Annapurna Interactive a BlueTwelve Studio oznámily datum vydání dříve oznámeného portu hry Stray pro Nintendo Switch.
Vydavatel Annapurna Interactive na červnové prezentaci Nintendo Direct oznámil, že jeho uznávaná adventura Stray 2022 vyjde pro Switch někdy o letošních prázdninách, a nyní byl port opatřen konkrétním datem vydání.
Společnost Nintendo na Twitteru oznámila, že hra Stray vyjde pro Switch 19. listopadu.Stray hráči hrají za kočku oddělenou od své smečky, po které se musí pohybovat v
Annapurna Interactive a BlueTwelve Studio oznámily datum vydání dříve oznámeného portu hry Stray pro Nintendo Switch.
Vydavatel Annapurna Interactive na červnové prezentaci Nintendo Direct oznámil, že jeho uznávaná adventura Stray 2022 vyjde pro Switch někdy o letošních prázdninách, a nyní byl port opatřen konkrétním datem vydání.
Společnost Nintendo na Twitteru oznámila, že hra Stray vyjde pro Switch 19. listopadu.Stray hráči hrají za kočku oddělenou od své smečky, po které se musí pohybovat v dystopické společnosti obydlené roboty a androidy, kde není v dohledu jediný člověk. Fascinující prostředí a možnost hrát za kočku se spojují v solidní zážitek.
Hra Stray je v současné době k dispozici pro PS5, Xbox Series X/S, PS4, Xbox One a PC. Připravuje se také animovaný film na motivy této hry.
Be silly. Be curious. Be stealthy. Be a little annoying. But most of all, be a cat ready to pounce your way through the neon-lit alleys! Untangle an ancient mystery to escape the decaying cybercity in Stray, coming to #NintendoSwitch on Nov. 19th! pic.twitter.com/6p4MXx3Eok
Listen, I've got nothing against coffee games - they're some of my absolute favourites - but I've got to admit, I'm a tea-drinker at heart, and it always makes me a little bit sad when all I can serve in these games is a hot cuppa joe while tea gets relegated to the sidelines. Good on the developers at Ivy Road, then, for finally doing us tea-drinkers justice with their debut game Wanderstop.Revealed this evening at the Summer Game Fest, Wanderstop's development is being headed up by Davey Wred
Listen, I've got nothing against coffee games - they're some of my absolute favourites - but I've got to admit, I'm a tea-drinker at heart, and it always makes me a little bit sad when all I can serve in these games is a hot cuppa joe while tea gets relegated to the sidelines. Good on the developers at Ivy Road, then, for finally doing us tea-drinkers justice with their debut game Wanderstop.
Revealed this evening at the Summer Game Fest, Wanderstop's development is being headed up by Davey Wreden, creator of The Stanley Parable and The Beginner’s Guide, as well as Karla Zimonja, co-creator of Gone Home and Tacoma, along with music duties being performed by Minecraft's composer, Daniel 'C418' Rosenfeld.
You play as Alta, who desperately wants to get back in the fighting arena but must instead run a tea shop in the heart of a magical forest. Tough break, eh? I know which one I'd rather do.
When the Summer Game Fest trailer for "narrative-centric cosy game" Wanderstop said it was from the creator behind The Stanley Parable, I thought I had surely entered a different dimension where The Stanley Parable was actually a wholesome shop-keeping sim rather than a zig-zagging office-based nightmare. Then Wanderstop started to get rather bleak, and I finally stopped pinching myself. See for yourself.
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When the Summer Game Fest trailer for "narrative-centric cosy game" Wanderstop said it was from the creator behind The Stanley Parable, I thought I had surely entered a different dimension where The Stanley Parable was actually a wholesome shop-keeping sim rather than a zig-zagging office-based nightmare. Then Wanderstop started to get rather bleak, and I finally stopped pinching myself. See for yourself.
Picking up Lorelei and the Laser Eyes feels like taking a step into a cryptic past, when rumors of Polybius were flitting among arcade goers and a night of entertainment meant a crossword puzzle or two. Unique and addicting, Lorelei and the Laser Eyes provides a fun and rewarding experience for either a single person or group of gamers.
Like Lorelei and the Laser Eyes itself, the story does not immediately reveal itself to you. It takes a bit of time and sleuthing before the yarn starts to u
Picking up Lorelei and the Laser Eyes feels like taking a step into a cryptic past, when rumors of Polybius were flitting among arcade goers and a night of entertainment meant a crossword puzzle or two. Unique and addicting, Lorelei and the Laser Eyes provides a fun and rewarding experience for either a single person or group of gamers.
Like Lorelei and the Laser Eyes itself, the story does not immediately reveal itself to you. It takes a bit of time and sleuthing before the yarn starts to unravel. When the game starts, you know very little about your character, a smartly-dressed woman who looks like she’d fit right in a noir spy film. As you piece together clues from dialogue and readable items, you learn that an eccentric man invited you to a secluded hotel, which houses strange puzzles, art exhibits, magic shows, and plenty of mysteries. And a dog too, which you can pet.
The puzzles range between pleasantly easy and surprisingly difficult, but none of them feel like cop-outs. You truly have almost everything you need at your fingertips, or they’re a few steps away. Some of them are incredibly easy, such as one requiring basic knowledge of Roman numerals or our English alphabet. But then you’d encounter one that makes you stare at it, feeling like you’re rubbing every single brain cell you have and getting nothing in return.
I vividly remember realizing the solution to a puzzle as I was falling asleep and then shooting up, wide awake, just to turn on Lorelei and the Laser Eyes and rush to the location to input my answer. I was right, and that rush of serotonin was so strong that I continued to play until the sun was in the sky.
Part of the appeal lies in its more old school way of doing things. It brought me back to when I was a child, sitting in the waiting room of my piano teacher’s house and hunched over a book of riddles and whodunnits with a pen and notebook in hand. The Discord server I have for myself was full of pictures, notes, equations, and scribbles. I called on my roommate for help, as well as provided the puzzles without any context to my friends when I was stuck. Some of the puzzles prompted pretty lively discussion and I found it fascinating that this game, which can feel so isolating as you wander around the dreary hotel on your own, could bring so many people together without even being in my friends’ hands.
“Beautiful” might not be the first word that pops to mind when you see Lorelei and the Laser Eyes. Indeed, according to Simogo’s development blog, that wasn’t the goal. But there’s something gripping about the retro aesthetic. I loved how clean and crisp the black-and-white color scheme is, with everything easily visible despite the grainy filter and odd textures. When colors appear, they pop, and they’re so eerie against the dark backdrop that they really stick in your mind. For a game that seems to do so little with its appearance, its blend of its many inspirations make for a singularly unique experience.
This is one of those games that I’ll think about even after I finish it. As of the time of writing, I still have quite a few mysteries to uncover, as there are some puzzles that just well and truly stumped me. The world it presents is a cryptic one, reminding me of old conspiracy theories from before my time, but it keeps you coming back for more, hankering to pull back the curtains and unlock the doors to discover the secrets behind them.
Lorelei and the Laser Eyes will come out on the Nintendo Switch and Windows PC via Steam on May 16, 2024. Nintendo Switch version reviewed.
The surreal pop synth of Sayonara Wild Hearts may have been the game that put Swedish developer Simogo on the map for PC players, but for me their earlier iOS puzzler Device 6 stands in my memory as being one of the most distinctive video games I've played. An interactive mystery novel at its heart, Device 6 took full advantage of its mobile-based hardware, asking players to turn and rotate their device to read certain lines of text, and scroll through its chapters searching for audio visual cl
The surreal pop synth of Sayonara Wild Hearts may have been the game that put Swedish developer Simogo on the map for PC players, but for me their earlier iOS puzzler Device 6 stands in my memory as being one of the most distinctive video games I've played. An interactive mystery novel at its heart, Device 6 took full advantage of its mobile-based hardware, asking players to turn and rotate their device to read certain lines of text, and scroll through its chapters searching for audio visual clues to solve its puzzles. I've often lamented that it never made its way to other platforms, even though part of its magic is inherently tied to physicality of its tactile origins.
Happily, after playing a few hours of Simogo's latest game, Lorelei And The Laser Eyes it's clear this equally classy detective story shares much of the same DNA as Device 6. It has the same love of riddles and mysterious, cryptic puzzles, only now they're writ large in a fully explorable 3D setting - a monochrome and maze-like hotel belonging to a reclusive artist. But Simogo's love of text hasn't been diminished in the process. Early on you find an instruction manual for Lorelei And The Laser Eyes within the game itself, which straight away tells you to have a pen and paper nearby to help solve its numerous conundrums. Heck, publishers Annapurna Interactive even sent me a full-blown notebook in the post just to hammer it home. They're not kidding, either. Even the opening section of the game had me scribbling down names, sums and symbols, much like Tunic, Return Of The Obra Dinn and Outer Wilds did before it. Which is just as well, really, as I'll definitely be needing some reminders when I come to play the full version on May 16th.
I've wondered for a while how best to explain my time with Flock's demo. The whole experience was a testament to the joy of flight - much as developers Richard Hogg and co intended - and I relished being able to glide effortlessly over the world. It felt free and easy. Yes, the flying in Flock was certainly a joy.
But that is not why I found myself so enamoured by the whole thing. Rather, it was because in a time when the world feels so full of noise and chaos, Flock gave me a sense of calm,
I've wondered for a while how best to explain my time with Flock's demo. The whole experience was a testament to the joy of flight - much as developers Richard Hogg and co intended - and I relished being able to glide effortlessly over the world. It felt free and easy. Yes, the flying in Flock was certainly a joy.
But that is not why I found myself so enamoured by the whole thing. Rather, it was because in a time when the world feels so full of noise and chaos, Flock gave me a sense of calm, away from the pressures and anxieties that come with everyday life.
Allow me to explain further. In Flock, you are essentially a shepherd, but rather than just your traditional land-based sheep, you are collecting a mixed bunch of eclectic creatures for your Aunt Jane. She is a professor of zoology, you see, so by gathering up these creatures you are helping her with her research. That is not to say there aren't also sheep in the game. There are, and these little fellows can help you by eating their way through grassy meadow patches, unearthing peculiarities hidden beneath. Then, once they have eaten a certain amount, they will grow a nice woolly fleece which you can shave off to use for mittens and the like.
I've wondered for a while how best to explain my time with Flock's demo. The whole experience was a testament to the joy of flight - much as developers Richard Hogg and co intended - and I relished being able to glide effortlessly over the world. It felt free and easy. Yes, the flying in Flock was certainly a joy.
But that is not why I found myself so enamoured by the whole thing. Rather, it was because in a time when the world feels so full of noise and chaos, Flock gave me a sense of calm,
I've wondered for a while how best to explain my time with Flock's demo. The whole experience was a testament to the joy of flight - much as developers Richard Hogg and co intended - and I relished being able to glide effortlessly over the world. It felt free and easy. Yes, the flying in Flock was certainly a joy.
But that is not why I found myself so enamoured by the whole thing. Rather, it was because in a time when the world feels so full of noise and chaos, Flock gave me a sense of calm, away from the pressures and anxieties that come with everyday life.
Allow me to explain further. In Flock, you are essentially a shepherd, but rather than just your traditional land-based sheep, you are collecting a mixed bunch of eclectic creatures for your Aunt Jane. She is a professor of zoology, you see, so by gathering up these creatures you are helping her with her research. That is not to say there aren't also sheep in the game. There are, and these little fellows can help you by eating their way through grassy meadow patches, unearthing peculiarities hidden beneath. Then, once they have eaten a certain amount, they will grow a nice woolly fleece which you can shave off to use for mittens and the like.