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NekoJonez’s Top 10 Games of 2024

Od: NekoJonez

It’s that time of year again, a full year has passed. Normally, I publish these articles a lot sooner, but I took full advantage of my Christmas break… And after that, I had some problems with my internet connection. But now I’m back. And it’s about time I talk about my top 10 games I have played in 2024. The rules of this list state I don’t have to have beaten the game. Yet, I must have played the game for the first time from January 1st, 2024. This means that games released before 2024, but I have only started to play in 2024 are fair game. This list is my personal opinion, and I’m open to hear your opinion on my picks. Feel free to also add your own list down in the comment section. So, here we go, the big list. A list that I always have trouble in creating at the end of the year. As an editorial note, the listed platform in this article is the platform I played the game on. Not all the platforms the game released on. The date after it, is the release date for said platform.

#10 – Persona 5 – Tactica (PlayStation 4 – November 2023)

I have played Persona 5 Royal and Persona 5 Strikers and I fell in love with the cast of Persona 5. And then, a new game got released with the Persona 5 cast and I jumped for joy.

The gameplay might not be my most favorite style of playing, but the game is quite addictive. It’s basically Persona in a Fire Emblem jacket. I’m now mid-way through the game but got distracted by other games. I can’t wait to finish this game in 2025. The story is quite well written. It is an amazing spin-off story for Joker and the gang.

Now, I won’t go too much in depth since I’m planning to write an article about this game. So, I’ll talk more in depth about this game soon. But, now… it’s time to save Joker from his forced wedding.

#9 – Slay the Princess – The Pristine Cut (Nintendo Switch – October 2024)

How do I explain this game without spoiling it too much? Slay the Princess is a game where you almost Groundhog Day your way through the same story. You walk up to a cabin, where you go to the basement to Slay the Princess.

According to the narrator, the Princess is a danger to the existence of the world. So, you have been sent to slay her. But, depending on the questions you ask, the decisions you take and even the order of your actions… The ending is different.

The story is just insane. It keeps you on edge what will be different in the next round. And the humor and writing in this game is just amazing. The voice action is just amazing. It brings the black, gray and white art to live and pulls you in the atmosphere quite well.

So, if you enjoy narrative games that mess with your head and expectations, give this game a try. Since, it’s a really good one.

#8 – Another Code – Recollection (Nintendo Switch – January 2024)

My first impression

Cing was an amazing developer that sadly went bankrupt. They developed amazing games on the Nintendo DS and Wii like Another Code – R & Little King Story. But to me, the Another Code set of games is one of their best work.

When we got a total remake in 2024, I wanted to play it right away. I convinced my streaming friend Klamath to play this game with me live on stream. I have to tell you, they did the two games justice. I’m so glad that these two games saw the light of day again.

While I have beaten the originals, the new and improved version is just amazing. It has a strong message and is a blast to play through. Although it sounds like a boring setup, it’s a game full of surprises. It is a more relaxing and charming game. It is more grounded and keeps things realistic. The characters are well written and set in a charming world.

#7 – Hypnospace Outlaw (PC – March 2019)

My review

Trying to manage a community isn’t an easy task to do. It’s a fun challenge to do in a game. That’s why management simulators are so popular.

But, combine that with the old school internet from the time I was a young kid, I am beyond intrigued. So, we have to report and clean up personal websites and projects? As a creative, I have my own place on the internet. I can share my opinions there. This hits close to home.

I wrote my opinion on this game in my review. If you want to know more about this game, I highly recommend that you give my review a read.

Now, there is a sequel in development called DreamSettler. If that’s created with the same love and care for that time period, and it matches the devotion this game has for its time period, it will be thrilling. We are going to be in for a wild ride.

#6 – Palworld (PC – January 2024)

Wishes for future updates

Sometimes, all that I need is a good open world game with unique mechanics. A world where you have to survive and explore. This year, Palworld brought that to me.

At first, I was skeptical. I thought: “This is going to be a monster catching game and nothing too much more.” But the more this game got developed, this more things got added that gave more depth to the game. More fun things to do, more polish to the game.

I have lost countless hours during this summer playing this game. It was an amazing time sink for the base game that is already here. A lot more is coming in the future. I wonder what the final game will be.

#5 – The Legend of Zelda – Echoes of Wisdom (Nintendo Switch – September 2024)

My first impression

Okay, this might be an upset. Usually, I place new Zelda games quite high on my list. But, this time I place it right in the middle. This year had a lot of amazing games. I had a lot of fun with this title in 2024.

I dropped it for now. I got distracted by other games and I forgot that I was playing through this game. I have placed it on my top 10 list. It rightfully deserves a spot on that list. I want to finish this game for real.

Since, the concept of Echoes of Wisdom is just amazing. What I love most is that this is a totally new 2.5D Zelda game like the classic games. I hope that the reception of this game is enough for Nintendo to still make 2.5D and 3D Zelda titles. Since, both have their place in the market and with this amazing title.

#4 – Spirit Hunter Chapter 3: Death Mark II (Nintendo Switch – February 2024)

My review

The Spirit Hunter series is one of the best horror visual novel series. This game ensures you don’t need to have played the original Death Mark. It’s excellent because you can still understand what’s happening in the story.

The game takes a lot of steps forward and makes the game have more meat around its bones. Walking around in the locations is a lot more fun in this title.

Some game mechanics are underused. For example, the jumpscares and the padding aren’t always present in this game. Things like the Soul Health are barely used. But, the battles with the actual spirits are even more amazing in this title. Especially with the randomness of your attack failing. It gives a more tense and realistic spin on battles.

Now, I’m hoping so hard that a 4th chapter will be released. Since the concept of this game is just beyond amazing. The writing is always great and the overall mystery is built up so nice. So, if anyone of Experience Inc, would be reading this… We want more!

#3 – Moescape (PC, 2022)

My article

I love writing small stories as a hobby. Since the summer of 2024, I wanted to give those AI roleplay apps a chance. And I’m happy that I did. MoeScape AI is a platform that really clicked with me and with the amazing community around it… I just feel in love.

My brain often gets creative. When this happens, there is a fun bot waiting for me. I can play around with the idea. And if there isn’t a bot that fits the idea, it’s easy to make one. The control that Moescape gives you is beyond amazing. You can easily make a knowledge base. There are various AI models to choose from. With each update, it gets better.

Something I really like is how open the staff is on the Discord. Like, they tell you when things are down. Or when certain decisions need to be taken. Like filtering certain things on the platform due to restrictions from Apple or Google. But, they have a less filtered platform as well. So, they have Moescape and Yodayo. If you go premium, your account is premium on both platforms, and it’s amazing.

#2 – Indiana Jones and the Great Circle (PC – December 2024)

Okay, now. This is going to ruffle some feathers. I am a giant Indiana Jones fan. I placed one of the best Indiana Jones games in 2nd place on my game of the year list?

Now, that’s not because this game is bad or didn’t impress me enough. But, it wasn’t the game that made my year. Sadly enough, it released too late in the year for that.

I know it’s a strange reason. However, I feel like there is one game that pushed the boundaries more within its respective genre.

This game is a blast to play through. I feel that it deserves all the accolades it’s getting. It’s an amazing piece in the Indiana Jones franchise. It’s a love letter to the fans. I’m just thankful that the game turned out this amazing.

When I have beaten the game, I’ll for sure write an article about it. Since on the streams, a lot of random and enjoyable banter is happening. And truly, if you want to see amazing speedruns of this game, check out the_Kovic on his Twitch channel. He has deep knowledge of the game’s inner workings. He shares a lot of interesting insights during the streams.

Now, prepare yourself for an article on this game in the future. Since, I have a lot of things I still want to say and I’m keeping them all for the article.

Honorable mentions

This list wouldn’t be complete if I shout out various other games I have played in the past year. Not every game made the cut. I still wanted to mention those games that made the long list but didn’t survive the selection process.

Cave Digger 2 (PC), Buckshot Roulette (PC), Refind self (Nintendo Switch), Castlevania Dominus Collection (Nintendo Switch), Death Trick: DoubleBlind (Nintendo Switch), Dragon Quest Monsters – The Dark Prince (Nintendo Switch), Eiyuden Chronicle: Rising (Nintendo Switch), Ciel Fledge -A Daughter Raising Simulator- (Nintendo Switch), New Super Lucky’s Tale (Nintendo Switch), CrisTales (Nintendo Switch), One More Dungeon 2 (Nintendo Switch), Monster Hunter Rise (Nintendo Switch), This is not my Neighbor (PC) and Tomb Raider I-III Remastered (Nintendo Switch), Everloop (PC)

#1 – Shadow Gambit: The Cursed Crew (PC – August 2023)

My review

If there was one game that blew me away, that’s Shadow Gambit – The Cursed Crew. The way how it’s built and is the final swansong of the amazing development studio Minimi, it’s just fantastic.

The voice acting is top-notch. The story is excellent. Several game mechanics are seamlessly worked into the game world and the story. But that’s not all, this game has a mindblowing modding tool.

The little attention to detail this game does and the balancing is just mindblowing. The freedom you have to tackle each mission, and it just works. It’s balanced and doesn’t feel unfair. It also doesn’t feel like you made it too difficult by choosing the wrong characters. It also never becomes too easy, where one character makes sure you automatically win the game or the mission. Every character has their use. And you have 8 characters in the base game and 2 get added via the DLC.

I can gush for a long time about this game. If you are interested in a more in-depth article, I highly advise you to read my review linked higher.

This was 2024

I might have written fewer articles in 2024 because a lot of personal things where going on. I have written only 19 articles in 2024. One of the biggest reasons is that I’m just putting more time into finding the right writing style. This has a lot to do with it.

I have been dedicating more time to various other projects. These include contributing to open source projects, translating open source projects, and streaming with Klamath. I am also working on projects for my local acting group. It takes time and effort and I’m enjoying those things quite a lot.

Outside of that, I turned 31 years old in 2024 and life just gets busier with various things. And because of that, I’m also playing less games. At first, I felt guilty that I’m publishing so few articles… But after two years of writing fewer articles, I now dedicate more time to each one. I feel a lot more content with the content I’m placing on my blog here.

I feel that my content only improved over the years. Not only that, I feel more content with my writing. It doesn’t feel like I’m pressuring myself to play a new game every week or two to write about. I can take my time to play the games I want. I also write about the topics I find interesting.

I think I’m finally finding the right rhythm for everything and that’s what I felt that 2024 was for me. Now, this year 2025 is going to be the year I’m writing for 15 years. Before I rebranded in 2013 to this blog, I write a personal life blog that started mid 2010. So, I’m going to celebrate this year with a few special articles. And I have been preparing and brainstorming idea’s for that in 2024.

But thank you everybody for the amazing support in 2024. It was a blast to see how people interacted with my articles and the new friends I made. I can’t wait to see what’s going to happen next. Like I said earlier, I feel prouder of the things I have been putting out. I hope you are enjoying things as well. Thank you for the support this year and I hope to see you in the future. So, for now, have a great rest of your day and take care.

Game History – Tomb Raider On The GameBoy

Od: NekoJonez

When I was younger, I was always convinced that the first Tomb Raider game got a sort of remake on the Game Boy Color. It makes a lot of sense in my mind, since the title of the game was Tomb Raider. And in the same time period, Indiana Jones and the Infernal Machine also got a port to the Game Boy Color. That game was an interesting remake in 2D. Now, we are not here to discuss an Indiana Jones game, so let us focus on the Tomb Raider games.

I do not always do research before I start playing a game. This game is one perfect example. I just started the game up, expecting the story starting with a rendition of the Ice Caves. But, to my surprise, the game started up different. 

The actual subtitle of the game is The Nightmare Stone. On the box-art, we just got Tomb Raider as a title. On the box-art, we see that Lara is running away from an erupting volcano and behind her, you see several skeleton enemies. The bottom section is reserved for company logo’s like Eidos, Core Dynamics, the licensor Nintendo, and the publisher THQ. We also got the “Only on Game Boy Color” triangle in the left corner.

The game was released in June 2000. On June 7th, North America, Europe got it on June 28th and the UK two days later. Only Australia got the game a little bit later. Their version got released on July 18th. Nowhere on the box-art, the game got the subtitle The Nightmare Stone. The game just released as “Tomb Raider” in North America and released as “Tomb Raider: starring Lara Croft” in all other regions. This is a practice also done with the other Tomb Raider games. It would have been easier if they just added the subtitle, to make conversation easier.

The critics gave Lara Croft is first entry on the Game Boy Color very high praise. Various gaming magazines and websites gave this title 8 or 9 out of ten. The average score of this title is 79% on the aggregator GameRankings. One of the lowest scores I could find was by a German magazine named 64 Power in their June issue, giving it a three out of 5 or 60%.

Since Core Design developed this game, it will not be a surprise that you find a lot of developers on this game also worked on the main Tomb Raider games. This game was developed by people who knew how a Tomb Raider game should play. In this title, Lara is hunting after the Nightmare Stone. This stone is in possession of a treasure hunting group who wants to use it to release the evil god Quaxet, a factious god in the Mayan mythology.

Playing through this game, you really want to play through a Tomb Raider game. Of course, there are some big differences since the game got released on a handheld. The most obvious difference is that the game is in 2D. There were only a handful of 3D Game Boy games, and most of them did not involve jumping. 

Another significant difference with the main line Tomb Raider games is that this game plays a lot slower. The controls are more limited on the Game Boy Color, and more action-packed gameplay could not really be implemented, per se without it becoming really clunky. 

Speaking about the controls, it takes some time to get used to. I mostly played platformers or adventure games on the Game Boy, and I was so used to push the A button to make my character jump. But Lara jumps with the up arrow in this game. Not only that, if you want to climb up ledges, you need to hold B. Which is the button you use to run. If you are moving left or right and press B, Lara starts running. When Lara is running, and you press the jump button, Lara jumps in the direction she is running. This gives you a hint how to jump a gap when standing still. You have to press B first before the jump button to jump over a gap.

This control scheme is quite ambitious since there is no real tutorial in game explaining the controls. You do not have a training or testing level in Lara’s home. The manual explains these things quite well, but if you bought your copy today from a garage sale without the manual, I would advise you to look for it online. The control scheme is something that you will not really expect from a Game Boy game. 

Earlier, I mentioned that this game has a slower pace compared to the main line Tomb Raider games. That was intentional. If you start running everywhere, you will find that this game will be quite harsh and brutal. There are several pits and gaps that either eat a good chunk of your health or kills you right away. Enemies are also hidden everywhere, and their damage can be unforgiving. 

You cannot save where you want in this game, since the save crystals from early Tomb Raider console games return in this game. Learning where the save crystals are important. It is the only way you can save, and it is you respawn spot when Lara losses all her health. The save crystals are not close to each other, either, so I was always happy to find one. 

If you do not really know the controls, it can feel a bit like trial and error. For example, I did not know that when you are running and jump, Lara will land further than from a standing jump. I did not expect this mechanic to be in the Game Boy Color games as well. Other things like dynamite being able to use to explode walls, which is something I’d have loved to get explained to me.

Overall, visually, this game is extremely impressive. Once everything starts clicking together, and you get used to the controls, this game is a hidden gem on the Game Boy Color. When you know what you are doing, this game takes around 4 hours to play through. For a first playthrough, I would say that you can finish this game in roughly 15 hours. 

The game must have been quite successful since a year later we got a new adventure in the same engine and style. Eidos tried to get this game released around the time the first Tomb Raider movie released. Tomb Raider – Curse of the Sword, released in late June in North America and in August in Europe. 

This time, the game was not released by THQ, but by Activision. Most of the team who worked on the first Game Boy game also worked on this title. Because this game got a shorter development time, this game is shorter compared to the first Game Boy Color game. If you know what you are doing, this game can be beaten in two and a half hours. For a first playthrough, I estimate that it will take 8 to 10 hours. 

The sequel got the same reception from critics when it released. This game still shows off impressive visuals for the Game Boy Color. Remember that the Game Boy Color is an 8-bit system, and these two Tomb Raider games had such fluid animations that it looked next-generation. Did you know that there are over two thousand animation frames per game to make the animation work? Lara’s model is also forty-eight pixels, making her one of the most detailed characters on the Game Boy Color. 

Personally, I feel like both games are amazing entries into the Tomb Raider series. While they play quite different from their console and PC counterparts, both are an amazing adventure through various locations. You still must solve various puzzles and platform your way around. In Curse of the Sword, you even have a chase sequence on the rooftops. 

When I look with a critical eye at these two games in 2024, I would say that the lack of a tutorial for the controls really hurts the game. Also, some people might be put off from the difficulty level of this game. These games have some really difficult sections. Use the save crystals well! Otherwise, you might lose a lot of progress. And if I am really nitpicky, I could say that some areas would benefit from a map screen. But the levels are a bit too complex for those and with the small Game Boy Color screen, the map might not be even readable. Thankfully, there are various sources online, like Stella’s Tomb Raider site (tombraiders.net) that have amazingly drawn maps. 

When you read this, you might think that beating these games without a walkthrough is almost impossible. But do not worry. These games are quite linear and straight forward. I rarely got stuck in these games by not knowing what to do next. Most of the time, I did not know I was able to perform a certain action or how to solve a certain puzzle. 

The streak of releasing a new game every year continues in November 2002. The Game Boy Color was on its way out, and the next title was released on the Nintendo Game Boy Advance. For this title, Ubisoft Milan was tasked with creating a new game. That is because the main team was working on the sixth main title, Angel of Darkness. Tomb Raider – The Prophecy was released to mixed reviews. It released in early December in Japan.

This game played quite different compared to the Game Boy Color titles and played more as a top-down isometric puzzle platformer. If I am very honest, this is the gameplay style I expected more of the Tomb Raider series on the Game Boy. It is mainly because I associate Tomb Raider more as a top-down game on handhelds than it being a 2D side view game. The Game Boy Color version of Indiana Jones and the Infernal Machine showed me it was possible to have a game like that on Game Boy Color. 

The story of this title is about the Tome of Ezekiel. In this tome, a story is told about three magical stones that bring great power. She faces a big cult by the name of Teg-du-Bhorez. The game takes about 6 hours to complete on a first playthrough. If you really know what you are doing, this game can be beaten in 2 hours and a half. 

Honestly, for a portable Tomb Raider adventure, I really enjoyed this one. It is a rather underrated gem in my opinion and really can be quite exciting to play. Especially since the formula really works this way on the Game Boy Advance. The big issue is that reviewers compared it too much to the mainline series, which is quite unfair to do. What I can agree with, is that this game can feel a bit repetitive at times in terms of puzzles and level mechanics. But it is way less repetitive compared to the Game Boy Color titles, since a lot more puzzle solving like statue placing is used. 

The final Tomb Raider title on the Game Boy line of platforms came in 2006. After the very mixed reception to Angel of Darkness, the IP was given to Crystal Dynamics and Tomb Raider Legend was born. Talking about that, can be an entire article in itself. But, to close off this article, I want to quickly focus on Tomb Raider Legend on the Game Boy Advance. I know there is a port to the Nintendo DS, but I do not have any nostalgic memories for that one. I do have nostalgic memories for the Game Boy Advance port.

Now, let me tell you, the Game Boy Advance port was rough. The game went back to the style in like the Game Boy Color games. Yet, it also tried to do intractable doors. I can totally understand why reviewers back in the day were extremely negative about this game. Especially, since the console and PC versions of this game were such a blast of fresh air in the series. 

Still, why did I beat this title 100% three times? Because, it had a certain charm. You could find various secrets in the game to unlock secrets like concept art or even cheat codes. But you were not able to see if you got all treasures in a level. The jumping and swinging controls were a bit awkward, yet you had very forgiving checkpoints. 

There are a few things that stick with me to this day, the fact that the final boss is rendered a joke in this version. Just mash the attack button and you easily win. No matter the difficulty. Also, the mini-games and exploring Lara’s home were fun distractions as well. Moreover, I want to thank all the pizza boys who delivered me pizza during the writing of this article, like in the credits of this game.

And with that, I want to wrap up this brief nostalgic look into the 4 Tomb Raider titles on the Game Boy Color and Advance. My name is NekoJonez and if you enjoyed my writing and want to read more of my work, you can find me over at: https://arpegi.wordpress.com. I want to thank you all for reading my article, and I hope you enjoy the work of the other writers in this magazine. But for now, I am out! I hope to welcome you in another article but until then, have a great rest of your day and take care!

Editorial note: This article has been written for a gaming magazine. Did you find this article interesting? Then you should read the other articles right here. Thank you so much Dominus for letting me publish an article. There are various articles about Ultimate Underworld Retrospective – Sin God – The Making of the Wipeout logo design – …

Ten games I want to play in 2025

Od: NekoJonez

Is it that time of the year again? It’s high time to start talking about the new games I’m looking forward to play in the upcoming year. I may have written fewer articles compared to 2023, but I have written better researched articles. But, looking back on 2024 is for the next article. In this article, I’m looking to the year 2025. A year when I have been writing articles for 15 years. And I have been writing these gaming related articles for 12 years. And the third year that I’m livestreaming together with my buddy Klamath. So, on this day, I’m going to reveal the 10 games I’m looking to play in 2025. What games do interest my on the release calendar. Also, feel free to leave a comment in the comment section with your list and/or thoughts on my list. So, let’s dive right into my list. Note, this list is in a random order.

#10 – Fantasy Life i: The Girl Who Stole Time (Nintendo Switch – April 2025)

This game was supposed to be released this year. Yet, this game got delayed to 2025. Fantasy Life was a charm RPG on the Nintendo 3DS where you played through a charming and adorable story. You were able to play in different lives like a warrior, magician, wood cutter, miner…

This title from Level5 got a small cult following. We were beyond stocked when the sequel on the Nintendo Switch got announced. Now we can’t wait to play it and the delay is a shame. But on the other hand, the game may be even better because of the additional polish it might get. Or maybe the game will release on the Nintendo Switch 2, which is rumored to be released at that time. Who knows, we shall have to wait and see.

#9 – Professor Layton and the New World of Steam (Nintendo Switch – TBA)

On our live streams, when ever there is a logic puzzle… Klamath says I need to wait before I say my solution. For some reason, I have a knack for solving logic puzzles. I can’t tell you why. What I can tell you is that I love games where puzzles play a central role. Games like Professor Layton.

It has almost been 8 years since we got a new Professor Layton style game. And if you don’t count the spin-off of Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy… we need to go back 11 years to a cross over with the Ace Attorney series. Add another year for the final game with only Professor Layton in a lead role.

But a totally new adventure by the professor where solving logic puzzles in a central mechanic in the world is… a wild dream for me. So, please Level5… You have two amazing titles upcoming for 2025, don’t delay them or don’t undercook them. I’m beyond hyped.

#8 – Tomb Raider IV-V-VI Remastered (Multiplatform – Febraury 14th)

Take this admission however you want. But, my first original Tomb Raider game was Tomb Raider Chronicles. Yes, I first played Tomb Raider V.

I have always been of the opinion that Tomb Raider V was a decent game and shouldn’t get the hate it got back then. I can understand that due to the departure on the original formula, like less ancient tombs and small mini-adventures… That it didn’t sit well with Tomb Raider fans. But, as a starting point, it was a blessing, actually.
Now, does Tomb Raider V have problems? Yes, it has. But with the upcoming remake of Tomb Raider 4, 5 and Angel of Darkness… We finally have a chance to see a more improved version of it. So, a week after my birthday, dear Aspyr, you may be sure that I’ll be playing the remaster of Tomb Raider V on my Nintendo Switch to enjoy Tomb Raider V how it should have been. Or maybe on my PC for added nostalgia. That’s some food for thought.

#7 – Demonschool (Mutliplatform – Q1 2025)

As long as your game has an interesting concept, I don’t really care if you are a small studio or a big studio. Necrosoft Games is currently placing the final hand on their new title called Demonschool.

Demonschool is a turnbased tactics RPG game in the style of Fire Emblem, Shin Megami Tensei and Persona. The idea is very novel and adds a new depth to the genre. Where each unit has their own role, since the weakest enemies can be killed with one hit. So, it becomes more a chess match than anything else.

From the trailers I have seen, I’m beyond interested. I could try and explain it here in this article but I feel like the trailer and battle mechanics trailer they placed on the Steam store page explains it better than I can in this article. Also, give the demo a try since, I really enjoyed it myself.

#6 – Demon Tides (PC – TBA)

While I haven’t played through the original Demon Turf, just yet… I have played through various other similar games like A Hat in Time.

From watching the trailer, I have been highly interested and I got a nostalgia hit for A Hat in Time.

So, I wishlisted this game, and I’m so going to give it a try. Since I saw various video’s on the original game and I wonder by myself, why I haven’t played it. So, Demon Turf and your sequel. I can’t wait to play through you in 2025.

#5 – The Hundred Line Last Defence Academy (Nintendo Switch & PC – April 23th)

Danganronpa and the Zero Escape trilogy are two series very close to my heart. And now we get a new title with those two writers creating a game together and directing it.

Kazutaka Kodaka and Kotaro Uchikoshi are working hand in hand in this game. You clearly see the influence of both their styles in this game. And it will even have a physical release.

To create this game, the studio Too Kyo Games has to take out a loan. That’s because a publishing deal fell through. Aniplex picked this game up as a publisher. And this game is being co-developed by Media.Vision, the company behind the Wild Arms series and various Valkyria Chronicles games. So we are in good hands for this title.

On purpose, I’m trying to avoid spoiling myself as much as I can. Since, I want to be as blind as possible when I play through this game.

#4 – The Legend of Heroes: Trails in the Sky the 1st (Nintendo Switch/PC – TBA)

A RPG series I always wanted to get into was the Trails in the Sky series. Sadly, I was always distracted by other games or I had the bad luck of my PSP bricking and destroying my game.

When my PSP bricked, due to the internal battery leaking… I lost my save file as well and I was so annoyed that I didn’t want to restart the game right away.

So, the Trail series continued on and I saw amazing titles appear. Color me surprised that suddenly a remake of the first title gets announced and is coming to the Nintendo Switch and PC. So, I have a chance to play this game from scratch, and it’s totally remade from the ground up. Count me in. I can’t wait to start my journey in this series and see what I missed out on.

#3 – Date Everything (PC – February 14th)

When you see the title of this game, you most likely think to yourself: “Jonez, what in the name of …”. Well, I told you earlier in this article… That if your game has an interesting concept, count me interested.

In this game, you literally can date EVERYTHING in your house. If you have seen those YTShort skits by ProZD where everything is sentient, well… What if it is. And you can date those characters?

That’s what this game brings to the table. And this game is fully voice acted, has 100 (!) characters and branching paths. And get this, there are at least 3 different endings per character. You have the love ending, friends ending and hate ending.

Now, when I saw this concept and gave it a thought, I was like… Oh hey, this has a ton of potential. Since the potential for humor and amazing story telling in this is just huge. And as somebody who loves writing stories and articles myself, this clicked right away. So, I’m going to give this game a chance and see where they go with it.

#2 – Lunar Remastered Collection (Multiplatform – Q1/2 2025)

If I look at all the retro games I still want to play through, like Lufia, my list is getting pretty long. Once, I wrote an article about my backlog, and it has gotten even more out of hand.

So, if you give me a collection of games to play through to shorten my backlog, then consider me interested. Especially when it’s good old fantasy RPG.

A story where you are dumped in a fantasy world and explore it’s various stories. With the upcoming remake, I’m quite curious to dive into the Lunar series and see why various people have recommended it to me.

#1 – Paraside: Duality Unbound (Multiplatform – TBA)

Imagne a tactics RPG, where each battlefield has two sides. Yes, basically a light and a dark side so to speak. And can manipulate the battlefield by flipping the tiles.

Do me a favor and watch the trailer for this game. And then think how many interesting gameplay concepts that this game can have. How is the flipping mechanic going to work. What are the limits of this power.

I’m mostly interested in the story behind this game. Since it’s the style of story I love to write for my personal amusement. But, the gameplay is looking mighty interesting. Now, I have only to decide if I play this title on my PC or if I take it on the go with me on the Switch. We shall see, since the game will have modding support, so the PC version might be my best option.

15 years of game blogging

While this year has been a heavy year for me, I’m happy with everything I achieved. I have been recently published in a fan gaming magazine called ReLOADED by Dominus. And I’m so happy I was able to contribute my work to it.

Next year, I’ll be writing articles for 15 years. I have several special idea’s in mind and have been working on preparations for them. But, I’m not yet going to reveal what they are. Since, I want to leave them a surprise for all of you guys and girl. While 2025 is going to be a busy year for me, I’m sure that it will be filled with amazing adventures and unique opportunities.

When I look at the games that are going to release in 2025, I’m beyond stocked that I will have a lot of games to play and talk about in my blog. But, who knows, games on my backlog or retro games I find might grab my attention more and more.

And with that, I’m going to wrap up this article here. I want to thank you so much for reading and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then have a great rest of your day and take care.

Indiana Jones and the Infernal Machine now supports custom levels

Od: NekoJonez

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.

Follow up to the Soul/Tekken post, do you think that game devs going up the corporate ladder or taking more orders from corporate a large reason many franchises (or long enough running live service games) can start “drifting” in focus or the franchise “going stale.”

You're correct about how developers getting promoted or moving to other studios can affect things, but it goes further than that. Honestly, it is because whole teams and individual team members change over time. People age and grow, life priorities shift and move. Becoming a parent, for example, radically shifts a person's priorities. Any of the game's major decision-makers becoming a parent can drastically alter the direction of the game. The longer a game or franchise runs, the more difficult it becomes to maintain the singularity of vision.

If we hire somebody completely new to take over, we lose that singularity of vision because the new leader will bring a new perspective. Even if we hire longtime fans of the game to work on it, the ascended fans' decisions will emphasize what they liked about the game and de-emphasize what they didn't. This can take a game in a direction that portions of the playerbase dislike - the players who don't share the same likes as the ascended fan. Think of what would happen to the Dark Souls franchise if the new leader was only a fan of the difficult boss fight aspect and chose not to spend those resources on the ambience and world building aspect of the game.

To some extent, yes - developers and influential stakeholders will move around as part of their careers or lives. Developers will grow and change over time, they'll take new jobs, retire, have kids, and their lives and priorities will change. New decisionmakers will join the team and will have different visions for the franchise than their predecessors. Beyond this, even player tastes will grow, change, and evolve over time as well. The old stuff that was super popular before won't cut it again if there isn't anything new to offer. If the directional changes meet the collective players' (both new and returning) tastes, the franchise will continue to see success. If they don't satisfy, the franchise will struggle.

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Harada on Tekken, Soul Calibur, and the Changing Corporate Landscape

Recently, Katsuhiro Harada of Tekken fame posted a [lengthy tweet] where he talked about what happened to the Soul Calibur franchise, the team, and the less-visible effects of companies growth and change over time. Harada is a good guy and I very much appreciate his candor and willingness to talk to the public. His English tweets can be a little difficult to parse though, so I thought I would offer my interpretation of what he said, based on my own understanding of game dev, the industry overall, corporate politics, and economic trends.

The [initial comment] Harada responded to was “Soul Calibur needs a director as loyal as Harada. You can see this via the game mechanics that came and went in the Soul Calibur games”. Harada responded by pointing out that there are many games with great mechanics that didn’t survive the test of time. Game mechanics aren’t really what make or break a franchise like Soul Calibur or Tekken. A lot of great games and franchises were unable to make the transition from earning their keep one coin at a time in arcades to providing sufficient value to players to buy a high-priced game for home use.

Soul Calibur did not have this problem - Harada saw firsthand that they made a strong transition from arcade revenue to home consoles. Soul Calibur had a strong leader named Yotoriyama (who also worked before with Harada on Tekken, and Harada on Soul Calibur). The Soul and Tekken teams established a strong rivalry in the early days of the polygon game era. While the Tekken team were known as an argumentative bunch of renegades, the Soul team was highly regarded as elite, the best of the best at the time.

In Harada’s opinion, it is actually strong leadership and clarity of vision that maintain a franchise. Many franchises have died because key leaders have left for whatever reason. Yotoriyama was exactly the kind of director that the original tweet was talking about - the team was focused, driven, and producing great results. Tekken was the top earner in the arcades, but the Soul Calibur was outperforming Tekken on the home consoles. Unfortunately, the corporate landscape changed as the company grew and is what eventually and inadvertently killed Soul Calibur.

As companies grow, the focus of the top leadership shifts from “make great games” to “manage the organization efficiently”. This basically means that endgame game developer career paths eventually evolve away from “making great game content and features” into organization management positions. Greater emphasis was placed at the corporate level on broadening one’s skillset instead of mastery in a particular field. This also meant staying on a particular franchise for a long time was bad for each individual’s career. As member after member of the Project Soul team either left to broaden their skillset or was promoted out of developer roles into management, the core vision and direction of Project Soul weakened. Harada faced a similar situation with the Tekken team - he was promoted to being head of the Global Business Department, but it had little to do with game development. All of his reports were marketing people and not game devs.

Harada decided to go against orders and lead the Tekken team anyway, despite the orders from above, in large part because he believes that the fans of any game can only depend on a dev team that has the necessary drive and vision to deliver. Harada’s decision to go rogue was only really possible because the Tekken team was already full of renegades who weren’t willing to listen to the corporate management. This was the largest difference between the Soul and the Tekken teams. The Tekken team remained driven and focused on their core vision because they were unwilling to take orders from the corporate level, while the Soul team slowly had their drive and vision whittled away one team member at a time. Harada ended by saying he believes that there are still some who have the will to resurrect Project Soul, but they need uniting in order to make it happen.

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