Industry pioneer Mike Magee has passed away
It is a sad day for the entire industry, Mike Magee has passed away.
Read more ▶
The post Industry pioneer Mike Magee has passed away appeared first on SemiAccurate.
It is a sad day for the entire industry, Mike Magee has passed away.
Read more ▶
The post Industry pioneer Mike Magee has passed away appeared first on SemiAccurate.
HIGH The cast’s a largely enjoyable bunch of rogues with solid writing.
LOW The battle systems are somewhat unexciting.
WTF Feri’s (13f) father’s ominously-worded letter to Van (24m).
The Trails series has been around for a while at this point, and unlike many other major JRPG series on the market, it doesn’t simply ditch the storyline of the previous entries and start afresh with each new installment. No, they’re all interlinked, with cameo appearances from one arc popping up in the next.
Such a long-term structure sounds like it could be pretty uninviting for new players beginning with later games, but as someone who only occasionally dips into this IP, I’m pleased to say that Trails through Daybreak works extremely well as a starting point for newcomers thanks to its new core cast, fresh setting and just enough explanation about prior events peppered in.
This new arc in the Trails series takes place in the Republic of Calvard, a fairly major superpower. It’s a region and world filled with recognizable tech — they have televisions, laptops, mobile phones, cars and highways, which makes much of the setting feel immediately relatable. Of course, this region has its own share of woes and social ills, and this is where a new story begins as a school girl with a heart of gold requests help from a local fixer in recovering something known as the Genesis — a keepsake of her grandfather… which, by the way, might just be part of something that might trigger the end of world.
The characters in Trails through Daybreak are pretty great overall. Protagonist Van Arkride isn’t some wide-eyed kid, instead having plenty of life already under his belt as the story begins. He’s got a reputation as a dependable fixer (here termed a “Spriggan”) who can get things done for a fee, and often employed by clients who may not want to get involved with the law for various reasons. I was initially concerned he’d lean too far into the ‘cool dependable guy’ side of the spectrum to be interesting, but he has unexpected personality quirks that make him a decent lead.
The backup cast run the gamut from good to excellent. Feri in particular is a superb addition — a fish-out-of-water child soldier whose limited experience living on the battlefield couples with her boundless enthusiasm and desire to be helpful in weird and amusing ways. Main heroine Agnes is fairly likable, even if her personality slots neatly into the kind-hearted-but-determined trope, then there’s a host of playable and nonplayable characters who get involved like Judith, a movie actress with a shadowy side gig, or the Direwolf, a beast of a dude with whom Van’s had an obviously turbulent history.
The writing and world building are solid throughout, with plenty of amusing dialogue to keep things entertaining, even when the cutscenes run long with exposition. Handled badly, the pacing in Trails through Daybreak could have been an absolute bore, but it all goes down easy thanks to a decent localization and good character work, much of it shining when players are allowed to simply breathe in each environment and potter around with relaxing, non-critical tasks between more serious events.
There’s also a minor morality system at play during certain points where Van can choose between lawful, chaotic or morally questionable outcomes. This doesn’t change who he is as a character — he’s a hero, so he’s not going to suddenly start kicking puppies into wood chippers out of nowhere. It’s more that a chaotic choice will have him come to a different conclusion. A lawful choice will have him leaving a thug in the hands of the police, whereas a chaotic choice would lead him to the conclusion that the police might not prosecute the criminal appropriately, so he’ll blackmail them to ensure compliance instead. It’s a minor thing, but it does gently guide certain responses and outcomes throughout the narrative.
In terms of gameplay, series regulars will find an admirable amount of player customization. Battles can be made as easy or as challenging as desired with multiple selectable difficulties, text and movement speeds can be sped up or cut down, and more.
Looking specifically at combat, there’s a new dual battle system on offer.
The first aspect is a little like that found in Falcom’s other famous action JRPG series Y’s, though admittedly more limited in scope. It’s a simple realtime setup where players get to stab enemies in real time or roll out of the way of attacks, best used to eliminate weaker enemies and to shunt larger foes off-balance by stunning them before transitioning to the turn-based mode to finish them off. It’s not particularly deep, but it’s nice to have the option to clear riffraff in a speedy manner instead of having to knuckle down for a turn-based brawl every time a poxy slime gets too close to the party.
This second aspect is a more traditional turn-based approach where players give each character various commands like defending from attacks, casting magical arts or simply stabbing an enemy in the face. This is paired alongside a realtime battle system where dashing around field monsters, tumbling out of the reach of attacks and smashing them into a stunned state with special moves is the order of the day.
There’s a decent amount of strategy in this turn-based, including maneuvering around the field to catch as many enemies in an area-of-effect attack as possible, or synergizing with allies so that they join in on the assault, but the delay between selection and activation of certain special moves robs play of immediacy, and seeing enemies walk out of said AOE before activation sucks.
While these systems are decent enough, I did find myself wishing the frequent battles would be over faster, so I could get back to continuing the story — a feeling I rarely have when encountering a genuinely gripping JRPG battle system. The lack of impact during battles is noticeable, with fairly stiff animations and no real oomph to each attack. As a result battles feel a little more mundane and perfunctory than they could be, and playing Daybreak right off the back of Like a Dragon: Infinite Wealth, it’s hard not to expect a little more from modern-day battle systems.
As a side note, Daybreak is full of “points of no return” where players will be warned that the storyline is about to advance and that if they haven’t done everything they’ll lose the chance forever. As someone with a completionist mindset, this left me in a near-perpetual state of anxiety. Did I talk to everyone? Did I do everything? Did I doublecheck that I talked to everyone and did everything? I’m sure I did, so let’s continue… okay, we’re now past the point of no retu — SHIT, I FORGOT TO FEED THAT F****** CAT MY PLAYTHROUGH IS RUINED GODDAMN IT!!!
Well, it’s maybe not that extreme, but I spent a lot of time doublechecking that I’d crossed everything off my list before daring to progress.
Despite completion anxiety and combat that was just a little bit lacking, I still had a great time with Trails through Daybreak — it offers an interesting world coupled with plenty of likeable characters, ultimately delivering an enjoyable journey filled with plenty of good times.
Rating: 8 out of 10
Disclosures: This game is developed by Nihon Falcom and published by NIS America. It is currently available on PS4/5, Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 35 hours of play were devoted to the single-player mode, and the game was not completed. Still playing though!
Parents: According to the ESRB, this game is rated T and contains Blood, Drug References, Fantasy Violence, Language, and Suggestive Themes. The official description reads: “This is a role-playing game in which players assume the role of a hero hired to find a stolen heirloom. As players explore a fictional republic, they can complete missions/quests, interact with characters, and battle human enemies and fantasy creatures (e.g., giant insects, demons, robotic turrets). Players use swords, machine guns, and magic spells to defeat enemies in turn-based combat. Battles are highlighted by gunfire, impact sounds, and cries of pain. Some sequences depict blood-splatter effects as characters are attacked; a handful of scenes show blood on characters’ faces and underneath a corpse. The game contains some suggestive material: a gentleman’s club depicting female characters in lingerie dancing on poles; red-light district signage (e.g., “Show Girls”); innuendo/sexuality in dialogue (e.g.,“We’ve got a nice room out in the Entertainment District…[W]e’ll give you more girls…”; “Just don’t get too naughty, all right?”). The dialogue also references drugs (e.g., “…laced with illicit substances”; “hard drugs”; “…[I]f he’s going around selling drugs to children, he won’t be on the streets for long.”). The word “sh*t” is heard in the game.”
Colorblind Modes: There are no colorblind modes available.
Deaf & Hard of Hearing Gamers: This game offers subtitles. Audio isn’t required to play. All dialogue is subtitled, few mechanics are aided by audio cues, and the few that do have visual accompaniments. It’s fully accessible.
Remappable Controls: Yes, this game offers fully remappable controls.
Already this distinguished and deeply planned/researched creation has been finely tuned and skillfully worked on over this extended period to ensure a game of depth, challenge and not least quality. It has already won, or been nominated for, a number of awards!
Opening up to a new world of Challenge
Developer’s Silvine strategy game adds another dimension to a genre that is sometimes overlooked as being formulaic, very simple in design, presentation and procedural play. Artifice: War Tactics is a turn-based strategy roguelike game with a unique asymmetric combat system. In this game, enemies set up attack zones, while your champions can actively evade and disrupt strategy using their traits, abilities, or items.
Studio Quote - Technology/Inspirational
Neeraj Kumar, Founder. Silvine, ”Our studio specialises in both design and technology. Creating an art-heavy game has been a challenge for us, one we have successfully negotiated! We conducted extensive research, made iterations, and received a lot of help from colleagues with specialised expertise. Our inspiration stems from games like XCOM, Into the Breach, and Darkest Dungeon.”
Unleash your tactical prowess in a mediaeval fantasy world where survival depends on thwarting enemy ambushes with an array of champions at your disposal. Defeat powerful bosses to conquer strongholds and lead your army to victory!
Chaos ensued as civil war broke out in every kingdom, demanding its rulers to bow down to Theosus, or face the wrath of the people. In the end, not many remained to challenge Theosus as he became Ozaria’s sovereign. Years later, Sirion, the keeper of the relic, reached out to the mortals of this realm to rally against the tyranny. He gathered all the rebels to form the Conclave and entrusted the last of the stone fragments to them. You are the leader of this Conclave, and even though your chances of success are slim, it is up to you now to overthrow this false god.
Gameplay - visually cool, challengingly perfect!
Presentation and action is via the asymmetric grid combat system where you can execute an impressive array of combinations and synergies. Every action carries consequences. The animation and special effects that accompany each move add real impact to the game’s authenticity and overall ambience, just one of many impressive features.
Setting up to play, each turn base move follows a number of sequences/choices at the player's control. Observe enemy positions and deduce where they’re most likely to set up an ambush. Anticipate where the enemy is most likely to move during the following turn to position your champions. Position your champions strategically. Set attack zones and engage your enemies to create chain reactions of combos, maximising your victory and striking as many enemies as possible. A user-friendly interface gives lots of information about the enemies’ powers and move positions and there are various key presses that will bring up further helpful information. After only a short period of time and your first success Artifice becomes very intuitive.
Look out!
The biome hazards come in four types: Sandworm, frost wraith, Poison Ivy, and Floating Rune. They can be both dangerous and useful. If you are able to hit the enemies while they are next to them, they also attack the enemies. On the other hand, if you end up taking a hit while next to them, you might end up losing a shard (life), which will make the battle more difficult. Using them wisely is important for a master tactician.
Features & Facts
About Silvine Game Studios
Founded by Neeraj Kumar, Aubhik Nath, Ekta Verma, and Vishal Mohan, Silvine Game Studios is an indie developer based in Chennai, India. After their success with Asura: Vengeance Edition, the team reunited to create Artifice: War Tactics. Learn more at Silvine Game Studios.
For a while now, I have been attempting to make full games on Godot, but I keep running into issues around poor organization and planning with my classes and OOP architecture. After days of working on a project, I would run into a devastating issue with the way I organized my class hierarchy, resulting in me having to restart or give up on the project to not waste time to go through and fix every class in the class hierarchy. I recently have started to be way too timid to get anything done with my project, fearing that one mistake in my organization could cause me to restart again.
When I came across component-based architecture, I thought I could be able to make a base class and then integrate component classes that serve separate functionalities to the base class, so I wouldn't have to make large class hierarchies and better manage and organize my code.
While trying to implement a component-based design, I found that I had no idea how to exactly make one work at all. I don't understand how I could integrate the functionality of one class into another without having prebuilt code that is made directly for each possible component, which beats the purpose of component-based architecture. I don't know how I get the base class to properly run component code without directly and consciously addressing each type of component. I keep trying to do research on my own, but I just end up getting more confused as I try to look it up.
Steam store – Official website – Wikipedia entry
Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.
Promises of amazing treasure
In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.
The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.
The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.
One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.
It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.
In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.
The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.
Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.
Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.
Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.
Mindblowing abilities
I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.
Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.
You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.
In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.
Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.
On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.
You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.
It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.
It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.
Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.
If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.
This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.
There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.
You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.
The Swansong of Mimimi
When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.
As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.
Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.
Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.
The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.
Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.
In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.
Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.
It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.
Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.
The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.
This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.
One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.
There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.
When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.
Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.
Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.
Conclusion of this treasure hunt
The negatives:
-Unable to add notes to quick saves.
-Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking.
-The UI of custom difficulty could have been executed better.
The positives:
+ A masterclass in it’s genre in terms of gameplay.
+ Extremely flexible with options.
+ A modding tool.
+ A love-able cartoony story.
+ Amazing voice over work.
+ Superb soundtrack.
+ …
Final thoughts:
When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.
It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.
If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.
If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.
It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.
Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!
Score: 100/100
Everybody has several games that mean quite a lot to them. For me, one of these games is Indiana Jones and the Infernal Machine. I not only grew up with this game, but I also have a lot of memories of this game. Outside of that, I also met some amazing friends through the community behind this game. I even did several speedruns of this game, and I’m an active member of the community. Now, color me surprised that 25 years after the release of this game, we got new fan-made content for this game. Not just fan made content in the style of fan patches to solve bugs with the game, a whole new level and promises of a level editor to create even more new custom content. This blew me off my socks and in today’s article I want to talk about it. So strap in and let’s get ready to play new content for one of the best Indiana Jones games ever made.
The new level – SED
There is a speedrunning discord server for this game. Well, it was a speedrunning discord server but for a few years now, this server has grown into a server of people who appreciate this game. If you want to join this discord, here is an invite link. When the server started to grow, several modders joined our server. One of these modders is going under the name of Urgon (currently) and what we didn’t know is that he was decompiling the whole game. Not only that, he was creating a level editor based upon an existing level editor.
This existing level editor is for Star Wars Jedi Knight & Mysteries of the Sith. Those games used an engine that formed the basis for the Jones3D engine. While he was developing that editor, he tested his skills by creating a new level. So, basically, parts of this new level are tests of the new level editor and what you can do with it.
Now, information about this new level and the download link can be found at this GitHub repository. If you want to download the actual level, you have to go to this page and click the green button named “Code”. In that dropdown, you can choose “download zip”. You’ll need that later if you want to install/play this custom level. Now, if you read the pre-mod or the installation instructions for this level, you might feel overwhelmed if you aren’t very technically inclined. That’s why two community members wrote two special tools to aid you in preparing your game.
You might ask yourself, like Klamath did in at the end of our stream of this custom level, why are there two tools for basically the same? Well, let me tell you the history about it. When I wanted to play the custom level, I had a bit of trouble myself while figuring out the tutorial. I also found that the required steps were quite a lot to do. So, I decided to start writing a PowerShell script that did all the steps. I announced that in the Indy3D discord that I was writing this. When I almost completed my tool, the_Kovic dropped his version of the tool.
Personally, I didn’t want to throw my work out the window and continued finishing my GUI version. When I finished, I didn’t convert my tool to an EXE and left it just as a script file you could run using a command line or a code editor. The next day, Kovic released a GUI version of his tool and I gave some feedback on his tool. In the days after that, I created an EXE version of my tool and we both kept adding features in our tool. He wrote his tool in C#, which is a bit friendlier to create an EXE. If I didn’t release my first version as a script only and converted it to an EXE, I think it might have been less overwhelming for people.
That said, Kovic thanked me for creating my tool since like he said on our stream: “It put my butt into gear to create a tool and write a GUI, which I normally don’t write“. On top of that, our tools aren’t meant to compete with each other. I can’t write C# and Kovic can’t write PowerShell. And it would be a shame to just delete work because somebody else was quicker or made their tool more user-friendly first. The result now is that we both have two very strong tools with a very similar, maybe even completely the same, feature set.
Outside a different choice of coding language, the biggest differences between both our tools are under the hood. In Kovic’s tool, you get more files than in my tool when you download the tool. And that’s because to prepare your game for custom levels, you need to extract several files in the resource folder. The tool used for extraction has a bug where instead of extracting the folders of the archive into the resource folder, it extracts them into separate folders, like if you would extract a zip file. Kovic packs a modified version of this extraction tool so that part of the process goes a bit faster. In my version, the tool just downloads the latest official versions of the tool and prepare the game that way.
In the end, both our tools give you the same end result. They prepare your game to install custom levels and play them. If you want to try out the_kovic’s tool, you can find the latest version on this releases page. If you want to try our my tool, you can find it on this releases page. Feedback to our tools is always welcome! If you find an issue or if you have an idea, feel free to hit us up, and we will look into it.
Earlier I talked about a stream of the level we did. Klamath, the_Kovic and me did a live stream where we played through this level. Now, I have to emphasize that release of this level is an impressive technical achievement. Creating a level for a 3D game isn’t easy and requires a lot of work. It’s even more impressive when you know that not everything is documented about the engine, and you have to decompile a lot of it. In the next part of this article, I’m going to talk about the level itself and critique it.
If you don’t want spoilers, I’d advise you to skip that section for now and come back later. Now, I want to say that I start reviewing the level in a moment, but this feedback is mostly meant for people who want to make new custom content. What did this new level do right and wrong if you look at it as a player who doesn’t know the technical background of this level? This isn’t meant to break down the amazing work the modders did to make this work.
Reviewing the new level
Editorial note: this review will spoil quite a lot. If you don’t want to get spoiled, you have to skip this section of the article. This isn’t a walkthrough of the level either. Some sections are skipped, I’m only going to talk about the sections I want to talk about.
The new level takes place 25 years after the ending of the original game. Indy returns to his Canyonlands dig site. You are set loose at the tent where Sophia picked Indy up with a helicopter to start the Infernal Machine adventure.
In terms of new content, there isn’t a lot new to see. Some ladders are missing and some parts of the level are blocked off. Also, all treasures are missing that you would usually find in the level.
Before I continue, I want to mention that some parts of this level are made quite difficult on purpose. The developer wanted to give us the feeling we were young kids again, playing this game for the first time, and have us figure out the new puzzles by ourselves. Yet, finding a correct balance between difficulty and unfair is a very fine line to thread. Personally, I think that in some sections, the developer crossed the line into unfair level design.
When running on the top section, you notice that there are some new voice lines. These voice lines are made possible with a voice cloning AI tool that was trained on lines from Doug Lee, the original voice actor for this game. The new voice lines sound amazing, and if you didn’t know better, you’d think that Doug Lee came back to record the new lines. In most cases, these voice lines really fit Indy’s personality and fit right into the game.
We come to our first snag when we want to go to the new content. I can understand not seeing the shovel and being confused, since it’s hanging at the jeep on top. And you know what’s even more confusing, the other side of the jeep model has a shovel in its texture! Anyhow, when you pick up the shovel and dig up the Infernal Machine part, it’s clear that you need to break a wall. Here comes one of the worst parts of this level. The location of this cracked wall is insanely well hidden. It’s in one of the last places you’d look, and several of the first players ran around for hours upon hours in Canyonlands before it was found. And when it was found, it made us annoyed.
It’s a clear example of how players who are used to the level, overlooking the obvious. The wall you need to break has an actual cracked wall texture, but it’s behind something you can’t see through. I think it would have been fine if the location, where it is at, had a bigger ledge so you’d notice it somewhat instead of just having to go on a wild goose chase.
Now, we enter the new area. We come to a big open space where the next set of puzzles are. The first puzzle is actually a jumping puzzle. Now, I highly advise you to not play this level if you haven’t played through most of Indiana Jones and the Infernal Machine. Not that there are spoilers, but because some of the jumps in this level are straight up difficult and not what you really expect from this game. Kovic calls it “Kaizo Jones” for a good reason.
There are some small platforms and not having the look key working is going to be a pain in this section. Since, there are some moments where you need to be able to free look and not being able to see beneath or above you will make things a lot more tricky. After you finished these jumps, you might start to notice that the developer of this custom level added some details. Like, the rope bridges are gently moving in the wind. This is something that isn’t present in the original game. It’s a new “COG” script that makes that possible.
These cog scripts are a blessing for custom content. Since, this game isn’t hardcoded at all, so if you learn how to write these cog scripts, you can basically write new mechanics as well. It’s insane what possibilities there are going to be in the future for this game. I hope there is going to be good documentation so that custom level creaters know what’s possible and what’s impossible with the level editor.
While you are exploring this area, you notice that it’s huge. This also explains why it takes quite a while to load this level. Currently, modders are looking into why it’s running so slow. Since, we don’t really know if it’s the level size or something else slowing down the loading of this level.
So, after jumping around the central column, you’ll arive at the shed. Here you notice you can actually enter the shed from the top. Kovic explains it quite well during the stream. If you want to hear some technical explanations on how this level works, I’d advice you to watch our stream. Since there is a lot of interesting development talk in there. Later, Kovic and myself had a contest in trying to quote voice lines from the main game. We got close to 200. Kovic won that because I said a line he already said.
After you picked up everything from this shed and climbed outside, you experience another new mechanic of this game. It’s a mechanic that gets backported from Indiana Jones and the Emperor’s Tomb. The fact you can use your whip to go over a zipline.
After you returned and struggled with getting across the other bridge, you will encounter other parts of this level. Here you’ll encounter two voice lines that straight up lie to you. The first voice line is that you need more force, explosives to break a rock that’s blocking your way forwards. Here is the issue with that, you get an explosive barrel later. You need to find an extremely hidden swim tunnel in the water. It’s not the only hidden thing in the water, so investigate behind and underneath rocks quite well. Since, these puzzles in this water border in the unfair territory. What makes that explosive voice line even more evil is that there is a box of TNT in the shed earlier. But what’s the second voice line that lies to you?
Well, that is after you made your way past said boulder. You find a minecart and interacting with it, Indy says that it will run with gasoline. And there is still gasoline left in the shed. Sadly, you can’t pick it up anymore. Now, this is a red haring, you don’t need this minecart at all.
By now, you have learned that this level likes to break the rules of how the main game is designed. You’ll have to think outside of the box sometimes to beat this level. But, for some jumps, you need to use your knowledge of what’s possible and impossible to progress. This makes it quite tricky sometimes to progress. And this brings me to a conclusion we also said on stream. I think that the issue is that people expected a more tame level than what we actually got and that might turn some people off. But, I’m so glad that the quick save system exists in this game. So, abuse the quick save system and make multiple saves since you’ll need them if you aren’t a veteran player of this game.
Anyhow, let’s get back into the flow of the level. After we completed the lever puzzle, we go back towards to the huge open area and take the lift to a new location. What follows is a totally new area where it’s a good thing if you saved up on health packs and you have a great sense of direction.
So, the short minecart ridge comes to an end. It doesn’t take long before you find yourself into a watermaze. This watermaze is unfair in my honest opinion. Klamath had a tricky time solving it and he had to use almost every health pack to get through it. Without Kovic pointing out the right tunnel, I think it would have made the stream quite a bit longer. There was supposed to be a minecart section instead of this swimming maze, but the developer had a hard time making the minecart section to work and he gave up and made this swimming maze.
Now, I’m all fine with this swimming maze, but the map glitches out at certain parts. I have a mediocre sense of direction and I wanted to rely on the map. The map doesn’t always render the tunnels correctly. You sometimes swim off the map or “in nothingness”. Sadly, I have to draw my own map. I wish I still had it, since it would make for a nice screenshot here… But I threw it out but me and my clumsiness… I knocked over my waterbottle over it.
After the swimming maze, we get a new section of “Kaizo Jones”. Where we get some extremely tricky platforming. Here is where you need to use the look key again and be sure you are playing in 4:3. If you are playing in another resolution like 16:9 or 16:10, this will also be one of the moments where you don’t see all the information.
The block puzzle that follows, feels right out of Tomb Raider. The initial reviews of this game called out this game as a Tomb Raider clone. While, this game does the formula a whole lot differently. We even talked about that during the stream. In terms of theming, Infernal Machine is a lot better. Tomb Raider feels like obstacle courses. But that’s thanks to a different engine and control style. If you want to hear the whole discussion, you can watch the stream from this point. Excuse Kovic’s internet being spotty while he was replying.
After the block puzzle, a new path opens in the swim maze. Then, some platforming comes. Something I love is how there is even a troll hidden inside the platforming. It caught me off guard and made me smile. This platforming section was also love to do. It felt like a real test on how well I know the game. This platforming section feels a lot better put together and feel less cryptic on where you need to go next. You really start to notice that the developer was getting more used to the level editor and made better puzzles. The moment of having to use the whip to swing over the gap while the platform underneath you was breaking was amazing.
After that, we get into the finale of this level. We jump into a portal and we land in a playable area which is shown at the end of Shambala, the 4th level in the original game. That area that’s shown to you after you have beaten the Ice Guardian. The path that takes you to Palawan Lagoon. It was possible to explore that using cheats and modified saves, but now it’s in a level for real. Exploring the little house at the end brings us to something you totally don’t expect this custom level to do. You’ll find a parchment inside with a riddle and at the end you notice something in red saying: “MAT -> ZIP”.
There is some meta gaming now going on. You’ll need to make a hard save and exit your game. You’ll need to go to your resource folder & then open the MAT folder. In there you’ll need to rename “SED.MAT” to “SED.ZIP”. You’ll also need to enter the password for the zip, since you get a new cog script to continue the level, which you need to place in your cog folder. In there, there is another surprise. But, that’s something I’m not going to spoil. But, be sure that Kovic is playing with that surprise and maybe I’m going to dig into it. PS, the next paragraph is in white with the right spelling of the password:
Marcus
The way the level ends is bittersweet. If you solve the final puzzle, something special happens and you can beat the level. You could argue that the ending of this level is “lazy” or “creative”… But, it’s an amazing way to wrap up the story in one level with a nice bow.
At the start of the custom level, I felt that it was quite rough around the edges and it had some moments that felt badly designed. In terms of game design that is. If you look at it visually and level flow wise, I personally think that this level would fit right into the original game as a final challenge. But, the further you go into the level, the more you start to notice that the developer of this level is getting used to the tools and the editor and more polished puzzles and area’s are coming through. You notice the journey of the developer and see it becoming better and better.
I want to give a big congrats to everybody who was involved in releasing this custom level. It’s a blast to play and I can’t wait to see more custom levels. The stream I did with this level was one of the best streams ever and it was also quite a lot of fun to write the tool to help people play this custom level. I’m curious what you think about this custom level and/or the content of this article. Feel free to drop something in the comment section down below.
And with that, I have said everything I wanted to say about this for now. I want to thank you so much for reading and I hope you enjoyed it as much as I enjoyed writing it. I hope to welcome you back in another article but until then, have a great rest of your day and take care.
What is it with monstrous eating mechanics in games of late? Last week it was carnivorous post-Soviet elevators, now it’s retro fantasy RPGs that devour themselves. In Super Dungeon Muncher, you are a teeny-tiny hero navigating a corridor-shaped map full of fireball traps and crumbling platforms, spinning coins and patrolling critters. That’s the “Super Dungeon” part. The “Muncher” part refers to the corpulent red monster guzzling the whole level in your wake.
What is it with monstrous eating mechanics in games of late? Last week it was carnivorous post-Soviet elevators, now it’s retro fantasy RPGs that devour themselves. In Super Dungeon Muncher, you are a teeny-tiny hero navigating a corridor-shaped map full of fireball traps and crumbling platforms, spinning coins and patrolling critters. That’s the “Super Dungeon” part. The “Muncher” part refers to the corpulent red monster guzzling the whole level in your wake.
Why does AMD keep pissing off the press and inflicting needless wounds on their reputation?
Read more ▶
The post AMD Teases Ryzen 7000 appeared first on SemiAccurate.
As MMORPG Black Desert Online sneakily celebrates its tenth anniversary, developer Pearl Abyss reveals a brand new playable class coming to the game soon. There's even a new expansion on the horizon, alongside the reveal of the highest-tier weapon in the entire game.
MORE FROM PCGAMESN: Black Desert Online guideExcuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video games are standing on my toes as we speak. But that's okay, we are expert curators. Here's a handy list of our nine favourite demos of the lot.
Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video games are standing on my toes as we speak. But that's okay, we are expert curators. Here's a handy list of our nine favourite demos of the lot.
In Sorry We're Closed, an axe-murdering entrepreneur called Jenny is described in newspaper clippings as both a serial embezzler and as the city's "wealthiest bachelorette". Aside from being a dry reflection of tabloid reporting on women who commit crimes (bad woman! sexy, bad woman!) this is also the kind of incidental character-building you can expect in this perky, retro-styled survival horror. It plays like Silent Hill charged with the hot pink body horror of Porpentine interactive fiction. And judging by my hour of unsettled strolling through the decrepit tube station of the game's demo, it's a powerful combo.
The debate on whether sticking the word ‘space’ in front of something instantly makes it better rages eternal with the heat of a thousand space-air fryers, but the yaysayers are at least victorious in the case of retro-futuristic RPG Beyond Galaxyland, in which turn-based combat is aided by your pal Boom Boom, who is a space guinea pig with a gun and a little waistcoat. I like this creature , but honestly, you could replace them with a sentient bin bag, and I’d be happy. With pixel art this vibrant and detailed, I reckon even a bulging sack of coffee ground and banana peels would be worth adventuring with. Don’t do it, though. It’s a good guinea pig.
“In loving memory of those who touched our lives. This game is a tribute to their enduring spirit,” reads the opening screen of Tales of Kenzera: Zau, the new Metroidvania from EA Originals and Surgent Studios. My lip trembles. “Don’t start crying, you’ve barely started,” I chastise myself.
I know this sort of thing has been said before around these parts, but in scanning through the endless reams of Steam Next Fest demos earlier this month and trying to work out what these games are and whether they're worth downloading, I truly believe it's a sentiment that's worth repeating. When I first saw the name C.A.R.D.S RPG: The Misty Battlefield appear on the Next Fest landing page, I instantly thought, 'Yes, here we go, now we're talking'.
Well, my first thought was actually, 'Gee, if only there was an easy way to know what this game's about based on just the title alone,' but that's just me being facetious. Ultimately, I have a lot of respect for this kind of naming convention, and the fact it's also being made by the Octopath Traveler developers Acquire is really just the icing on the cake.
In the event that I walk in front of a particle accelerator, get converted into digital data and am promptly isekai-ed into a gameworld, I hope that gameworld is the opening port town from the original Grandia, released on PS1 way back in 1997 (and ported to PC in 2019). There's something about that game's isometricky vantage point and precise combination of 2D pixel characters and 3D environments. The last sentence describes many virtual worlds of the late 90s, but none have stuck in my mind like Port Parm: that hodgepodge of green and rusty roofs, the canals cutting through the cobblestones, the smoky chimneys and people filling the alleyways. Bliss. I can still hear the seagulls blowing around the screen.
Oh sorry, I rhetorically lost myself for a minute there! I'm supposed to be telling you about Terra Memoria, a new RPG featuring time travel, magic crystals and animal wizards. Here's a trailer.