move forward. If you fail? Well Circus Electrique, the title, does not hold its punches and if your performers are downed in battle? They are dead. If they run away due to poor morale and mental health? They’ll leave the troop. Either way, it’s easy enough to lose characters and once your coffers are empty? That's a curtain call.

So to avoid this, you’ll want to make sure that you not only win each of these above stated combat nodes, but also make sure that your troop is in constant tip top shape. Full health, good morale in this case known as devotion, and finally? Prepared for the action ahead. Combat itself is both simultaneously simple and complex. Having an initiative order for who will go when on each turn, every participant then gets to have one, or more, actions depending on their abilities. From there, participants are also lined up on both sides of the screen in a 1-2-3-4 lineup with #1 being at the front, and #4 being at the back. This is where things start to get a bit tricky.

Character skills range from direct melee attacks to full on range attacks. These attacks can hit one person just as easily as they could hit everyone. The placement in the order is what will dictate which moves can actually be performed as every character has abilities for their position in the lineup. THIS, is a life saver as it means that no unit is ever useless which is a big thing especially once enemies can start shuffling your group. It was however also a curse as sometimes in order to use better moves for the situation, your front line hulk would need to take a step or two back in the line in order to throw their weapon across the entire enemy line for a decent sum of damage.

The other element with all of the above is that some character types, such as clowns, have the ability to temporarily boost devotion. The higher the devotion, the tougher your character. As devotion gets lower though, you may just see people leaving combat… on both sides. It’s a very useful strategy especially against certain enemy types. However restoring devotion and improving mental health isn’t always the easiest to do. Making matters worse, some abilities actually require the lowering of devotion in order to perform on top of the fact that some enemies can lower your entire group’s devotion with a single ability. Do that a couple times here and there and it won’t take long to lose a few of your group that way.

While this management of characters could be tough at times, there are enough elements in place that all loopback into one another. You leave the Circus Electrique during the day and pass by one event node before engaging in enemies on the combat node. Every night, you can have a performance for those within London that have not gone mad and could use entertainment. Between these two major elements, the daily combat challenges will not only help to level up your performers, but also the Circus Electrique itself, while performances, if they go well, will be earning your money.

As Circus Electrique levels up, you’ll be able to improve upon the existing facilities. The train that brings in your performers can start to bring in higher level versions with different abilities. The medical cart can start to treat more than one performer at a time. The training facility can also start to do the same as more than one performer may train themselves simultaneously. It’s little things that all start to accumulate, however, you also need to keep an eye on your resources to make sure that you have what you need in order to continue operations. While money is the main one, you’ll need an eye on food so that your performers can eat alongside several other resources that are required to level up a performer's abilities to make them better in combat.

If I was to have, one complaint, it would be that if you mess up? That’s it. Game. Over. You really need to keep an eye on everything even if it doesn’t seem that important at the time. Also another good idea is to keep various manual save files as you never know when you’re going to need them. With the way that Circus Electrique is structured, I figured that it would only be a matter of time before it was curtain call, however, I thought that a game over would only result in having to restart the current area again, not the entire experience. Some bosses are TOUGH and the first time going up against the boss of area 2? I lost. That’s it, I just lost.

The reason I lost was because the boss would take out all four performers. Running away wasn’t even an option as they couldn’t even make it to their next turn to do so. Also running away severely reduces devotion so that’s another thing that didn’t help. For every performer that died however, I had to hire new ones. Each hired new performer results in less money in the bank, do this a few times and next thing you know you’re down to only a handful of performers and can’t put on a performance for more money. You see the end coming but you try anyway. But that’s also part of the fun especially in a higher stakes dungeon crawler!

Finally, if there’s one adjustment that I would have liked to have, it would have been the ability to speed up combat. Some abilities just take too long, your side and the enemy’s especially if you’ve seen them a hundred times by that point. That is also without exaggeration as you spend quite a lot of time in combat. But overall, Circus Electrique even if it has a lot to keep in mind, will also often remind you that if it is too much? There’s a built-in guide to remind you about everything that it’s told you.

Summary

Overall though, while it may be a bit harder to recommend Circus Electrique to those that do not like a challenge, especially a tougher challenge, for those that do? There’s plenty of challenges to be found. Add in a great visual presentation of a Victorian Steampunk’d London and Zen Studios have created something memorable that I’m going to remember for quite some time.

Score: 7.75 / 10


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