I have been studying a lot of combat systems across various genres of games, and from those that I have seen, having unsafe attacks seems to be quite a common staple. But I am not sure why? I think I understand the concept/purpose of unsafe attacks as a mechanic in a combat system; it essentially boils down to a risk vs reward system right? In order to balance an attack and prevent it from being overpowered the risk of it being unsafe is introduced, so if you get it right you reap a huge reward but if not you are hugely punished. In counter, an attack that is less risky reaps an equally less significant reward.
I suppose another way to pose the same question is, what effect would it have on a combat system if all attacks were made safe? For example would this make the combat more offensive/defensive focused as oppose to being an equal balance of both? Do games with such combat systems even exist?
I feel that adding a sprinkle of reality onto this concept may shed some more insight into why I find this mechanic slightly confusing. I am happy to be proven wrong, but my understanding is that in real life a skilled combatant (of any discipline) would never intentionally attack with a move that they know is unsafe, yet from what I have seen many games feature player characters with a plethora of unsafe attacks. Doesn't this go against the narrative that this is a skilled combatant? Another example is the basic jab; again happy to be proven wrong but my understanding is that the purpose of this is to create momentum for the attacker, hunt for an opening and be able to rely on this as the fastest and most safest attack in their arsenal. Yet so many games have jabs be unsafe on block. Why?
Hopefully I have explained my question in enough detail but if not please let me know what is missing and I'll be happy to add it. Thank you and looking forward to some insight on this part of combat systems.
I'm no shoot 'em up nutter - or "shmutter", as I understand they prefer to be called - but some of the first games I remember playing are shmups. Games like Maelstrom, Ambrosia's Macintosh clone of Asteroids, and the proto-shmup Crystal Quest from Patrick Buckland, who would go on to make Carmageddon. Little did I know that the humble premise of a small 2D spacecraft shooting baddies on a wrap-around screen would reach the glittering heights of Nova Drift. Had you shown me this game back in 1995, I dare say I'd have shmupped myself.
I'm no shoot 'em up nutter - or "shmutter", as I understand they prefer to be called - but some of the first games I remember playing are shmups. Games like Maelstrom, Ambrosia's Macintosh clone of Asteroids, and the proto-shmup Crystal Quest from Patrick Buckland, who would go on to make Carmageddon. Little did I know that the humble premise of a small 2D spacecraft shooting baddies on a wrap-around screen would reach the glittering heights of Nova Drift. Had you shown me this game back in 1995, I dare say I'd have shmupped myself.
Spaceship likers, come hither. Long-running space simElite Dangerous has just unloaded a new interstellar vessel into its universe, and she's a beaut. The new Type-8 Transporter is a medium freighter capable of hauling a maximum of 406 tons of cargo. It's got a default jump range of 17.55 light years and two big prongs sticking out of its face like a sci-fi forklift. Cool. The catch is that this ship can only be bought with real money for now, say the developers. This is part of Frontier's new strategy of having paid-for ships in the game. I don't really play Elite Dangerous anymore, so I don't have strong feelings about that. But I do have strong feelings about the space trucker advertisement the developer has put together for the new ship. Come watch it with me.
Spaceship likers, come hither. Long-running space simElite Dangerous has just unloaded a new interstellar vessel into its universe, and she's a beaut. The new Type-8 Transporter is a medium freighter capable of hauling a maximum of 406 tons of cargo. It's got a default jump range of 17.55 light years and two big prongs sticking out of its face like a sci-fi forklift. Cool. The catch is that this ship can only be bought with real money for now, say the developers. This is part of Frontier's new strategy of having paid-for ships in the game. I don't really play Elite Dangerous anymore, so I don't have strong feelings about that. But I do have strong feelings about the space trucker advertisement the developer has put together for the new ship. Come watch it with me.
Sand Land (2024), the latest action-adventure game from ILCA and Bandai Namco Entertainment, has caused some debate among manga readers that can be summarized this way: some consider it to be an independent story-arc adventure, others contend it acts both as a continuation of an original manga published back in 2000 (carrying the same title). So, which side has it right? Is Sand Land the solution or just more smokescreen that makes things look through the fog? A definite answer is impossible to get (like many things in life, like philosophy) but, in any event, it is worth investigating and learning about it. The journey is many times better than the destination, so let us navigate this fascinating desert journey that Sand Land offers us and find out together its connections to the source material at the beginning of the millennium, as well as what it may signify for potential newcomers.
The Link with the Past
Sand Land's inconsistency stems from its source material because why else would the game have the same name as the Manga book? Akira Toriyama himself (known to players through Dragon Ball and Dragon Ball Z: Kakarot) created one short manga series in 2000 titled Sand Land that took place after an apocalyptic desert event and featured Beelzebub and other unlikely allies working together (attempting to locate water sources, and more). Similar to Cowa, another of Toriyama's comics, Sand Land was collected in a tankobon manga and it is 14 chapters long. The game is inspired by this book, so here is the link to the past. However, the video game is not a 1 to 1 representation of the book, how could be, after all, it is a short comic that tells a story, whereas the video game does more.
Bridging the Gap for Newcomers
Sand Land the video game is an adaptation and in a way, a sequel of its respective manga counterpart, keeping much of what makes it special - among those, themes, characters, and plot elements - intact while expanding upon these in a manner the limited manga could never do. Sand Land is clearly one ideal entry point for newcomers to the universe. Sand Land's world of quirky characters and fantastical creatures features familiar elements from both media (including characters from the Dragon Ball series), so it is worth starting here. If you have the chance to buy Sand Land and play it, and at the same time enjoy the Manga book, you will experience both sides with rich narrative tapestries to explore.
So, who will get the most value out of Sand Land? This desert adventure is perfect for:
Fans of Akira Toriyama's work: The vibrant world design and quirky humor will delight fans of Dragon Ball and other Toriyama creations (Dragon Quest, Chrono Trigger, Blue Dragon, Dragon Ball FighterZ, Dragon Ball Z: Kakarot), and being able to recognize some new work in Sand Land is a gift.
Exploration enthusiasts: The vast desert world filled with loot, hidden secrets, and ancient ruins is a mesmerizing playground for those who buy cheap PS4 games and love to uncover every nook and cranny of the new game.
Casual RPG players: This is not a role-playing game but it features elements of this genre, so if you're looking for a lighthearted and engaging RPG experience with a focus on fun over extreme difficulty, Sand Land fits the bill (and gives you some change back).
Verdict
Sand Land is a delightful, visually striking open-world adventure that makes it possible to admire once more the art of Akira Toriyama. It is simply enjoyable and adds a fresh breath to the genre via its distinct art style. The engaging story, exploration focus, and quirky characters are among its key strengths that enhance, in my opinion, the work of Akira Toriyama. Some purists might find similarities with its source manga disappointing but they are missing the point: the game is not the book. Its expanded narrative options and accessible entry points make this game great for newcomers who should be appreciative of the entire work.
Forspoken is the inaugural AAA release of 2019, as well as an exclusive PlayStation 5 console exclusive, garnering considerable anticipation due to its anticipated impact. As players learn the controls for Athia's vast open-world environment and engaging in combat becomes an adventure full of thrills; reaping rewards by mastering its intricate systems can prove lucrative indeed. However, Forspoken's narrative trajectory remains uneven. While buoyed by an amazing lead performance and memorable plot twists, the overall experience was marred by suboptimal pacing and delivery; similar to watching an expertly executed play where key moments stand out but its glory fades due to uneven pace or delivery; ultimately preventing its full potential from being realized.
Forspoken stands out in the gaming landscape by creating an expansive world and thrilling combat dynamics that engage its player base, yet sometimes experience moments of brilliance being overshadowed by pacing issues - this story of two dimensions where gameplay excels in providing an adventurous and exhilarating experience while storytelling struggles to keep up a steady cadence is told through forspoken. Fospoken orchestrates gameplay to another level, so what I've got is as fluid as a serenade, if you know what I mean. Of course, this entices players to discover and buy PS5 games of the same kind once they finish Forspoken because they get the taste of adventure and miracle worlds.
Forspoken - An Immersive RPG
Forspoken is an enjoyable fantasy-world RPG when exploited properly; yet patience must be exercised during its slow, somewhat cumbersome initial phase. Unfortunately, lengthy story interludes that lean toward verbosity fall short of communicating its true potential; these imperfections prevent Forspoken from rising to be the next great open-world game; though fans of fantasy realms should find plenty of enjoyable moments while traveling across its sprawling world as formidable sorceresss.
Beginning Forspoken is like entering an intimidating maze - initially slow-paced but ultimately rewarding once explored fully. Unfortunately, its narrative sometimes succumbs to long-winded passages which overshadow its core strengths; similar to an engaging stage performance where brilliant moments fail to shine amidst less impactful dialogues. Fospoken's gameplay is a marvel, like a tapestry interwoven with finesse and ingenuity, if you allow me the comparison, simply beckoning players of all ages and levels of experience to harmonize their gaming journey into Athia, far from everyday problems, a means to escape and enjoy a different reality. With an assortment of tantalizing cheap PS5 games, there is the slight chance to overlook Forspoken - my advice: don't!
Verdict
Forspoken is an immersive fantasy world full of charm, challenges, and moments of pure delight that are sure to enthrall fantasy fans of any kind. Though not among the elite open-world games, Forspoken offers fantasy enthusiasts a fantastical gaming experience where magic collides with exploration for an unparalleled gaming adventure, yet beneath these early obstacles lies an amazing fantasy world to be explored. Fantasy enthusiasts will take immense delight in traversing vast landscapes as a powerful sorceress - it's an exhilarating journey with plenty of magical prowess and open-world exploration, eventually showing its strengths despite initial missteps.
Baldur's Gate 3 offers an immersive team-based RPG experience set within the Dungeons & Dragons universe, where your decisions shape an epic tale filled with camaraderie and deceit as well as survival struggles and the lure of ultimate power. Baldur's Gate stands as an extraordinary work, an expression of creative ingenuity crafted in an environment unblemished by industry greed. Yet an ancient malevolence lurks within that seeks to consume Baldur's Gate from within; your ability to combat such a threat poses the threat of changing Faerun forever! Rejecting alone may be possible; but only by joining forces can success become achievable.
Gaming Excellency
Baldur's Gate 3 stands as an outstanding demonstration of creative director Swen Vincke and his team's dedication to gaming, as opposed to profit, and is deservedly one of the best RPG games of the year. Instead, this title represents their undying passion for this medium rather than acting solely as revenue generators. Baldur's Gate 3 constantly amazed me with its masterful encounter design and use of dice to determine initiative combat, often leaving me speechless with shock at how carefully each encounter had been orchestrated to put me through agonizing trials. Each skirmish felt like an artistic masterstroke crafted to provoke and frustrate. I found myself wanting to exclaim, "You malevolent genius!" yet with much appreciation.
D&D Quest for Power
Fans of D&D must buy Baldur's Gate 3 because is probably the best incarnation of this style of gaming to date. After selecting an avatar from among a range of classes, species, traits, and backgrounds to represent you or choosing to immerse yourself through one of five exquisitely voiced companions, you find yourself trapped inside an immersive pod within a Nautiloid airborne vessel driven by bipedal Cephalopod-faced Mind Flayers with their powerful telekinetic prowess - with your evolution as formidable adversaries over four levels proving especially difficult because you may initially be vulnerable - although your chosen protagonist's progress can take time if not properly invested into initially!
The Legends of Baldur's Gate 3
Baldur's Gate 3 stands as an outstanding candidate for Game of the Year, and this praise should not be taken as mere hyperbole because it delivers on all fronts: story, characters, gameplay, music, and sound. After playing for more than 100 hours (with some very long sessions, I have to admit) since I have purchased it, I declare myself a big fan of it. Admittedly, I remain transfixed by its captivating narrative. I experienced a thrilling emotion exploring Baldur's Gate city, and even if I am not a fan of turn-based combat, I was not displeased by it (which is a big thing for me, trust me!)
Baldur's Gate 3 - The Best D&D RPG Today
I wholeheartedly recommend, that if you have the chance to buy cheap PS5 games this holiday season, check out Baldur's Gate 3: with excellent storytelling, clean and beautiful visuals, top character customization, and an immersive world, it should be a no-risk purchase. All its qualities, from characters and gameplay, to sound and story, are coming together into one cohesive gaming experience that is unrivaled. Gather your companions for an epic quest back into the Forgotten Realms where a tale of loyalty, treachery, self-sacrifice, endurance, and the irresistible force of absolute power lies ahead of them.
I’ve got something absolutely tremendous to share with you today—something
that’s just going to blow your mind. I recently had the pleasure of diving
into a brand new RPG, a classic one called *Eve Of Calamity*. And let me tell
you, it was quite a ride, folks. I got the Steam Key from Keymailer, and I
want to give a huge shoutout to the brilliant developer behind *Eve Of
Calamity* and, of course, Keymailer for making this possible. Tremendous
people, really.
So here’s the deal: in my very first hour with *Eve Of Calamity*, I went
through the character creation process. And folks, it was incredibly simple. I
created a female knight—very powerful, very impressive, believe me. It’s all
about making a strong start, right?
The story kicked off right at my character’s home. After a bit of
dialogue—lots of talking, which you know, can be a bit slow but important—I
took my character, along with her brother Suma, out for a deer hunt. Now,
you’d think a deer hunt would be easy, but no, that’s not how it went down.
After we hunted the deer and headed back home, guess what happened? We got
ambushed by a group of enemies. Can you believe it? My character and her party
were taken down so easily. Total disaster.
At the end of this big, dramatic fight, Suma was defeated, and Aeron—well,
let’s just say Aeron didn’t make it. It was a real tough break. Following
Aeron’s advice, my character then met up with Flora in a nearby town. And
here’s where things get interesting: my character also met another character
who joined the party. They set out on this epic journey to take down the
Goblin King, or was it the Goblin Leader? Honestly, it was a bit unclear, but
what’s clear is they all met their end. Tough game, folks.
So, there you have it—a quick summary of my first hour playing *Eve Of
Calamity*. It’s been a wild ride with lots of ups and downs. If this sounds
like your kind of game, or if you just want to see how it all plays out, head
over to my channel and watch the whole hour. It’s going to be a blast, I
promise.
I just got this exciting press release from Anshar Publishing about their
awesome new RPG, Coridden. I mean, folks, this game sounds fantastic. Anshar
Publishing has launched a Steam Playtest for Coridden, where you can get your
hands on the latest build of the game and check out all the new stuff they've
been cooking up.
Let me break it down for you. In Coridden, you're playing as this cool
monster-shifter dude. Picture this: you defeat monsters, and then you can
actually transform into those very beasts. How cool is that? You can roll solo
or team up with up to three of your buddies on a quest to unravel the
mysteries of Aasha, this ancient city with secrets that'll blow your mind.
To get in on the action, head over to the Coridden Steam page and sign up for
the alpha playtest. They've packed this version with a ton of main story
content, side quests galore, and a bunch of new skills and areas to explore.
I'm talking major upgrades since the last demo in February, folks. We're
talking new environments, more enemies to fight, smoother gameplay, and some
seriously upgraded visual effects.
And wait, there's more! You've got new skill tabs to tinker with, fresh
side-quests to dive into, and loads of juicy lorelogs to uncover. It's like a
whole new world out there in Heera, and you're gonna want to see every inch of
it.
Now, let's talk features. This game is all about action-packed combat where
your skills and gear really matter. You'll be leveling up both your human side
and your monster form, unlocking all kinds of cool abilities along the way.
And get this, you can switch between forms on the fly, using each one's unique
strengths to crush whatever challenges come your way. It's all about that
tactical flexibility, folks.
Plus, if you're into teaming up, Coridden's got you covered. Up to four
players can jump in and out of co-op mode, whether you're busting heads
locally or online. There's something for every play style here, whether you're
the tank, the damage dealer, or the support guru. Teamwork makes the dream
work, right?
And the world of Heera? It's your playground. Climb, swim, blast through
obstacles—you name it. From treacherous caves to ancient ruins, there's loot
to find and quests to conquer. This world is yours to explore and conquer.
So, what are you waiting for? Head over to Steam, sign up for that playtest,
and let Anshar Publishing know what you think. They're counting on your
feedback to make Coridden the best darn game it can be. Get in there, have a
blast, and let's make gaming great again!
WTF Leaving the best feature until the end of the campaign.
I love a great lore-rich experience. It’s one of the main reasons why I love videogames like Elden Ring and Assassin’s Creed. But to support the weight of that storytelling, it needs a solid foundation based on interesting gameplay, mechanics and pacing. Astor: Blade of the Monolith is what happens when that foundation isn’t as strong as it should be.
Astor is a cartoony hack-and-slash title that tells a lore-rich, interesting story about the implications of humans creating artificial life, and how that life interacts with the natural world. Unfortunately, the message is often lost behind waves of mundane combat, mind-numbing narration, and boring traversal mechanics.
Things open with the titular character and his friend Zan exploring an ancient temple to find artifacts of the past. Astor and Zan are masked puppet-esque androids who live in a sprawling fantasy world that’s been long-abandoned by humans. Astor then falls through the temple floor, collects a mysterious artifact, gets a magic sword, and finds out that he is “The Chosen” — a special member of their species that was meant to overcome an insurmountable evil.
After a lengthy tutorial, I soon learned Astor is a Diokek — puppet androids created by the humans who are no longer in this world. The Diokek are locked in a constant battle with the Hiltsik, which are similar masked androids, but evil. Both of these factions derive from the Monolith, a tall structure of black stone that towers over the land in Astor and emanates with dark energy. Later, a town elder gives a typical cut-and-paste quest structure where Astor has to go through three trials and come out the other side somehow.
My next few hours of gameplay were spent looking at Astor‘s environments while learning the basic mechanics, and the art direction in Blade of the Monolith is a shining light in a sea of mediocrity. Every environment is crafted with the intent of being a wonder to behold, featuring sweeping vistas and beautiful colors.
Yet while there are countless wonderful environments to explore, there’s not a lot to do once Astor is in them. He’s either fighting the same band of enemies for the fifth time in a row, collecting haphazardly-scattered resources to upgrade his combat abilities, or walking to the next mission. This is compounded by the incredibly annoying narrator, who quite literally spells out every single thing that happens to Astor, not leaving an ounce of space for original thought from the player to interpret their surroundings.
This monotony is extremely evident in the first world, the desert, as I had no other means to get to a distant objective other than to walk. Eventually, Astor unlocks the ability to traverse the environment more easily, but I didn’t get this until two-thirds of the way through — one of many small tweaks that could be made to the pacing of Blade of the Monolith that would make it far more enjoyable.
Additional tweaks are needed in Astor’s combat. The game tries its best to emulate Devil May Cry-esque flurries of light, heavy, and special attacks, stringing them together in elaborate combos, but the execution is lacking. For example, I’d smack a normal enemy with the starting sword, and then it would fly back, yet I’d still be in the combo so Astor would do a weird glitch-jump to continue it. None of the attacks have synergy with any other, and combos feel janky.
Furthermore, this janky combat would often distract me from crucial story moments. I’d spend entire gameplay sections not remembering what happened in the plot because I was too focused on how jarring the combat was, all while the narrator was spewing words at me.
Eventually, the combat does begin to click, but it soon becomes more of a chore than anything else, and a lack of enemy level scaling makes the entire last third of the campaign a cakewalk — but there’s a hidden beauty in that. The story that I wasn’t paying attention to in the first two thirds was now my only focus, and when I wasn’t toiling through boring encounters or walking to my next mission, I began to appreciate the slightly deeper meaning of the story in Astor, which is passable, save for the narration.
There’s a good experience buried beneath all the issues in Astor: Blade of the Monolith, I think. There’s no reason why some reworking of the combat, reordering certain elements to speed up the pacing, and putting some duct tape over the narrator’s mouth wouldn’t do wonders, but in its current state these flaws are simply too glaring.
Rating: 4.5 out of 10
— Jack Dunn
Disclosures: The game was developed by C2 Game Studio and published by Versus Evil and tinyBuild. It is currently available on PC, PS4/5, Switch, and XBX/S. This copy of the game was obtained via publisher and reviewed on PC. Approximately 9 hours was devoted to the game, and it was completed. There are no multiplayer modes.
Parents: This game has an ESRB rating of E for Fantasy Violence and Animated Blood. This is an action-adventure game in which players play as Astor, an android who goes on a quest to save his species from war with an evil faction of androids. Astor will get into sword combat with these evil androids, but these smaller fights have no blood and end in the enemies disappearing off the screen. A few of the boss fights have some animated blood in them, but it’s extremely few and far between. Outside of the combat, there is no violence in the game and it’s very tame in its themes.
Colorblind Modes: There are no colorblind options.
Deaf and Hard of Hearing Gamers: The game offers subtitles. Subtitles cannot be resized. There are no audio cues needed for successful gameplay. This game is fully accessible.
Remappable Controls: The game features 4 preset controller settings, but no remappable controls.
Edwin spotted this game called Beta Decay that's not got a release date yet or anything, but looks very cool. It's being developed by Rotoscope Studios and it's a low-poly, 90s-inspired mix of dystopian RPG, survival, third and first-person shooter, with some roguelike bits slapped in there, as well. Whew, that's a lot. Potentially too much. But hey, I am here for something ambitious and interesting, of which it ticks both boxes.
Edwin spotted this game called Beta Decay that's not got a release date yet or anything, but looks very cool. It's being developed by Rotoscope Studios and it's a low-poly, 90s-inspired mix of dystopian RPG, survival, third and first-person shooter, with some roguelike bits slapped in there, as well. Whew, that's a lot. Potentially too much. But hey, I am here for something ambitious and interesting, of which it ticks both boxes.
Hades 2 had some big shoes to fill. A sequel always has the difficult task of remaining true to the previous title, but with Hades being such a complete package, it was almost hard to imagine a world in which the game could be developed or evolved in any meaningful way.
Supergiant has always been up to the task and didn't disappoint here. The playstyle of Melinoë is exactly what players had hoped for, maintaining Zagreus' fast-paced, dodge-heavy, hack-and-slash playstyle while introducing several tricks of her own. Even more than that, the playstyle is indicative of the character, giving players a glimpse into the inner workings of Melinoë even just by observing how the game has changed.
How Melinoë Changes Combat
Compared to Zagreus, Melinoë is a much more versatile protagonist. While weapons still have basic attacks, combos, dash strikes, and specials, the Cast mechanic is reworked, and three more options are added in the form of Omega moves.
The Cast undergoes the biggest change, which highlights just how differently Melinoë approaches combat. Gone is the single-shot projectile, replaced instead with a large field that holds enemies in place. Melinoë is much more about control, understanding threats, and how to approach each situation.
Many enemies, such as the Wailers and Whispers, become much more aggressive and dangerous once they approach, sometimes requiring distance and reassessment before a player goes into melee range. There is still room to be an aggressive melee fighter, but more often than not, a cool head with an eye for openings prevails.
The other meaningful addition to combat is the addition of Omega moves and a Magick bar. Attacks, Specials, and Cast can all be charged up by holding down their respective buttons, resulting in new effects that cost Magick to use. The Omega Cast stays the same between weapons, while the weapons have unique Omega effects for each.
Because of the charge time of the moves and the introduction of the Magick bar, Melinoë can often play like a spellcaster hybrid rather than the pure weapon-focused style of Zagreus. While melee still feels strong, there will be times when players use their cast and dash out of melee, using the window created by cast to charge up a powerful Omega special. The new Omega moves provide tons of opportunities in combat, giving each weapon multiple avenues for combat and expanding how players can approach Hades II.
Combat as a Reflection of the Character
It is perhaps more important to discuss how Melinoë embodies the changes to combat, adding character to the game as a whole, not just during moments of dialogue.
Playing as Zagreus was indicative of who he was as a character. He was new to his role, butting heads with his father, out on a rash and sudden attempt to understand what was being kept from him. His playstyle was heavier on melee weapons, requiring players to face enemies head-on, jump into danger, and prepare to use pure strength and reaction time to beat their enemies.
Melinoë, on the other hand, feels like an evolution of Zagreus. She comes from the same family line and the same base of combat is there. The way she can dodge into melee range and start to unload feels so similar to Zagreus, but she was raised differently. She never knew her family, instead being raised by Hecate, the Witch of the Crossroads. Hecate, under the orders of Hades, raised her with the single goal of overthrowing Chronos, starting her training at a young age, both as a witch and a warrior of the house of Hades.
Fighting as Melinoë reflects both the new emphasis on witchcraft and her preparedness for the task ahead. Using her Cast to hold enemies in place creates a much more tactical feel, allowing her to choose the moments where she'll engage. Many of her weapons feature Omega spells that deal large amounts of AoE damage, allowing her to either punish the targets she holds in place or clear her other flank while they are temporarily non-threatening. The myriad options with which she can approach combat speak to her years of training with Hecate, her time sparring with Nemesis, and picking up knowledge from the master tactician Odysseus.
The same feel and style of the original game are there beneath it all, but Melinoë takes everything one step further. Where Zagreus was brash, Melinoë is collected. Where Zagreus was aggressive and single-minded, Melinoë is calculating and careful. It all goes a long way to prove that Hades was no fluke. Supergiant understands how to build towards a single artistic vision. Melinoë is no Zagreus, and Supergiant graciously gives us the ability to explore why.
Happy May 3rd, Battlestar Galactica fans! Remember what John Dune said about living long and prospering? He said: Oh, look, objectively excellent dogfighter Star Wars: Squadrons is under two quid on Steam. As Edwin pointed out to me, that’s about the price of a third of latte, although he does pay London prices. Also, Edwin, are you going around trying to buy the dregs of people’s lattes? I cannot judge. Were it in short supply, I too would debase myself for caffeine in an instant.
4X-meets-real-time-strategy game Sins Of A Solar Empire 2 will finally launch on Steam this summer, Stardock and Ironclad Games have announced, a couple of years after going into technical early access on Epic Games Store. I loved the first Sins and so did Kieron Gillen (RPS in peace) whose 16-year-oldreview dwells appreciatively on the spectacle of cruisers and frigates bouncing to hyperspace on the very edge of a solar system. We don't seem to have written about the second one - time to change that, I guess. Here's the Steam release announcement trailer.
The sequel to The Ur-Quan Masters has more than tripled its Kickstarter funding goal in four days. Free Stars: Children Of Infinity, which is a sequel to the series formerly known as Star Control, has so far raised $332k (£268k), although it's still shooting for several stretch goals - including one as high as $4.4 million.
Every weekend, indie devs show off current work on Twitter's #screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, my eye has been caught by the slow (yet speedy!) reload of a flintlock, feathered dinosaurs, parrying bullets, snowboard stunting, an underslung chainsaw, and heaps more. Check out these attractive and interesting indie games!