Wikipedia – Nintendo Microsite
After the release of Tears of the Kingdom, I was afraid that we would never see a new game in the style of the 2D Zelda game. Yet, I have been proven wrong when this game was announced. To be very honest, I didn’t have very high hopes for this game. Especially since this game was announced this summer and released in late September. I felt that this game going to be a game to fill a gap while the developers are working on a much larger game. Now, the game is
After the release of Tears of the Kingdom, I was afraid that we would never see a new game in the style of the 2D Zelda game. Yet, I have been proven wrong when this game was announced. To be very honest, I didn’t have very high hopes for this game. Especially since this game was announced this summer and released in late September. I felt that this game going to be a game to fill a gap while the developers are working on a much larger game. Now, the game is released, and I have played through a fair chunk of it. So, what is my opinion on this game? Well, that’s what I’m going to tell you in this first impressions article, while I all invite you to leave a comment of your thoughts and/or opinions in the comment section down below.
Renewing the Echoes
After a short introduction where you play as Link, the main story of this game is introduced. There are all consuming interdimensional rifts appearing all over Hyrule, and it’s eating various people in the kingdom.
Link gets eaten by one of those rifts while freeing Zelda and when Zelda tells her father, the king, about these rifts… A new rift appears and replaces the king with an evil clone of himself. Zelda gets thrown in the dungeon and there she meets a fairy named Tri. This fairy gives Zelda a special staff where she can summon objects into the world using echoes. With those echoes, she escapes the dungeon and sets out on an adventure to save Hyrule from doom before the land is fully consumed by the rifts.
Something I always love about the Zelda games is that there is a different core mechanic at the base of the game. In this game, we get two things. We got the rifts to another dark world, but we also got the magical staff, which we can use to summon various echoes into the world. These echoes mean you can tackle this game in various different ways. But I’ll talk more about that later in this article.
In terms of story, this game is hitting all the same beats as your typical Legend of Zelda game. It might be disappointing, to some, that in this game there is no voice acting anymore apart from the grunts and various emotional noises. Personally, I think it adds to the charm of this game. That’s because the characters in this game are way more expressive. While the story isn’t going to leave you at the edge of your seat of “what’s going to happen next”, it’s still well quite enjoyable, and the more expressive characters add quite a lot to the charm and atmosphere of the game.
Something I really like is how in this game, you are free to explore the world at your own peace. This game isn’t limiting you to go in a certain order. While this game isn’t fully open world like Breath of the Wild or Tears of the Kingdom, it’s somewhere in between. You can tackle parts in a different order. Like the first two major dungeons can be done out of order. Each area is its self-contained puzzle, and everything you need can be found in that general area.
In my introduction of this article, I said that I was afraid that was afraid that this game would be a short one where you were able to beat it in a few hours. That it was going to be a game that’s supposed to hold players over for the “next big 3D Zelda title”. To my surprise, this game is rather lengthy for a 2,5D Zelda game. It clocks in at 25 hours of casual playtime, which is, to my knowledge, one of the longest 2,5D Zelda games.
Climbing with beds
Something I find myself doing quite a lot while playing this game was climbing the area with beds. I summoned various beds stacked on top of each other to climb a wall. Since, I wanted to know if the developers hid a secret on that cliff face.
The exploration of this version of Hyrule is a blast to do. While you visit a lot of familiar places and meet your usual suspects like the Zora and the Gerudo, it’s a treat seeing them again. The only thing I missed a bit is showing the impact of the rifts. Something that this game only tells through dialogue was how things got impacted by the rifts. I wish it was shown a bit more visually. Like different animations of the characters before and after. But maybe, Tears of the Kingdom set the bar a bit too high for those expectations where each major area had a certain curse.
In terms of gameplay, this game really leans into the echoes mechanic. It also remembers that Zelda is a princess and didn’t really have combat training. So, you have to use summoned enemies to your advantage to let them fight for you. Now, you do have a sword, but you can only use it when your power meter has charge. I always reserved that for the dungeon bosses or when the situation got pretty dicey. Since recharging that meter is either done with potions or by defeating monsters from the rift world. These enemies aren’t exactly common in the overworld, and the energy bar drains fast.
In general, this game hits the same general gameplay beats as all other Zelda games. You go from dungeon to dungeon, learning a new technique or skill, defeating the boos and moving forward to another dungeon. There are also side quests in this game, that give you a nice reward. In this game, you also have a nice system to keep track of these side quests, like in Tears of the Kingdom. Something they also brought over from that game is the cooking system to a degree.
That’s something I personally feel mixed about. Maybe it’s me, but I feel the ingredients are quite rare to come by and there is no real way to farm certain ingredients like in Breath of the Wild. I have to admit that it adds a certain charm to this game, but I feel it’s a bit under implemented here. Like when you first meet the potion creators Deku shrubs, they talk about recipes… And I had a hard time finding any.
Like in Tears of the Kingdom, you can also eat most of the ingredients without cooking them. While I personally dislike the fact you have to do two clicks to consume an item, I do understand why they did it. To avoid you consuming them too much. Yet, this is a change from the two previous games and I honestly really feel it’s a set backwards. A fine solution would be to give the player an option to switch between both systems.
Grezzo playset
This game was co-developed by Grezzo. Their previous original Zelda game was Tri Force Heroes. But, this game looks very similar in graphical style to the remake of Link’s Awakening on the Nintendo Switch from late 2019.
This game looks like a plastic toy set and it looks amazing. While I was playing this game, I felt amazed at how expressive they were able to make everything without breaking the illusion that this is a toy set brought to live by our imagination. I don’t have a lot of complaints about the visuals and animations. And most of my complaints aren’t that big of a deal in the grand scheme of things.
Just like, I don’t have any complaints about the music and sound design of this game. If you take the music and sound design in a vacuum, you would say that it sounds just like very other Zelda game. It sounds like a remix of the familiar melodies we all know and love from the Zelda games. But, this isn’t a problem, since it sells the illusion that you are a child playing with a sort of Playmobil toy set of Hyrule and trying to recreate the sound effects and music of the game.
In terms of controls, this game plays like a dream. I rarely had problems with the controls and something I really like is the fact that with one press of a stick, you can see a view from on top when you feel the camera is blocking something. Now, there is one thing that I do have some things to criticize about. And that’s about the jumping.
It’s pretty difficult sometimes to judge how high Zelda can jump. I had moments in combat where I wasn’t aware I could jump on a higher ledge until I saw an enemy jumping backwards on that ledge. I also got tripped up several times with how far Zelda can jump. Her jump is shorter than I think, and the amount of times I jumped into a pit misjudging the jump is quite a lot. Something that would have helped is something a small landing shadow when Zelda was coming down. Then again, that must have been a nightmare to implement… So, maybe I should keep her shorter jump just better in mind.
Now, something else. Something I really like is how this game has two difficulty modes. I’m playing through this game on the normal difficulty setting and I have to say, I’m happy that I did. This game can lure you into a false sense of security. I wouldn’t say that this game is hard, but it isn’t a cakewalk either. You really need to keep your wits about you and think fast sometimes.
Being aware of what’s around you is also quite important since this game loves to hide things in little side area’s and using the map system is a must. I love how you can put pins and such on the map. Yet, I have to admit that I still keep notes in my phone like: “treasure in Gerudo dungeon, need to check later”.
The more I play through this game, the more I realize that the critiques I can make about this game are more on the minor side. Like how it feels like a waste of time when you are scrolling through a long list of echoes when you just want to find one. An easy solution would be to give the player an ability to favorite certain echoes. But then again, the sort function in the quick menu has “most used”, “recently learned” … So, it’s kinda that.
Now, you have two save slots in this game. So, you can play through this game and let a friend or a sibling play through a different slot. Now, this game also autosaves for you frequently, in case you forget to save. The game also keeps like several autosaves in case you want to return to an earlier point.
Something I really like is how this game also has a quick travel system. The system works similarly like an owl statue in Majora’s Mask or a water vane in Link Between Worlds. It makes it easy when you feel stumped by a puzzle and want to return later. The fast travel locations are very fairly placed all over the land.
While I went quite critical in this game, the more I played it, the more it won me over. This game is a new 2,5D Zelda adventure game I hope we were going to see again. The last new, non remake 2,5D Zelda game was released almost 11 years ago. And, I’m so happy to see a return to this style. I’d love to see a this style also making an appearance very so often since it’s clear there are still various unique ways to explore Hyrule and tell a story about the Hyrule legend without going fully 3D.
Apart from a few small complaints you read in this article, I honestly don’t have any major complaints about this game. This is a game I’m going to finish for sure, since I’m enjoying my time with this title quite a lot. If you are into the series, I highly recommend this title to you. If you enjoy exploration and playing with unique mechanics, I also think this game is for you. This game is totally worth it’s price tag and it pleasantly surprised me.
And with that said, I have said everything I wanted to say about this game for now. 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.
At long last, the alien invasion is finally over! That being said though, Fortnite’s island is full of…cubes? We always get a certain theme when it comes to starting with a new season, and this time, when Season 8 launched, it was simply called “Cubed”.
While we won’t get into the nitty-gritty of how the story is going so far because of its intricacy, the basic premise is that the cubes that were used to power the alien mothership that used to abduct players has now been set free, resulting
At long last, the alien invasion is finally over! That being said though, Fortnite’s island is full of…cubes? We always get a certain theme when it comes to starting with a new season, and this time, when Season 8 launched, it was simply called “Cubed”.
While we won’t get into the nitty-gritty of how the story is going so far because of its intricacy, the basic premise is that the cubes that were used to power the alien mothership that used to abduct players has now been set free, resulting in the cubes wreaking havoc on the island.
Besides that though, players can expect a combination of new weapons, locations, characters, and skins in the Fortnite Item Shop. Heck, there are even portals that transport players into a monster-filled realm. So just what can we expect in Season 2: Chapter 8 of Fortnite? Let’s find out.
The Season 8 Battle Pass: Same Old, Same Old
When talking about the Battle Pass in Fortnite, it’s pretty much the same thing every time. Veterans will be happy to know that the Season 8 Battle Pass will come at a familiar price point of 950 V-Bucks or approximately $10 for those that want to unlock all of the premium goodies. The free Battle Pass is available for everyone, but they won’t be able to get the more wanted items such as skins that aren’t available in the Fortnite Item Shop.
For those that want to skip the grind, they have the option to avail the premium track of the Battle Pass which costs 2,800 V-Bucks or approximately $25. This lets players skip 25 tiers in an instant, thereby granting them the ability to start their grind to tier 100 a quarter of the way through already.
The Season 8 Battle Pass will be coming with all sorts of unique items that players can collect. From villainous skins such as Carnage down to ultra-vibrant unicorns, there’s a lot to cover in terms of variety. Marvel characters have always popped in and out of Fortnite, so it’s no surprise to have Carnage in for the ride. There are also the likes of characters that are unique to the storyline in Fortnite such as Charlotte and Fabio Sparklemane. Exclusive content is given in abundance to Fortnite players this time for those that get the premium Battle Pass, and the best part of all this is that they can earn free V-Bucks along the way that’s enough to purchase the next season’s Battle Pass.
It’s like a neverending cycle of getting free Battle Passes after every season!
A New Element
Perhaps the biggest change that’s coming to Season 8 is that there’s a new element coming called “The Sideways”. Described as a “monster-filled reality” that’s “dark” and “malevolent”, it’s what’s being spread by the cubes that are now creating chaos within Fortnite’s island. Players will be able to access them by entering through portals. With the addition of monster NPCs called Cube Monsters, features will include low gravity and the inability to build anything. This will certainly impact the different island locations.
At the very least, there’s still some fun to be had with “The Sideways” in the form of new weapons. Players can craft and create superpowered “sideways” weapons in Season 8 by accumulating a new crafting component from those areas. These new materials are called Cube Monster Parts. Oh, and don’t forget, classic guns such as the harpoon gun and automatic sniper rifle will be making a comeback.
This Means War
With the fate of the island up to the players, it’s your job to protect it. Since Season 8 is all about an all-out war against the Cubes, support from far and wide is needed if players want to secure a future for their beloved island. Since there will be fellow Loopers (players that go in and out of the portals) across the island, you have the option to donate the Bars that you earn to certain construction sites where Turret Stations will be built.
Final Thoughts
It’s certainly a bizarre time for Fortnite players this time around. With Chapter 2: Season 8 all about fighting back against the Cubes, one would think that the alien invasion that we had in the last season was so much better. Sure they abducted players into their mothership, but they at least gave them enhancements that ultimately buffed them.
But hey, at least there are some cool exclusive skins in the Battle Pass that aren’t available in the Fortnite Item Shop!
What do you think of Chapter 2: Season 8 of Fortnite so far? Let us know down below.
There’s a Best Friendzy event in Fortnite, and it requires players to actually play with a friend. It’s not exactly great for folks that prefer going solo, but at least there’s free stuff.
Saddle up Fortnite players, because there’s a new event in town. The two-week Best Friendzy event rewards players with all sorts of in-game cosmetics for free. That’s right, players can now get their mitts on some cool new stuff without having to pay or purchase anything from the Fortnite Item Shop now! Eve
There’s a Best Friendzy event in Fortnite, and it requires players to actually play with a friend. It’s not exactly great for folks that prefer going solo, but at least there’s free stuff.
Saddle up Fortnite players, because there’s a new event in town. The two-week Best Friendzy event rewards players with all sorts of in-game cosmetics for free. That’s right, players can now get their mitts on some cool new stuff without having to pay or purchase anything from the Fortnite Item Shop now! Ever since Season 7, Fortnite has been offering its players a wide variety of new content that they’ve been experimenting with. The best part is, it’s not exclusive to players who have the Battle Pass. A prime example would be the Imposters game mode that we all know is an Among Us rip-off at this point, and there’s the upcoming Island Games event as well. So just what can we expect for the Best Friendzy event? Let’s find out.
What is the Fortnite Best Friendzy?
The Best Friendzy event is a new time-limited reward system in Fortnite which requires players to team up with anyone on their friend’s list together to receive points. If you’re more of a solo player, it’s time to change things up if you’re looking to get the in-game cosmetic items, because they’ll only be available during the event and can’t be purchased in the Fortnite Item Shop. Plus, getting a Victory Royale is so much better with friends!
Getting Started
To begin with, players have to visit the official Best Friendzy website and follow the instructions that will be provided to their Epic Games account. Once that’s over, Fortnite will be able to track their progression. After registering and logging into the Best Friendzy website, they’ll finally be able to earn the rewards. Their friends don’t need to register for you to see your progress together, but they have the option to track their progress. One thing to note about the status of one’s point progression is that players ought to expect a delay of about 30 minutes when it comes to updating their points on the website.
Point Progressions in Best Friendzy
A player’s point progression is based on the time that they’ve spent playing Fortnite together with a friend. For every 10 minutes that they have played together with a friend in the Battle Royale mode, they get to earn a point. For every 10 minutes that a player and their friend play together in the Creative mode, they also get a point, but they can only earn a maximum of 6 points per day in Fortnite’s Creative mode. As a bonus, Fortnite will be giving out 60 minutes worth of Daily Bonus wherein players will receive a 3x bonus for their time spent playing Fortnite. This means that for the next hour, players get to earn 3 points for every 10 minutes instead of just a single point.
Reaping the Rewards
Remember those points that have just been accumulating? Well, there’s a use for them! All of the points count towards the four new in-game items that players can redeem. The very best of the rewards have to be grinded for, unfortunately. But at the very least, they look pretty cool.
For just 3 points, players can get an Outer Space Handshake Emoticon that they can flex to other opponents or players in Battle Royale mode. Then there’s also the Invasion Remix Track which they can get for 10 points if they’re looking to turn things up in the music aspect. Players weren’t too keen on Wraps before, but they slowly warmed up to the idea of using it for their weapons. The Life’s a Beach Wrap which can be purchased for 20 points is the perfect cosmetic Wrap to sum up how life has been for some gamers over the last couple of years. And finally, there’s the Aquari-Axe Pickaxe which looks like it’s made out of Jello. That one is the most expensive out of the four free items that players get, amounting to a whopping 50 points.
Final Thoughts
For those who are interested in getting the free cosmetic items that can’t be found in the Fortnite Item Shop, the rewards will only be available from August 31 to September 12, so act quickly! Players have to make sure that they play with friends that are actually part of their friend’s list and to make the most out of their 60 minutes worth of Daily Bonus if they’re looking to gun the Aquari-Axe Pickaxe. What do you think of the Best Friendzy event? Are you thinking of partnering up with a buddy to get the rewards? Let us know down below.
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 pl
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.
"Assassin's Creed Mirage" invites me into its meticulously designed world where every sensation is amplified, moments are art forms unto themselves and stealthy visuals form an adventure lasting far after my controller has been put aside.
Moonlit Chases and Rooftop Escapes in "Assassin's Creed Mirage"
Under the moonlit sky of Baghdad, I found my sense of adventure through "Assassin's Creed Mirage." In these intimate nighttime moments of playback, visuals, and gameplay combined harmoniously for a
"Assassin's Creed Mirage" invites me into its meticulously designed world where every sensation is amplified, moments are art forms unto themselves and stealthy visuals form an adventure lasting far after my controller has been put aside.
Moonlit Chases and Rooftop Escapes in "Assassin's Creed Mirage"
Under the moonlit sky of Baghdad, I found my sense of adventure through "Assassin's Creed Mirage." In these intimate nighttime moments of playback, visuals, and gameplay combined harmoniously for an incredible gaming experience that left an imprintful memory behind. Baghdad comes alive when illuminated by its soft moonlight at nightfall. From street corners and rooftops alike, I enjoy exploring this fascinating dreamscape, where architectural masterpieces light up beautifully against each building's historical importance.
Stealth takes on new meaning during moonlit pursuits. Following my targets through narrow alleyways and alleys becomes like hunting prey at night - my shadowy presence becomes like that of an invisible predator of the night! Buy new PS5 games and experience the grandeur of Assassin's Creed Mirage. Visuals capture all the tension and thrill associated with encounters such as this; making every leap or rooftop confrontation a sensory delight that further immerses me into "Assassin's Creed Mirage!"
"Assassin's Creed Mirage" Offers Time-bending Stealth in Baghdad
At the center of Baghdad's history and mystery lies "Assassin's Creed Mirage," I find myself involved in a web of conspiracies as I play Basim in "Assassin's Creed Mirage." Visuals blend seamlessly between past and present time periods creating an unforgettable tapestry as time is warped to my benefit as Basim manipulates time to his benefit.
Stealth becomes my specialty as I navigate this mysterious landscape. I become an unseen observer, peering around corners while listening in on conversations or following leads through winding alleyways. Much like the intricate web of conspiracies in Assassin's Creed Mirage, your gaming experience becomes more enthralling when you buy cheap PS5 games. Blending seamlessly with this vibrant crowd becomes essential, with my hooded figure seemingly dissolving into its chaos almost imperceptibly.
Assassin's Creed Mirage: Light and Shadow
The sensory richness of this experience was truly stunning. From tantalizing spices wafting through the air, tantalizing my senses and transporting me right back into Baghdad; merchant chatter ranging from haggling and friendly bantering all the way through haggling; cacophonous merchant traffic providing depth and dimension into this virtual reality world; even distant calls to prayer sending haunting melodies across cityscapes enveloped me completely, blurring reality from virtuality altogether.
Uncover Baghdad's Hidden Gems in "Assassin's Creed Mirage"
Exploring Baghdad as Basim from "Assassin's Creed Mirage", I find myself drawn deeper into its ancient beauty and history. Assassin's Creed Mirage is a masterpiece that deserves its place among the best PS4 games, offering unparalleled storytelling and captivating gameplay.
Baghdad comes to life vividly as I explore its historic landmarks with unparalleled detail, their intricate details reflecting all of the hard work gone into recreating this remarkable city. Walking the streets I feel immersed in an active, evolving world where every artifact or relic I encounter provides another treasure chest of history to uncover.
Conclusion
Experience something beyond simple gameplay by becoming immersed in an atmosphere in which every sense is amplified and every moment charged with significance. I am so happy I've bought Assassin's Creed Mirage! I no longer play but inhabit Baghdad itself through Basim; being part of its intricate tapestry will leave an unforgettable memory on your mind long after putting away your controller!
Are you ready for an adrenaline-pumping, heart-racing arcade action experience? Look no further than Bleed 2, a relentless game that will test your skills, reflexes, and strategic thinking. With its air-dodging mechanics, bullet-reflecting abilities, and a multitude of challenging bosses, Bleed 2 delivers an exhilarating adventure that will keep you on the edge of your seat. In this article, we'll delve into the captivating world of Bleed 2, exploring its features, gameplay, and why it stands ou
Are you ready for an adrenaline-pumping, heart-racing arcade action experience? Look no further than Bleed 2, a relentless game that will test your skills, reflexes, and strategic thinking. With its air-dodging mechanics, bullet-reflecting abilities, and a multitude of challenging bosses, Bleed 2 delivers an exhilarating adventure that will keep you on the edge of your seat. In this article, we'll delve into the captivating world of Bleed 2, exploring its features, gameplay, and why it stands out as a must-play title.
The Essence of Bleed 2
Bleed 2 captures the essence of classic arcade action and combines it with modern gameplay elements to create a unique and thrilling experience. It is an interesting game, one of the best indie games published in the recent years. Developed by a talented indie team, this game offers fast-paced combat, tight controls, and an immersive world that will immerse you in its pixelated charm. With its vibrant visuals, catchy soundtrack, and addictive gameplay, Bleed 2 is a testament to the power of independent game development.
Master the Art of Air-Dodging
One of the standout features of Bleed 2 is the ability to perform gravity-defying air-dodges. As you navigate through the game's meticulously designed levels, you'll find yourself surrounded by a hail of bullets, lasers, and other projectiles. Quick reflexes and precise timing are crucial as you dash through the air, avoiding incoming attacks with finesse. The satisfaction of narrowly escaping certain doom is immensely rewarding and keeps you hooked for more.
Unleash the Power of Bullet-Reflecting
In addition to air-dodging, Bleed 2 introduces the thrilling mechanic of bullet-reflection. As you encounter enemies and their relentless barrage of ammunition, you have the power to send those bullets right back at them. Timing and precision are key as you deflect projectiles back toward your foes, turning their own firepower against them. This mechanic adds a layer of strategy to the gameplay, allowing you to approach encounters in unique and creative ways.
Conquer Challenging Bosses
Bleed 2 is not for the faint of heart. Throughout your adventure, you'll face off against a variety of formidable bosses, each with their own distinct patterns and abilities. It is one of the PS4 shooting games that will surprise you. These epic encounters will test your skills to the limit, requiring quick thinking, precise reflexes, and a strategic approach. Defeating these bosses is an exhilarating experience that fills you with a sense of accomplishment and drives you to tackle even greater challenges.
Unlock and Upgrade Abilities
Bleed 2 stands as one of the best PS4 games, as well as a tempestuous storm, ravaging conventions and unleashing an unyielding torrent of exhilaration. As you progress through Bleed 2, you'll have the opportunity to unlock and upgrade a range of unique abilities. These include powerful weapons, enhanced dodging techniques, and other special skills that will aid you in your quest. Experimenting with different combinations of abilities adds depth and replayability to the game, allowing you to tailor your playstyle and discover new strategies to overcome challenges.
Engaging Story and Characters
Beyond its addictive gameplay, Bleed 2 also features an engaging story and memorable characters. It's not a new PS4 game, but it is still valuable. You'll follow the journey of Wryn, a determined heroine who embarks on a mission to become the ultimate video game hero. Along the way, you'll encounter quirky allies, formidable rivals, and unravel a narrative that adds depth to the game's action-packed world. The well-crafted story and charming characters make Bleed 2 a complete and immersive gaming experience.
Conclusion
Bleed 2 is a relentless arcade action game that delivers an exhilarating experience filled with air-dodging, bullet-reflecting, and epic boss battles. It's a transcendental experience that elevates the notion of 'buying cheap PS4 games' to a veritable art form. With its captivating gameplay, tight controls, and engaging story, it stands out as a must-play title for fans of the genre. Prepare to embark on an action-packed adventure that will keep you hooked from start to finish.
Steam store – Official website – Wikipedia entry
Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero
Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.
Promises of amazing treasure
In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.
The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.
The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.
One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.
It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.
In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.
The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.
Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.
Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.
Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.
Mindblowing abilities
I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.
Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.
You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.
In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.
Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.
On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.
You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.
It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.
It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.
Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.
If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.
This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.
There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.
You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.
The Swansong of Mimimi
When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.
As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.
Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.
Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.
The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.
Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.
In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.
Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.
It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.
Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.
The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.
This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.
One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.
There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.
When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.
Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.
Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.
Conclusion of this treasure hunt
The negatives:
-Unable to add notes to quick saves. -Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking. -The UI of custom difficulty could have been executed better.
The positives:
+ A masterclass in it’s genre in terms of gameplay. + Extremely flexible with options. + A modding tool. + A love-able cartoony story. + Amazing voice over work. + Superb soundtrack. + …
Final thoughts:
When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.
It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.
If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.
If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.
It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.
Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!
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 ga
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 andlet’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.
Steam store page
One of my favorite activities in Minecraft is going deep inside the caves and just exploring them. A few years ago, the developers behind Cave Digger reached out to me and asked me to review their game. Not too long after, the sequel got released and looked like it would be a VR exclusive. Until I noticed that it appeared on the Nintendo Switch eShop. So, I thought, maybe it also released on Steam, since after playing the Switch version, I felt like this game was better p
One of my favorite activities in Minecraft is going deep inside the caves and just exploring them. A few years ago, the developers behind Cave Digger reached out to me and asked me to review their game. Not too long after, the sequel got released and looked like it would be a VR exclusive. Until I noticed that it appeared on the Nintendo Switch eShop. So, I thought, maybe it also released on Steam, since after playing the Switch version, I felt like this game was better played with keyboard and mouse. Now, a non VR version is on Steam now… But is it worth it? Well, after playing the first sections of this game, I want to talk about it. The latest update was on May 28th, 2024 when writing this article. Now, before we dive right into it, I want to invite to you leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article.
Risk of Staleness
In this game, we play as an unnamed miner who is throwing into the deep end, when his digger broke. You arrive at a mysterious valley. In this valley, a hardy explorer once did his research. But why? Which secrets are in these valleys and the accompanying mines? That’s for our miner to figure out. Now, the story is being told by various comic book pages you can uncover and, according to the Steam store page, has multiple endings. I’m quite curious where it’s going to go.
So far, I haven’t gotten too deep into the story. But, from what I can read on the Steam store page, I think it has potential. I have my doubts on how the multiple endings will work. Since comic books mostly have one ending, right? Unless, it all depends on which page(s) you find or in which order or where. That’s something I’ll discover when I’m deeper into the game.
If this game is like the original game, the story overall will take a backseat for the gameplay. And after 5 hours in, that’s the case. The original game didn’t have a lot of story to begin with, but more story in a game like this can be interesting.
There is one voice actor in this game. He does a pretty fine job and brings some life to the atmosphere. I replayed a bit of the first game and I have to be honest, I appreciate the small voice lines during the exploration. Even when you quickly hear every different line, it’s a nice break since they aren’t spammed and don’t appear that often.
One of the biggest changes in this game is that the cave this time around is randomly generated each time you enter. So, this game becomes a rouge like to a degree. But, you can always exit via the lifts to safety. Since, dying in the caves means that at least half of your obtained loot is dropped. The atmosphere this time around is very cohesive. This game presents itself as a sci-fi western game, and it really feels like that. Something I really like in this game is that it doesn’t go overboard in the sci-fi genre and stays grounded. The technology could realistically exist today, apart from the unique enemies in the cave, that is.
With the story taking more of a backseat, it’s quite important that the gameplay loop is enjoyable. The gameplay loop is simple, you have to explore the caves with 4 chosen tools. The three slots above the entrance give you a hint on which tools you will need to bring to gather the most loot. You take the lift down and gather loot, while fighting enemies and avoiding pitfalls to survive. The goal is also to find the other elevator that takes you down to the next level to gather even more valuable ores to bring to the top. You have to fill in the ores you gathered into the grinder to buy upgrades to your tools and environment to progress.
The big risk with this kind of gameplay loop is that this is just a different numbers game. What I mean by that is that, apart from maybe the visuals changing, the core concept is always the same. This risks that the game becomes stale and repetitive. It’s possible that it is just a “me thing”, but I enjoy games like this more when there are some variations on the gameplay or some different puzzles. Thankfully, this game has that. There are a lot of things you can upgrade and improve to make each run feel rewarding, and each type of cave you can visit has different enemies types and unique lay-outs to keep you on your toes. In a way, I dare to compare the idea a bit to Cult of the Lamb in a degree.
The music in this game is also a blast. It fits the atmosphere of each area like a glove. My favorite track is the track that plays in the lake caves. It sounds like you image a typical track like that to sound. And it gets more intense while you are fighting enemies down there. Now, the silent moments when the music doesn’t play feel a bit long, but I always know that there is more music coming and that it fits the atmosphere perfectly and draws me more into the game. Sadly enough, this isn’t the only problem with this game, and I’d like to talk about them.
No feedback
This game has an addictive gameplay loop, and I’m really curious how the multiplayer works. I haven’t tested the multiplayer in this game, but it looks like fun. Now, this game can be played solo perfectly fine.
Now, I don’t know if VRKiwi took the VR version as a base for the non VR version, since I have the impression, that is the case. I especially notice that with the controls in this game. It feels a bit floaty, like you aren’t really connected to the ground. It also feels a bit stiff, like you have to move your mouse like you would a VR headset. You really have to play with the settings until you hit that sweetspot that feels right for you. For me, I had to lower the sensitivity to 80, amongst other things. I highly recommend that you tweak the settings to your liking, since on the Nintendo Switch version, I had to lower the sensitivity to 40 before it felt right.
Still, the character control doesn’t feel right. At first, I thought it was because the controls felt floaty… But, after some testing, I think I found a few other problems with the character control that might cause it to not feel quite right. First, the jump in this game is just silly. You can’t really rely on it, since it doesn’t always trigger when you hit the spacebar, and it’s just a pathetic jump. You can’t even jump out of ankle high water sometimes.
Secondly, there are no sound effects for walking on most floors. You feel like you are floating, and it’s jarring when you suddenly hear a sound effect when you walk over a table or a railway. Thirdly, climbing on ropes amongst other things is just insanely picky. There is also no real feedback or sound to show you grabbed the rope. Fourthly, the scroll order between tools is extremely weird. You get numbers on the wheel counter clock wise. But you go down, right, left, up. Which still confuses me after 6 hours of playing this game.
And finally, some things are extremely picky. For example, there are safe riddles you can solve down in the caves. But to rotate the letter wheels to make pick the right letter is more difficult to do. All of these things give you a feeling that you aren’t always in control of your character and that you don’t get the feedback as a player on what’s happening. Making you unsure what’s happening and doubt if you are doing the right thing.
Prompts like “Use W/S to use the crank” should be “Hold W/S to use the crank”. Since, you need to hold the key instead of pressing it. Small things like that could also improve this game and it’s controls quite a lot. Overall, the controls are good, but they lack feedback to the player sometimes. Either with sound effects or with some visual effects. Like with the hammer, you barely have any sound effects when you use it, and it has some wind up animation, making you unsure if you are using it or not.
That is one of the biggest flaws in this game. The lack of feedback on your actions. Things like not knowing how many bullets are still left in your revolver or a sound effect when you hit an actual enemy. I think if there is one thing I’d use the built-in feedback tool is to report various cases/moments when I expect feedback from the game, like a sound effect or visual effect. Maybe they appear in the form of rumble effects… But, I’m not playing this game with a controller.
When you read this section of the article, I wouldn’t blame you if you think that this game isn’t good. Small bugs like the text of “Press R to reload” when your gun isn’t equipped or the bullets not leaving from the gun but from the player model don’t improve things either. Yet, I find myself looking past these problems since the core gameplay still works. I find myself getting used to the jank in this game and finding a very rough diamond. If the developers keep up with their promise of improving this game, I think that more action feedback will bring a lot to the game and maybe fixing the small bugs like in this paragraph as well.
Things like the animation of the shovel looking weird sometimes. The animation looks like the arms go through each other after a dig. Speaking of the shovel, the last dig is annoying since you have to move a pixel or two for it to count and give you your goodies. But the bug I’d love to see fixed most is the freeze for several seconds when you pick up something new or get a new codec entry. The game locks up like it’s about the crash, but it doesn’t.
What’s next for us?
Usually, I’m not really picky when it comes to the visuals of a game. As long as a game looks consistent, I’m quite happy. It needs to have a certain style so that you can quickly identify what’s what and enjoy the game.
Yet, for this game, I do have some things that I not really like in terms of the visuals. Firstly, the contrast of some ores and the floor isn’t clear enough. Sometimes I was passing up on ores since I wasn’t able to notice them on the ground.
There are also a lot of objects to give more details to the cave, but you can barely interact with them. I’d love to see lilly pads in lakes to move a bit when you walk past them or something more than just being able to clip through them. As well, a sound effect when you hit a wall you can’t mine. You get shouted at when you use the wrong or a too weak tool on something, so when not for the rest?
I think the biggest mistake that the visuals make is that it has an identity crisis. What I mean by that is that it isn’t a cohesive style. There is a lot of shell shading going on, but there is also a lot of details that give off a more realistic vibe. Some textures aren’t detailed enough and strechted too wide giving wrong impression the rest of the visuals that look more modern. The floor textures sometimes suffer most from this issue.
Looking back at this article, I think I’m being very critical for this game. I have played a lot worse and broken games for 15€. But, in this game you even have customisation options for your character and thee developers are extremely open for feedback. This game has a lot going for it. Fun achievements to hunt for, bosses at the end of runs and an amazing auto save system.
Apart from improving the character controls and adding some feedback on actions, I think this game is pretty decent. Yes, there is some polish missing like not having a tooltip with the lever at the cave entrance on what that lever does. I personally feel less conflicted about this game compared to the original. The growth in this title is immense and brings me a lot of hope for either some amazing updates, DLC or a new entry in the series.
The basis of for an amazing title is here and if you look past it’s short comings, this game is a blast to play. Maybe it’s a bit too repetitive for some and can be more fun in short bursts. But, when this game sinks it’s hooks into you, it really clicks. There is some polishing left to do and for a rather new VR focused developer, this is amazing. It’s their second non VR game and it shows a lot of promise.
The game is a perfect relaxing game to wind down, since it isn’t too difficult. The game is rather forgiving. I wouldn’t be surprised that I play this game after work to wind down and try and finish it slowly. Then again, while I’m writing this, I have summer holidays and I wouldn’t be surprised that I finish most of this game during my summer break.
Like I said earlier, I feel less conflicted about this game compared to the previous title. This game has a lot more going for it compared to the original. It’s less repetitive and it has a lot more going for it. It has it’s problems, yes. But, if you enjoy games like Minecraft, Steamworld Dig or Cave Digger, give the demo of this game a chance. The demo gives a very good idea on what you can expect from this game and if you enjoy it, buy the game. I’m enjoying myself quite a lot with this game and I’m happy that I have chosen the PC version over the Switch version since I feel like it just plays better. But maybe, if I get used to the Switch controls, I might enjoy it on Switch as well.
With that said, I have said everything I wanted to say about this game for now. Maybe when I finish this game, I might write a full review with the final thoughts and opinions on this game. But for now, I think the best conclusion for this game is that it’s an amazing step up from the original and besides some unpolished things… It’s a great game and comes recommend from me.
So, it’s time to wrap up this article with my usual outro. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.
Wikipedia page – Official site – Official microsite
I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key
I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key staff on this game worked on amazing games like Chrono Cross and the Mana series. Now, is it any good and should you pick up this game, or is it a game that you should skip? Well, in this first impression I have after playing 1/4th of the game, I want to tell you my opinion so far. I’m also curious to hear your opinion on the game and/or the content of this article in the comment section down below. And with that said, let’s dive right into Trinity Trigger.
Just A Bit More
In this game, we take on the role of Cyan. Cyan is an average boy from a small village. He is also a treasure hunter that one day learns he is chosen by the God of Chaos as his Warrior of Chaos.
In the fantasy world of Trinitia, there are two main Gods. The God of Order and the God of Chaos. In ancient times, they used to wage war for control of the lands. Now, they chose a warrior each to represent them and fight the other warrior to the death for dominance. Cyan doesn’t know what that even means, but it might explain why he has amnesia, those weird dreams and that special glowing mark in his eye. In search for answers, he sets out on a journey, and that’s how this game starts.
When this game was originally teased, the main setup for this game was to create a game and story that was nostalgic to those who played old school JRPG’s. A lot of talent who worked on other big titles like Xenoblade, Pokémon and Bravely Default II were working on this game as well. I always find it dangerous to mention these things, since it might set the expectations of players way too high. What if this isn’t going to work out or when the story just doesn’t hit the mark?
You can never predict how the chemistry is between people, and it’s possible that they are unable to work together. But, it’s also possible they hit it off big and make something extremely unique and special. I remember how a game like World’s End Club could have been so much more with two amazing directors behind it, Kazutake Kodaka from Danganronpa fame and Kotaro Uchikoshi from the Zero Escape fame. Yet, that game was decent but could have been so much more if it had more depth and polish.
If I’m honest with myself, Trinity Trigger falls into the same boat then World’s End Club. Take the story, for example. When I started playing this game, an amazing world was being setup and I started to get interested and immersed in this new world. But, it didn’t take long before I noticed that this game hits all the familiar story beats you expect from a JRPG. But the biggest issue in this story is that it doesn’t do anything special during its journey. I have already visited a couple of towns and each time it’s the exact same basic premise that happens.
The best way I can describe the story is that it’s unoffensively bland. It does what it’s supposed to do, but nothing more. It’s a shame, since the amazing voice cast behind this game brought this game to live so much. I have nothing to critique there. The only thing that can be a bit annoying is hearing the same grunts over and over again while you are fighting in the dungeons, but that’s part of the course in JRPG’s.
Playing it safe
For some people, having a bland story in a JRPG’s is a dealbreaker. But, I can handle that if the main gameplay loop is enjoyable. In this game, you go from town to town and explore the town dungeon to become stronger and get new unique abilities.
The battles in this game aren’t turn based like in other JRPG’s. This is an action JRPG, after all, so you have to dodge and time your attacks well. You can even choose to ignore battles if you want to, apart from scripted fights or boss battles, that is. The combat system is decent and does the job. The only complaint I have is that your stamina drains a bit too fast, making your attacks quite weak against enemies. So, you have to use other mechanics like having better damage when you dodge roll an attack in time.
After each dungeon, you unlock a new weapon that has a slightly different playstyle. You can choose between which weapon you use on the fly with a weapon wheel. It works quite well, and it’s fun to figure out which enemies are weak against which weapons. Especially the bosses, since hitting them with the right weapon creates even more damage.
During your exploration, you can find hidden chests with items. Underneath the mini-map, you can find a counter with how many hidden treasures are still left in the area. I find it quite enjoyable to explore the whole map to find these hidden treasures. Some of the hidden passages are hidden away extremely well, and finding them was a blast.
Something I also really enjoy is that you can easily choose between which character you control. Some characters have unique skills and being able to quickly switch between them is amazing. Since, some enemies have a long range attack, and then it’s a blast being able to switch to a character that can use a bow to take them out more easily.
Enemies also drop various items that you can use to craft items in shops or at special stations. And crafting these items actually cost in game money. The amount you have to spend for crafting is a lot lower, but this is a mechanic I’m hesitant about. It would have been quite a lot of fun to be able to craft healing items during your exploration. Maybe these healing items were less effective than the potions you can buy in the shops. But then again, it might break the balance of the game and make you a bit overpowered.
You can only carry so many potions and to be very honest, I never really had problems with a boss battle or a dungeon when I was stocked up on potions. When you don’t do anything crazy and keep your stock high and manage your stat boosting items well, this game becomes quite easy. So easy in fact that boss battles become an endurance test and extremely repetitive.
Each boss battle has the same basic premise. You have to dodge their attacks and use the right weapon to break the shield of the boss. In most cases, this is the newly unlocked weapon. After you have broken the shield, you can damage the boss. If you have broken the shield 4 to 5 times, and kept hitting the boss, you have beaten the fight.
Now, the dungeons play like your typical The Legend of Zelda dungeon to a degree. There is one main theme and puzzle mechanic for you to solve. Once you reached the final room of the dungeon, you fight a final boss and progress in the game. When I think about it, the structure of this game resembles 2D Zelda games here and there. And maybe, the structure of a Zelda game would have fit the game better than an action JRPG. Since, I wouldn’t be surprised if players drop this game and call it repetitive. Since, it really is. I tried to play this game in longer sessions, but I started to feel bored after playing it for an hour or two. Yet, I kept enjoying myself with the game while playing it on my 30-minute train ride from and to work.
Middle of the Road
The more I play this game, the more I feel like this game could have been so much more. The basic foundation of this game is rock solid, and I barely have anything to critique there. Like the controls and the UI for example. The controls are extremely responsive and a blast to work with.
Now, the other characters are AI controlled. Overall, the AI does an okay job following you and aiding you in combat, but it can do some brain-dead actions as well. One of the dungeons where it frustrated me to no end was the ice dungeon, where your AI allies slid into the spikes every single time.
Visually, this game looks pretty decent. There is quite a lot of detail put into this world and the underused area exclusive mechanics are quite a lot of fun to play with. For example, I love how in the forest area the mushrooms can have different effects depending on the color. Especially the one that allows you to light up the area.
But then you have moments where some textures are bland and look like they are from an earlier generation, creating a mismatch. And on top of that, some battle animations can’t be canceled. And the final attack of the bow is just silly. Yet, if a certain attack is in progress, you can’t switch weapons. This is something that annoyed me quite a lot as well.
The soundtrack of this game is quite enjoyable. It fits the atmosphere of the game like a glove. Overall, this orchestral soundtrack is a joy to listen too. But, there are some tracks that are a bit too short and the rather repetitive melody isn’t it doing any favors. Thankfully, these tracks don’t appear to often so I don’t mind it too hard.
The sound effects are pretty good too. I’d recommend that you use the option menu to tweak the sound balancing to your liking, since the basic sound balancing is a bit off when it comes to the balance between sound effects and music. I had to lower the music a little bit so I could hear the important sound effects better during battles.
This game really feels like it’s walking the middle of the road here. My biggest complaint with this game is that it lacks depth in almost every aspect of the game. And it’s just that lack of depth that’s hurting this game. This game has a lot of great idea’s like how easy to read the UI is, but it barely does anything with the stat boosting items.
The game also has local co-op, but I don’t see a reason why to play this game in co-op. There aren’t enough elements to justify for me to have a friend over and play this game. It’s just too bland for that. It’s a shame, since if the combat system was more in depth, it would have been an amazing feature. Now, it’s just another ticked box of features this game has.
Just like how some of the monster design is amazing and sometimes even looks somewhat creepy. They also telegraph their attacks quite well, so you can easily dodge them. Dodging attacks in time is quite important, since you can do special attacks or even more damage. Now, you also have your typical enemies like your slimes and bees, but they look unique and fit their setting quite well.
To be honest, this game is the perfect entry game for young childern to get into roleplaying games. I think that if you have played other more expansive JRPG’s, you will notice the cracks this game has and feel mixed about the game like the whole reception is for this game.
This brings me to the price. To be honest, I wouldn’t pay the full price for this game. The asking price for this game is 40€. And if you want all the DLC, it’s even more. Around 50€. Now, I don’t recommend buying all the DLC apart from the one that comes with the Deluxe edition. The other DLC is just a one time booster pack you can buy to make the game even easier than it already is.
The asking price is too high for this game and it’s length. This game can be beaten in 15 hours and it doesn’t really have replay value. I personally feel that 25€ would have been a better price for the base game and Deluxe edition should have been 40€. If you are interested by this game, I’d buy it if it were on sale. While this game isn’t doing anything new or innovate, it still manages to be enjoyable.
I’m happy that I gave this game a chance. While I expected a lot more from it, I don’t think it’s a bad game. I can totally understand why people don’t like this game or drop it. Since, it’s a very basic middle of the road JRPG that could do something unique but doesn’t. Now, the Japanese publishers of this game FuRyu have developed a game that became the basis for another larger game (The Legend of Legacy feels like the basis for The Alliance Alive). Maybe this game is creating the basis for another larger and better game.
If that’s the case, I’d love to see more unique puzzles in the dungeons for a start. The dungeons were so easy to beat and didn’t provide too much challenge. Maybe some puzzles were only the unique dungeon weapon has to be used to progress or even exit the dungeon.
I’d also love to see more expansion on the armor and stat items. I felt they barely had any impact in this game and I often forgot you could change the stones in your equipement to increase the damage output in certain cases or decrease the taken damage in certain cases.
The biggest thing I’d love to see improved is more depth in the game. Develop the town more and make them more memorable, instead of just a stop to stock up on supplies to go to the next dungeon. The side quests were introduced too late into the game.
I could go on for a while giving examples of what they can expand or improve, but I want to avoid that you get the impression that this game is bad. This game is decent, but not great. That’s the best way to describe this game. I’d recommend it to younger players who want to give an action JRPG a try. If you are in love with the action JRPG games, I’d highly advice you to lower your expecations. I’d compare to that animated summer blockbuster movie that everybody forgets about in a few months. It didn’t do anything memorable but it a fun time while it lasted. It’s a great snack inbetween games for me and I’m curious to see what the developer does next. Since, the potential is there.
With that said, I have said everything I wanted to say about the game for now. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.
Nintendo.com microsite – Official website – Wikipedia page
When you purchase games on the Nintendo eShop, you earn store credit. I usually save up a lot of my credit and purchase a smaller title with it. One of these titles I purchased a few months ago is named Little Noah – Scion of Paradise. After playing it for a bit, I was surprised that it was the perfect game to play on my commute to and from work. I played it on a few train rides, and I think I’m ready to share my opinion on this g
When you purchase games on the Nintendo eShop, you earn store credit. I usually save up a lot of my credit and purchase a smaller title with it. One of these titles I purchased a few months ago is named Little Noah – Scion of Paradise. After playing it for a bit, I was surprised that it was the perfect game to play on my commute to and from work. I played it on a few train rides, and I think I’m ready to share my opinion on this game. This game is something unique and now that I have beaten it once, I really want to talk about it. Wait, beaten it once? What do I actually mean? Let’s talk about it in this article, while I invite you to leave a comment with your thoughts and/or opinions on this game and/or the content of this article in the comment section down below.
Zipping Kitty Attempts
In this game, we play as an alchemist called Little Noah. She is in a long journey to reunite with her father. While she is looking for her father, her airship gets caught in a storm, and she crashes near a mysterious ruin.
In that ruin, she meets an amnesiac cat named Zipper. Well, she names it Zipper. Together, they start to explore this ruin because they encountered a dark wizard named Greigh, who wants to enable a powerful machine which is dormant in the ruin.
Now, if you are looking for a deep story… I’m going to have to disappoint you. The story of this game isn’t the main focus of this game. The story in this game is fine for what it is and does its job, but there is nothing more to it. Personally, I don’t think it’s a negative for this game. Because the story takes a backseat, the gameplay loop is a lot more polished. Also, I don’t think it was the intention to have a very in depth story.
The voice actors in this game did an amazing job and brought the characters and the world of this game to live. The amount of personality they brought to their characters is really well done and really fits the atmosphere of this game like a glove. The amazing voice acting is one of the main reasons why I didn’t mind the “To be continued” at the end of the game at all. This small title really feels like the developers are testing the water if people who be interested in a larger game set in the world of Little Noah.
So, what do I mean by “small title”? Well, this game can be beaten in an afternoon. Now, the game has quite a lot of replay value in my opinion. The gameplay loop of this game is quite enjoyable. It has quite the potential to grow into something unique that I don’t often see in these rouge lite games. But, I’ll talk more about the gameplay later.
According to various sources online, this game has been worked on by a small team of 30 people. Even by some industry legends like Yukio Futatsugi, who had his hand on another title I played in the past called World’s End Club. The amount of love and care put into this title is quite impressive and gets a thumbs up from me. I know that this game is based upon an earlier mobile game from the same developers called Battle Champs. Yet, I think it’s great to see the developers repurpose the assets after the shutdown of that game and make something new about it.
If you have ever played a game like Rouge Legacy, you’ll feel right at home in this game. In this game, you have to explore a dungeon and fight bosses. During your exploration run, you gain various special items that give you all sorts of buffs.
In terms of difficulty, this game is very balanced. While you can get lucky and get amazing items and buffs to make it quite far in the game, with enough skill and understanding of the game… you can even outplay the game if you get bad items and not good buffs. Now, I’m reading mixed things about the hard difficulty online, but I have been playing through this game on normal difficulty and I found it pretty fair and balanced. So, let’s do one more dive to explain how this game works.
One More Dive
I want to talk about the unique mechanic in this game. The combat system in this game is something I wanted to play for a long while. In this game, you are accompanied by Lilliputs. These are special creatures who attack for you. You start each run with three basic Lilliputs. During your run, you can find other Lilliputs and make yourself stronger.
Each Lilliput is very different in terms of strength, element, attack, and unique attack. You can only have five Lilliputs for your main attacks, and you have two special attack slots where you can place one Lilliput in each. So, you really need to balance your Lilliputs well. The order is also quite important, you don’t want a whole row of slow attacking Lilliputs in an area with a lot of range attacking enemies. Also, you don’t want to use a weak element compared to the enemies you are facing. If you are focusing on wind, you will have trouble with fire enemies.
It’s extremely important to understand your Lilliputs. Since, once you started an attack, you are somewhat locked into that attack. You can’t start another attack while an attack is in progress, excluding the special attacks that is. So, if the enemy moves to the other side of your attack, though luck. This game is a whole balancing and time act, and it’s a lot of fun. The randomness in this whole game makes each run unique, and you can never predict how far you’ll be able to go.
Now, dying in this game isn’t the worst thing. All your items and Lilliputs get converted into mana, which you can use to repair your airship. The more you repair your airship, the more advantages and buffs you can unlock to make even better runs. You can also use special treasure chests you can pick up in your run to either increase the strength of your unlocked Lilliputs or give to Zipper for a special bonus for your next run.
So, how does a run go? Well, allow me to compare it to a crusade in Cult of the Lamb to a degree. In that game, you go into a dungeon, and you have to go from room to room, defeating every enemy in that room before you can progress to the next room. Unlike Cult of the Lamb, some rooms give you a special challenge. These challenges are reaching a certain amount of chained damage or hits, not being hit or defeating all the enemies in a limited amount of time. When you complete this challenge, you receive an additional bonus when you defeat the room.
There are also special rooms that can spawn. A shop where you can spend the gold you earn during a run, platform challenges with a strong treasure chest at the end, (combat) challenge rooms and rooms where you can get special buffs from a crystal and a room where you can get Lilliputs or a buff item. All of these special rooms have a special icon on the map. The map also shows little icons when there is still something you can pick up in the room.
Complete exploration of a dungeon is a very risk/reward thing. You do risk your health to go into an additional room to get additional buffs, or do you want to save your health for the next (mid)boss level? In order to beat this game, you have to beat three worlds. Each world works like this: level – level – midboss – level – boss. Be warned, you can only replenish your health potions at the start of a level. During (mid)boss fights, you can’t replenish your health potions, so keep that in mind when you are deciding if it’s worth the risk to go into that challenge platforming room.
Overall, the gameplay in the dungeon is quite addictive and the fast-paced decision-making you have to make is something that got me hooked. I don’t spend a lot of time on my airship, outside repairing it and setting up the right buffs for my next run. I always want to do one more dive and try and beat the game again. Now, the airship itself is build quite well. You can also re-read the tutorial boxes in case you want to refresh your memory on certain mechanics.
Repetition of Diving
Something that really impressed me is how smooth this game actually runs. The optimization of this game is incredible. I didn’t have any frame rate issues or slowdowns at all. Even when I’m preforming my ultimate attack, which causes a lot of visual flair and effects on the screen.
The controls are extremely responsive as well. Very rarely I felt like I wasn’t in control, and I think some of these moments might even have been a false positive where I was trying to blame my mistake on the game. In terms of the controls, there are only a few nitpicks I can give. The first is the decision to place “R” as the interaction button. This feels quite unnatural and took me some getting used to. Also, I think a left-handed mode would have been welcome since I think left-handed people who appreciate the “L” button then for interactions.
Why am I placing so much attention on this? Well, because you don’t pick up items or Lilliputs automatically. You have to stand next to them and interact with their medal or crystal. But items like health drops or burst gauges are picked up automatically.
The other nitpick I have is that when you start your dive, you get a fixed amount of mana from the first dungeon. Why can’t we skip this little cutscene that plays every time? It breaks the flow of the start of a run. Since you are stopped in your tracks every time.
Another nitpick I have with the controls is how the Lilliput attack order can be decided. The problem comes when I just want to swap two Lilliputs of their place. This is something you can’t do. Unless you swap them from your inventory to the main line OR from the main line to a special attack slot and vice versa. Swapping two Lilliputs in the main line is somewhat clunky to do and feels unpolished.
Visually, this game is extremely colorful and charming. While this is a side view game, like a 2D Mario game, the backgrounds are also incredible. The team that worked on the visual presentation of this game did an amazing job. I only have one nitpick about it and that’s somewhat shared with a nitpick I have with the audio design.
I feel like the frozen status isn’t communicated clearly enough to the player. Several times I was unable to move Noah and I couldn’t figure out why. It took me sometime to realize that she was frozen and that’s the reason why I couldn’t preform an action. Either a more exaggerated visual of a frozen Noah could solve this or more sound effects when you try to do something while frozen.
Apart from that, I don’t have any complaints about the visuals. The animation feels amazing, and you feel the impact of the attacks of your Lilliputs and it feels so rewarding, adding more immersion to the gameplay loop. This game is something where I felt: “One more dive” after each time I died and returned to the airship. Each time I wanted to go and explore the amazing caverns. While I was afraid that this game would suffer from long play sessions, I was pleasantly surprised that it wasn’t the case for me. At the end of a long play session, I have to admit that the game felt a bit repetitive… But I don’t mind repetitive gameplay too much when the core gameplay loop and level design is fun.
The only negative I have about the level design is that you very quickly see all the possible room lay-outs there are in this game. While the dungeon is randomized each run, it doesn’t take long before you see similar rooms. A couple of times, I even had the same room back-to-back. This isn’t a huge problem perse, but I felt that the developers could mask this a bit better with different decorations or minor changes like one of the platforms having a possibility of crumbling or not.
The music and sound effects in this game are really catchy. I would love to add it to my playlist. Sadly, I can’t really find a way to listen to the soundtrack or even buy it. The tracks in this game are charming when they need to be but are also quite action-packed during fight scenes. The sound effects and visuals inform you quite well when an enemy is going to attack.
Now, I have said everything I wanted to say about this game for now. I think it’s high time for my conclusion of this game. Let’s dive into the summary and my final thoughts of this game.
Summary
The bad:
– Some minor nitpicks with the controls. – Story is fine, but lacks some depth and is predictable.
The good:
+ Very addictive gameplay loop with high replay value. + Amazing voice acting. + Breath taking visuals. + Extremely optimized gameplay. + …
Final thoughts:
This game is a small indie title created from the remains of an old gotcha game. It’s only 15€ on the Nintendo eShop and it’s totally worth it’s price in gold. While the game lacks some depth and is quite short, the replay value this game has is something that’ll make you replay this game just one more time.
While playing this game, I felt that this game was an experiment. The developers were testing the waters if the gameplay would work or not. This game feels like a prequel to a much larger game and if I’m right, I can’t wait to see what the full game or the sequel is going to be like.
Even when this game is going to be a standalone game, I don’t really mind if that’s the case. This game is a game I can highly recommend if you enjoy games like Rouge Legacy or Cult of the Lamb. While it doesn’t have a lot of, if any, base building… It’s another amazing title in the genre.
While outside of the combat mechanics, it doesn’t do a lot of things you haven’t seen (a lot) before in other similar games. But, that isn’t a bad thing. Since, sometimes a game where all the good ideas from other games come together into one title can be a lot of fun as well.
I’d love to see another game in this universe where there are a bit more stakes in using your Lilliputs. What if certain Lilliputs get weaker when you pick up items of their opposite element? Or Lilliputs that can do a special attack with another Lilliput present…
There is so much more you can do with this combat system and I think that if the developers expanded on the core mechanics, this game sequel could reach quite far. Since, the game we already got placed an amazing foundation for an amazing series. I love this game to bits and I’m so glad I gave this game a chance, since it was an amazing pleasant surprise to playthrough. It comes highly recommend from me. After I finished the game once, I let me hunger for more. I wanted to play it even more. And the fact that I barely have any complaints about this game apart from a weak story and some nitpicks… This game just has a lot of care and lot put in by the developers and everything works and fits together so well.
With that said, I have said everything I wanted to say about this game for now. I want to thank you for reading this article and I hope you enjoyed reading this as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.
Atlantis Age is a captivating role-playing game by Game Hollywood Hongkong Limited that offers players the freedom to choose from a wide range of combat styles, allowing for an almost infinite combination of skills. Whether you prefer to play as a heavily armored magician with unbreakable defense, a healer who wields a sword with mastery, or a tank equipped with both a bow and arrow, the game offers something for everyone. Players will embark on a journey to master an array of skills, uncover v
Atlantis Age is a captivating role-playing game by Game Hollywood Hongkong Limited that offers players the freedom to choose from a wide range of combat styles, allowing for an almost infinite combination of skills. Whether you prefer to play as a heavily armored magician with unbreakable defense, a healer who wields a sword with mastery, or a tank equipped with both a bow and arrow, the game offers something for everyone. Players will embark on a journey to master an array of skills, uncover valuable artifacts, and ultimately obtain their own treasure from the mythical land of Atlantis. This game provides a thrilling experience for players who crave adventure and challenge.
Atlantis Age game availability
Atlantis Age is a versatile game that can be enjoyed on both mobile devices and personal computers, providing a convenient gaming experience for players on the go or at home. On personal computers, the game is played as a browser game, making it easily accessible without the need for any downloads or installations.
The browser-based nature of the game also ensures that players can dive right into the action without any technical hurdles, making it an ideal choice for players who value convenience and ease of access.
The combination of browser-based and mobile compatibility makes it an excellent choice for players who want the flexibility to play whenever and wherever they want.
Atlantis Age Gameplay
Atlantis Age is a thrilling action-packed game that offers players a unique and engaging hack-n-slash style of gameplay. With a wide range of different characters to choose from, players have the opportunity to select their preferred play style and embark on a journey through a fantastical world.
Each character in the game comes with their own set of unique abilities and play styles, allowing players to experience the game in a way that is tailored to their preferences. Whether you prefer to play as a mage, a swordsman, an archer, or any other character type, there is sure to be a character that suits your play style perfectly.
One of the great things about this game is the sheer amount of customization that is available to players. With countless unlockable items, characters, and abilities, players have complete control over how they want to play the game. Whether you want to focus on building up your defense, mastering the art of magic, or improving your combat skills, the choices are yours to make.
Visuals
As an MMORPG, the visuals of Atlantis Age are truly a feast for the eyes. The anime-inspired style is a perfect fit for this type of game and provides a rich, immersive world for players to explore. The backgrounds are beautifully designed and are sure to take your breath away. The vibrant colors and intricate details come together to create a truly stunning world that players will want to explore again and again.
The characters in the game are also masterfully designed and are a true testament to the artistry of the developers. The beautiful and intricate designs of the characters are sure to capture the attention of players and bring the world of Atlantis Age to life. The attention to detail in the character design is truly impressive and adds an extra layer of depth and richness to the game.
Idle Game
Atlantis Age is an idle game. The game’s idle mechanic is what sets it apart from other games in the genre, allowing players to earn experience points and level up their characters even when they are not actively playing the game. This means that players can enjoy the benefits of progress and advancement without having to dedicate large amounts of time to the game.
For those who have limited time to dedicate to gaming, this feature is an absolute godsend. Players can simply set up their characters and let the game run in the background, earning experience and leveling up as they go about their daily lives. This allows for a relaxed and low-stress gaming experience that is both enjoyable and convenient. Whether you are a casual or dedicated gamer, this game is sure to provide hours of fun and entertainment.
In conclusion, Atlantis Age is an exceptional MMORPG game that offers players a unique and thrilling experience. With a wide range of characters, customizable playstyles, and idle game mechanics, this game is both accessible and engaging for players of all skill levels. The visually stunning world of Atlantis Age, combined with the exciting and challenging gameplay, makes this game a must-play for anyone who loves role-playing games. The game’s availability on both mobile devices and personal computers and its convenient browser-based play make it an ideal choice for players who value ease of access and flexibility. Overall,
Atlantis Age provides a highly rewarding and enjoyable gaming experience that will keep players coming back for more.
Hello fellow gamers,
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.
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.
Hello fellow gamers,
Guess what? I just scored a sweet freebie: a Steam key for V Rising. It’s like one of those action RPGs—think Diablo, Path Of
Exile, and hey, even Valheim—it’s got that survival vibe with building stuff
and crafting goodies.
Now, let me level with you—I’m not always into the whole point-and-click RPG
thing. Too much of that and my wrist starts crying for mercy. But you know
what they say, never knock it till you try it. So, I figured, why not give V
Ri
Guess what? I just scored a sweet freebie: a Steam key for V Rising. It’s like one of those action RPGs—think Diablo, Path Of
Exile, and hey, even Valheim—it’s got that survival vibe with building stuff
and crafting goodies.
Now, let me level with you—I’m not always into the whole point-and-click RPG
thing. Too much of that and my wrist starts crying for mercy. But you know
what they say, never knock it till you try it. So, I figured, why not give V
Rising a shot?
From what I’ve heard, it’s got all these cool elements mashed together. You
can slay monsters, build up your base, craft gear—sounds like a recipe for
some serious gaming fun, right?
I’m all about games that mix it up. I mean, who doesn’t want a bit of
everything? You get your action fix with the monster battles, your strategy
kicks in when you’re plotting your fortress, and then there’s the crafting
part where you get to create some epic gear. It’s like being a one-stop-shop
for all things gaming.
Plus, the whole survival angle? That’s a game-changer. It’s not just about
bashing bad guys; it’s about surviving in a world that wants to eat you for
breakfast. I dig that kind of challenge—it keeps you on your toes, you know?
So, yeah, even though I might not be the biggest fan of clicking my way
through an RPG marathon, I’m willing to give V Rising a whirl. Who knows,
maybe it’ll surprise me. Maybe it’ll be the game that makes me rethink my
whole gaming playbook.
And hey, getting a free Steam key? That’s like finding money in your pocket
you forgot about. It’s a win-win situation. Worst case, I play for a bit, have
some laughs, and move on. Best case, I find my new gaming obsession.
Anyway, if you have any comments, questions or reactions then please post them
in the comments section below. Also, please consider following, liking and
sharing to your friends.
Just recently, Underspace was patched with a Hotfix which includes the following fixes; options resetting on restart, optimization with storm effects to help with GPU load, starchaser ships properly colored, fixed issue with unstable jumpholes, fixed issue with campaign 10, storms properly saving, ships can now be optimized, fixed cargo dupe bug and some UI errors.Now, if you are wondering what Underspace is? Well, it's a game I recently got for free from Lurkit.com and it's supposed to be a spi
Just recently, Underspace was patched with a Hotfix which includes the following fixes; options resetting on restart, optimization with storm effects to help with GPU load, starchaser ships properly colored, fixed issue with unstable jumpholes, fixed issue with campaign 10, storms properly saving, ships can now be optimized, fixed cargo dupe bug and some UI errors.
Now, if you are wondering what Underspace is? Well, it's a game I recently got for free from Lurkit.com and it's supposed to be a spiritual successor to one of my favorite games, Chris Robert's Freelancer. Yes, before Star Citizen and before Starfield there was Freelancer and it was and still is a very good space game.
I've played Underspace for almost 4 hours and I'm happy to say that Underspace captured the feeling of playing Freelancer. The open space, the trade lanes, the jump gates, the look and feel, the dog fights, the style and a lot of other things. If you are a fan of Freelancer then there is a big chance you'll at least like Underspace.
One feature that I really like that was not in the original Freelancer game was on-foot exploration. Unlike in Freelancer, in Underspace, you are free to walk around in first-person when you're docked on a ship or on a planet somewhere. Although, it's somewhat limited.
Currently, Underspace is in Early Access in Steam and it's not a very expensive game. It will only cost you around $10 US dollars which is a very much better deal than Star Wars Outlaws.
Anyway, that's all I have for you right now regarding Underspace. If you have any comments, questions or reactions then please post them in the comments section below.
Hello fellow gamers! I'm here playing and livestreaming Dwarven Realms. Dwarven Realms is a small indie project, currently in VERY early access, and represents our best attempt to create a distinctive ARPG experience. It's a work in progress and rough around the edges, but it offers a unique charm—a blend of systems inspired by classic ARPGs and the frenetic mob density reminiscent of survivors-like games (all in the third-person view). (ProtonVPN » https://go.getproton.me/SHtQ)Oddly SatisfyingI
Hello fellow gamers! I'm here playing and livestreaming Dwarven Realms. Dwarven Realms is a small indie project, currently in VERY early access, and represents our best attempt to create a distinctive ARPG experience. It's a work in progress and rough around the edges, but it offers a unique charm—a blend of systems inspired by classic ARPGs and the frenetic mob density reminiscent of survivors-like games (all in the third-person view). (ProtonVPN » https://go.getproton.me/SHtQ)
Oddly Satisfying
In this video, I played Dwarven Realms for a full hour. I got the game for free previously but I forgot about it and, because I forgot, I claimed another key from Keymailer but I never got to use it. When I tried to claim the Steam Key from Keymailer, Steam displayed a message saying the game was already in my Steam Library. Now I have an extra Steam Key for Dwarven Realms.
In any case, I did play the game for an hour and, even though, I've played the game before, according to Steam, I didn't remember much of it. For me, it was like playing a new game.
In the early minutes of my gameplay, I encountered a problem with the game. It was heating up my GPU and CPU. I had to turn the game's graphics settings to low to prevent my PC from melting. The low graphics settings also made the game look terribly bad.
In the end, I managed to play the game, Dwarven Realms, for an hour and it was oddly satisfying. I had fun smashing the hordes of enemies the game was spawning.
For comments, questions or reactions then please post them in the comments section below. Also, please like the video, share the video, follow the channel and enable notifications.
In this video, it was my first time playing Real Estate Simulator. I bought a
sleeping bag, went to the slums, bought a tent, decorated the tent with a
sleeping back, went back to the office, listed the tent for sale in the
computer, sold the tent and made some money from the sale.From Sleeping Bag to Cozy Haven(A Short Fictional Story)In my inaugural venture into the realm of **Real Estate Simulator**, I embarked on a modest yet intriguing journey. Armed with naivety and a touch o
In this video, it was my first time playing Real Estate Simulator. I bought a
sleeping bag, went to the slums, bought a tent, decorated the tent with a
sleeping back, went back to the office, listed the tent for sale in the
computer, sold the tent and made some money from the sale.
From Sleeping Bag to Cozy Haven
(A Short Fictional Story)
In my inaugural venture into the realm of **Real Estate Simulator**, I embarked on a modest yet intriguing journey. Armed with naivety and a touch of entrepreneurial spirit, I navigated the digital landscape, eager to transform virtual pixels into tangible profits.
The first step was simple: **acquire a sleeping bag**. It seemed an odd choice for a budding real estate tycoon, but I envisioned it as my humble seed capital. With my newly acquired asset in tow, I ventured into the virtual slums. The air was thick with pixelated grime, and the flickering streetlights cast eerie shadows on the cracked pavement.
In the heart of this simulated urban decay, I stumbled upon a vendor peddling tents. The sagging canvas flaps beckoned to me, promising shelter and opportunity. Without hesitation, I exchanged my sleeping bag for a tent. It was a rudimentary structure, but I saw potential. After all, every skyscraper begins with a foundation, and my tent was my cornerstone.
Back at the virtual office, I set to work. The tent needed a makeover – a touch of aesthetic finesse to attract discerning buyers. I adorned its fabric walls with the same sleeping bag I had traded earlier. The vibrant hues clashed with the drab surroundings, but I believed in the power of contrast. My makeshift interior design skills were put to the test as I arranged the sleeping bag in an inviting manner. Perhaps it was avant-garde; perhaps it was madness. Either way, my tent now boasted a unique selling point: a cozy, mismatched interior.
With my tent transformed, I approached the digital marketplace. The computer screen flickered, revealing an interface reminiscent of stock exchanges. I listed my tent for sale, crafting a persuasive description: "Quaint abode, ideal for minimalist living. Sleeps one (or two if you're cozy). Prime location near pixelated dumpsters."
Days passed, and my inbox remained barren. Doubt crept in – had I misjudged the market? Were virtual homebuyers unimpressed by my sleeping bag aesthetic? But then, a notification: **"Tent Sold!"** The thrill of success surged through my veins. Someone out there appreciated my unconventional approach to real estate.
The transaction was seamless. The buyer, an avatar named **"PixelPioneer,"** wired me virtual currency. I watched the tent vanish from my inventory, leaving behind a sense of accomplishment. The profits weren't astronomical, but they were mine. I had monetized a sleeping bag, transformed a tent, and navigated the intricacies of virtual property sales.
As I reflected on my inaugural venture, I realized that Real Estate Simulator was more than a game. It was a microcosm of entrepreneurship – a sandbox where creativity collided with commerce. My humble tent had become a canvas for innovation, and my sleeping bag, an unexpected asset. In this pixelated world, I learned that success wasn't always about grandiose skyscrapers; sometimes, it was about turning a humble tent into a cozy haven.
And so, with newfound wisdom, I ventured forth. The slums awaited, ripe with untapped potential. Perhaps next time, I'd trade a cardboard box for a duplex or negotiate with a pixelated squirrel for a treehouse. The possibilities were endless, and my entrepreneurial spirit burned brighter than ever.
In the end, Real Estate Simulator wasn't just about profits; it was about imagination, resourcefulness, and the thrill of turning virtual dreams into reality – one tent at a time.
Hello fellow gamers! I'm here playing and livestreaming Real Estate Simulator.
Ready to transform from Broke to Rich while forging your real estate empire?
Start small, strategize for tycoon status. Engage with diverse NPC clients,
oversee properties from affordable to luxurious, and conquer challenges. Ready
to dominate the real estate world? (ProtonVPN » https://go.getproton.me/SHtQ)
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IN THIS VIDEO: The Thieves Guild is running a protection scheme in Riften.
Some of the business owners were delinquent from paying their protection fees.
It's time to collect the money and give them some reminders. With no
protection fee, there is no protection from the ones protecting them.
Protection Guaranteed
In the cobblestone-laden city of Riften, a silent pact binds the
shadows to the marketplace. The Thieves Guild, cloaked in sec
IN THIS VIDEO: The Thieves Guild is running a protection scheme in Riften.
Some of the business owners were delinquent from paying their protection fees.
It's time to collect the money and give them some reminders. With no
protection fee, there is no protection from the ones protecting them.
Protection Guaranteed
In the cobblestone-laden city of Riften, a silent pact binds the
shadows to the marketplace. The Thieves Guild, cloaked in secrecy,
orchestrates a protection racket that weaves through the city’s
commerce like a hidden thread. Yet, whispers of dissent have begun to
stir; some business owners have faltered in their payments, their
contributions to the Guild’s coffers waning like the waning moon.
The time has come to reaffirm the unspoken agreement, to remind the
merchants of the delicate balance that holds their world together.
Without the Guild’s discreet vigilance, the safety they have grown
accustomed to would dissipate into the night air, leaving them
vulnerable to the very dangers from which they sought refuge.
The Guild’s envoys move through the city with purpose, their presence
a subtle reminder of obligations unmet. They are not brutes or thugs;
they are the unseen guardians, the silent sentinels who demand
respect, not through fear, but through the certainty of their
protection. Their approach is not one of menace, but of a stern
reminder that the shield they provide is not without its price.
As they visit each establishment, their message is clear: the Guild’s
protection is a privilege, a safeguard against the chaos that lurks
beyond the city’s walls. It is a service rendered, a shield against
the unpredictable tides of fortune that could, at any moment, sweep
through their doors. The fee is not a burden, but an investment in the
continuity of their prosperity.
Yet, the Guild’s methods are not without compassion. They understand
the ebb and flow of commerce, the trials that each season brings.
Their reminders are not threats, but prompts to uphold a mutual
understanding. For those who have simply forgotten, a gentle nudge
suffices. For the truly delinquent, a firmer hand is employed, not to
harm, but to impress upon them the gravity of their oversight.
The Guild does not seek to rule through fear, but to offer a bastion
of stability in a world riddled with uncertainty. They are the unseen
weavers of safety, the quiet architects of a peace that allows the
city to thrive. Their protection is an invisible barrier, a ward
against the darkness that would otherwise consume the light of
commerce and community.
In the end, the collection of the protection fees is not a mere
transaction; it is the renewal of a covenant between the Guild and the
heartbeat of Riften’s economy. It is an affirmation that the Guild’s
shadowy embrace is a mantle of security, a guarantee that the
merchants’ wares and livelihoods will continue to flourish under their
watchful gaze.
And so, the cycle continues, the dance of shadow and coin playing out
beneath the surface of Riften’s bustling life. The Thieves Guild
remains a force unseen, yet ever-present, a reminder that in the
intricate tapestry of the city’s existence, every thread has its
place, every merchant their role. With each coin collected, the silent
symphony of protection weaves on, a harmony of assurance that
resonates through the stone and timber of Riften’s storied streets.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base game
with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It introduces
features like legendary skills, mounted combat, and a higher difficulty mode.
A must-play for fans of epic fantasy adventures!
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section below. Also, please like the video, share the video, follow the
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IN THIS VIDEO: The objective was to survive the Rat Way and find the Ragged
Flagon. It's the hideout of the Thieves Guild and it's in Riften's sewers.
The Ragged Flaggon
In the shadowy underbelly of Riften, a network of tunnels known as the
Rat Way sprawls like the roots of an ancient tree. It is here that one
must venture with a singular goal: to endure the labyrinthine
passageways and locate the elusive Ragged Flagon. T
IN THIS VIDEO: The objective was to survive the Rat Way and find the Ragged
Flagon. It's the hideout of the Thieves Guild and it's in Riften's sewers.
The Ragged Flaggon
In the shadowy underbelly of Riften, a network of tunnels known as the
Rat Way sprawls like the roots of an ancient tree. It is here that one
must venture with a singular goal: to endure the labyrinthine
passageways and locate the elusive Ragged Flagon. This clandestine
tavern, shrouded in secrecy, serves as the sanctuary for the infamous
Thieves Guild.
The journey is not for the faint of heart. The Rat Way is a
treacherous maze, its corridors echoing with the whispers of the past
and the scurrying of unseen creatures. The air hangs heavy with
dampness, the walls slick with the city’s forgotten stories. To
navigate this subterranean world requires more than mere courage; it
demands cunning, stealth, and an unwavering resolve.
As one delves deeper into the Rat Way, the darkness seems to press in
from all sides. Torches flicker, casting long shadows that dance with
the rhythm of an unseen danger. The path is fraught with traps and
pitfalls, remnants of the Guild’s ingenuity to deter unwelcome
visitors. Each step must be measured, each breath calculated, for the
slightest misstep could lead to a swift and silent end.
Yet, amidst the peril, there is a pulse of life that thrums through
the tunnels. The Thieves Guild, a brotherhood bound by secrecy and
survival, thrives in the depths. Their whispers carry tales of heists
and escapades, of treasures won and lost. They are the unseen
architects of the city’s fortunes, the silent movers of fate’s
threads.
To find the Ragged Flagon is to discover the heart of this hidden
world. It is said that the tavern’s lanterns burn with a light that is
not of this realm, casting a warm glow that beckons the weary
traveler. Inside, the air is thick with the scent of spiced mead and
the murmur of hushed conversations. The patrons, a tapestry of faces
marked by time and toil, share their stories in the currency of trust.
The Ragged Flagon is more than a mere meeting place; it is a testament
to the resilience of those who dwell in the shadows. It is a haven
where alliances are forged, where the currency of secrets holds more
value than gold. Here, in the embrace of the Guild, one can find a
peculiar sense of belonging—a fellowship forged in the crucible of the
Rat Way’s trials.
To emerge victorious from the Rat Way, to stand within the Ragged
Flagon’s storied walls, is to claim a place among legends. It is to
join the ranks of those who walk the fine line between the seen and
unseen, between the law and the lore. For in the end, the journey
through the Rat Way is not just about survival—it is about discovering
the indomitable spirit that resides within, the unquenchable thirst
for adventure that defines the essence of the Thieves Guild.
And so, the quest beckons: to brave the darkness, to unravel the
enigma of the Rat Way, and to uncover the secrets that lie within the
Ragged Flagon. For those who dare to answer the call, the path ahead
is rife with danger and discovery. But for those who succeed, the
reward is a story etched in the annals of Riften—a tale of cunning,
camaraderie, and the unyielding pursuit of the shadows’ embrace.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base game
with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It introduces
features like legendary skills, mounted combat, and a higher difficulty mode.
A must-play for fans of epic fantasy adventures!
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section below. Also, please like the video, share the video, follow the
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IN THIS VIDEO: Sapphire was speaking to Shadr. She was collecting her money
from Shadr but Shadr was not able to pay Sapphire because Sapphire did
something bad that affected Shadr's financial status.
In the dimly lit room, Sapphire faced Shadr with a mixture of anticipation
and trepidation. The air was thick with tension, as the moment of reckoning
had arrived. Sapphire, with her hands clasped tightly in front of her, was
there to collect the debt owed to her, a su
IN THIS VIDEO: Sapphire was speaking to Shadr. She was collecting her money
from Shadr but Shadr was not able to pay Sapphire because Sapphire did
something bad that affected Shadr's financial status.
In the dimly lit room, Sapphire faced Shadr with a mixture of anticipation
and trepidation. The air was thick with tension, as the moment of reckoning
had arrived. Sapphire, with her hands clasped tightly in front of her, was
there to collect the debt owed to her, a sum that had been agreed upon under
much different circumstances.
Shadr, on the other hand, sat slumped in his chair, his eyes avoiding
Sapphire's steady gaze. The room was silent except for the ticking of the
clock, marking the seconds that felt like hours to both of them. Shadr's
financial situation had taken a turn for the worse, a direct consequence of
an indiscretion committed by Sapphire. It was an act that she had thought
inconsequential at the time, but its ripples had extended far and wide,
eventually crashing into Shadr's life with the force of a tsunami.
The money that Sapphire sought was no longer within Shadr's grasp. His
business, once thriving and prosperous, was now a shadow of its former self.
The clients had disappeared, the contracts had been canceled, and the steady
stream of income had dried up to nothing more than a trickle. All because
Sapphire, in a moment of weakness, had made a choice that now haunted both
their lives.
Sapphire remembered the day all too well. It was a decision made in haste, a
solution to a problem that seemed insurmountable at the time. But the
solution had been a poison, one that had seeped into the foundation of
Shadr's enterprise and eroded it from within. She had not meant to cause
harm, yet the damage was done, and the cost was more than just monetary.
As they sat in silence, the weight of guilt pressed heavily on Sapphire's
shoulders. She knew that demanding payment from Shadr was futile, yet she
was bound by her own needs, her own debts that clamored for attention. The
cycle of cause and effect, of action and consequence, was playing out before
her, and she was powerless to stop it.
Shadr finally looked up, his eyes meeting Sapphire's. There was no anger
there, only resignation and a deep, unspoken understanding. Words were
unnecessary; their shared history spoke volumes more than any conversation
could. Sapphire slowly unclasped her hands and placed them on her lap, her
posture softening.
"I'm sorry," she whispered, the words barely audible. It was an apology for
more than just the current predicament. It was an acknowledgment of the pain
she had caused, the trust she had broken, and the friendship she had
jeopardized.
Shadr nodded, a gesture of forgiveness that was as much for himself as it
was for Sapphire. They both knew that some debts went beyond money, beyond
the tangible. They were debts of the heart, of the soul, and those were the
ones that took the longest to repay.
In the end, Sapphire left without the money she had come for, but with
something much more valuable. She left with the hope of redemption and the
possibility of rebuilding what had been broken. And as she stepped out into
the fading light of the day, she made a silent vow to right the wrongs of
the past, not with words, but with actions.
For Shadr, the path ahead was uncertain, but he was not alone. The bonds
that had been strained were not broken, and in the darkness that surrounded
him, he found a glimmer of light. It was the light of forgiveness, of second
chances, and of new beginnings. And with that light to guide him, he knew
that the road to recovery, though long and arduous, was one he was ready to
travel.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base game
with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It introduces
features like legendary skills, mounted combat, and a higher difficulty mode.
A must-play for fans of epic fantasy adventures!
For comments, questions or reactions then please post them in the comments
section below. Also, please like the video, share the video, follow the
channel and enable notifications.
IN THIS VIDEO: Saw Mjoll speaking with Aerin. After they spoke, had a chat
with Mjoll about what's happening in Riften.
In the bustling city of Riften, a place teeming with intrigue and
clandestine affairs, I observed Mjoll the Lioness engaged in a deep
conversation with Aerin. Their exchange seemed earnest and hushed, as if the
walls themselves were eavesdropping. Once their dialogue concluded, I
approached Mjoll, a warrior whose reputation for bravery and justic
IN THIS VIDEO: Saw Mjoll speaking with Aerin. After they spoke, had a chat
with Mjoll about what's happening in Riften.
In the bustling city of Riften, a place teeming with intrigue and
clandestine affairs, I observed Mjoll the Lioness engaged in a deep
conversation with Aerin. Their exchange seemed earnest and hushed, as if the
walls themselves were eavesdropping. Once their dialogue concluded, I
approached Mjoll, a warrior whose reputation for bravery and justice
precedes her, to inquire about the current state of affairs within the
city's limits.
Mjoll, with her usual candor, began to unravel the tapestry of events that
had been unfolding in Riften. She spoke of the city's underbelly, a network
of thieves and scoundrels that lurk in the shadows, preying on the innocent
and unwary. The Thieves Guild, she explained, had tightened its grip on the
city, their influence seeping into every corner like a pervasive fog.
Despite the efforts of the city guard, these rogues remained elusive, their
schemes as intricate as the webs of frost spiders.
As Mjoll recounted her tales, it became clear that her heart ached for the
city she called home. She lamented the corruption that had taken root within
the city's leadership, a rot that allowed the Thieves Guild to flourish. Her
eyes, usually filled with the fire of determination, now flickered with a
hint of sorrow for the citizens caught in this struggle between power and
righteousness.
Yet, amidst the turmoil, Mjoll's resolve remained unshaken. She spoke of her
own endeavors to combat the criminal elements, her every patrol a defiant
stand against the tide of lawlessness. With Aerin by her side, a loyal
friend and confidant, she continued to fight for the soul of Riften, her
spirit as indomitable as the mountains that cradle the city.
Our conversation then turned to the future, to the hope that one day Riften
would be free from the clutches of the Guild. Mjoll's vision was one of
peace and prosperity, where honest folk could walk the streets without fear,
and where justice would be more than just a whispered dream. It was a future
she was willing to fight for, to lay down her life if necessary, to ensure
that the generations to come would inherit a city worthy of its name.
As we parted ways, Mjoll's words lingered in the air, a solemn vow to
restore Riften to its former glory. And though the path ahead was fraught
with peril, her unwavering spirit was a beacon of hope in the encroaching
darkness. For in the heart of Mjoll the Lioness, the flame of Riften's
future burned bright, a testament to the enduring strength of the human
spirit.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base
game with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It
introduces features like legendary skills, mounted combat, and a higher
difficulty mode. A must-play for fans of epic fantasy adventures!
For comments, questions or reactions then please post them in the comments
section below. Also, please like the video, share the video, follow the
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IN THIS VIDEO: Arrived at Riften and upon entering one of the guards wanted
something but got nothing.
The Shakedown Riften's GateAs the gates of Riften loomed before me, their towering presence a stark reminder of the city’s storied past, I was greeted not by the welcoming smiles of merchants or the playful banter of children, but by the stern visage of a city guard. His armor gleamed dully in the fading light, and his hand, outstretched with an air of expectancy, spoke of a tradition as
IN THIS VIDEO: Arrived at Riften and upon entering one of the guards wanted
something but got nothing.
The Shakedown Riften's Gate
As the gates of Riften loomed before me, their towering presence a stark reminder of the city’s storied past, I was greeted not by the welcoming smiles of merchants or the playful banter of children, but by the stern visage of a city guard. His armor gleamed dully in the fading light, and his hand, outstretched with an air of expectancy, spoke of a tradition as old as the city itself.
“Welcome to Riften, traveler,” he intoned, his voice betraying a hint of weariness. “The roads are fraught with danger, and the city’s peace is a precious commodity. A small offering to ensure your safety within these walls would not go amiss.” The implication was clear: this was no mere suggestion, but a thinly veiled demand for a toll.
Yet, as I stood before this sentinel of stone and steel, I felt a resolve stir within me. I had journeyed far, through valleys shrouded in mist and over mountains crowned with snow, and not once had I yielded to the whims of those who sought to profit from my passage. With a polite shake of my head, I offered the guard nothing but a smile, a silent rebuke to his unsanctioned toll.
The guard’s eyes narrowed, a flicker of surprise—or was it respect?—passing fleetingly across his features. He stepped aside, albeit reluctantly, and I passed through the gates of Riften unburdened by tribute. The guard remained at his post, his hand still empty, a silent witness to the fact that not all who wander are lost, and not all who resist are without cause.
Within the city’s embrace, I found a tapestry of life rich with color and complexity. The market square buzzed with the energy of commerce, the docks whispered of secrets and smugglers, and the alleys echoed with the footsteps of those who moved in the shadows. Riften was a city of layers, each one peeling back to reveal a new story, a new challenge.
As night descended upon the city, wrapping its cloak of stars tightly around the sleeping buildings, I reflected on the day’s encounter. The guard had sought to take something from me, but in the end, he had received nothing. It was a small victory, perhaps, but one that spoke volumes of the journey I had undertaken—a journey not just of distance, but of principle.
For in the grand tapestry of Skyrim, every thread has its place, every weave its purpose. And as I settled into the rhythm of Riften’s heartbeat, I knew that my own thread, though once solitary and unassuming, was now interwoven with the vibrant, enduring fabric of this city. And so, with a heart unburdened and a spirit unchained, I embraced the adventures that awaited, under the watchful gaze of the guard who wanted something but got nothing.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base game
with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It introduces
features like legendary skills, mounted combat, and a higher difficulty mode.
A must-play for fans of epic fantasy adventures!
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section below. Also, please like the video, share the video, follow the
channel and enable notifications.
IN THIS VIDEO: Lucia was thankful for her new home and wanted to share her
treasures as a way of saying "thank you".
Lucia ThankfulIn the mystical realm of Skyrim, Lucia found herself enveloped in the warmth of a new beginning. Her journey had been fraught with peril, but it had led her to a place she could finally call home. The quaint cottage, nestled amidst the whispering pines and overlooking the serene waters of Lake Ilinalta, was more than just a shelter; it was a sanctuary, a tangib
IN THIS VIDEO: Lucia was thankful for her new home and wanted to share her
treasures as a way of saying "thank you".
Lucia Thankful
In the mystical realm of Skyrim, Lucia found herself enveloped in the warmth of a new beginning. Her journey had been fraught with peril, but it had led her to a place she could finally call home. The quaint cottage, nestled amidst the whispering pines and overlooking the serene waters of Lake Ilinalta, was more than just a shelter; it was a sanctuary, a tangible testament to the kindness she had encountered on her path.
Lucia’s heart swelled with gratitude, and she knew she could not keep this joy to herself. The treasures she had amassed during her adventures – gleaming gemstones, ancient artifacts, and enchanted armaments – were not merely to adorn her dwelling or to serve as reminders of her trials. They were symbols of her perseverance, her victories, and the friendships forged in the fires of adversity.
With a resolve as steadfast as the mountains surrounding her, Lucia decided to share her bounty. She organized a gathering, inviting the very souls who had aided her, those who had offered a helping hand when the shadows of her past loomed large. The townsfolk of Riverwood, the wandering bards who had sung tales of hope, the brave companions who had stood by her side in battle – all were welcome.
As the sun dipped below the horizon, casting a golden hue over the land, Lucia’s home came alive with laughter and camaraderie. The tables were laden with the finest fare from the reaches of Whiterun to the shores of Solitude. Mead flowed freely, sweet as the honey from the apiaries of Riften, and the air was filled with melodies that danced on the breeze.
Each guest was presented with a token, a piece of Lucia’s treasure, carefully chosen and imbued with her deepest appreciation. To some, she gave jewels that sparkled like the stars that guided nocturnal travelers. To others, she bestowed weapons, each with a tale as sharp as their blades. And to the children, she offered trinkets of wonder, sparking imaginations and dreams of their own quests.
The night grew long, and the fire’s glow waned, but the warmth within Lucia’s home never faltered. She watched as her guests departed, each carrying a piece of her legacy, a fragment of her story. In their smiles, she saw reflections of her own contentment, and in their eyes, the promise of enduring bonds.
Lucia’s act of sharing was more than a gesture of thanks; it was a declaration of unity, a celebration of life’s interwoven tapestry. Her treasures, once hidden away, now found new purpose, kindling joy in the hearts of others. And as the moon ascended to its throne in the heavens, Lucia retired to her hearth, her spirit as serene as the lake outside her window.
For in giving, she had received the greatest gift of all – the affirmation that in the world of Skyrim, where dragons soared and magic coursed through the very air, kindness was the most powerful force, one that could transform a house of stone and wood into a true home. And Lucia, once a solitary wanderer, had found her place not just in the landscape, but in the tapestry of lives that made Skyrim a land worth fighting for.
Hello fellow gamers! I'm here playing and livestreaming Skyrim Legendary
Edition. The Elder Scrolls V: Skyrim Legendary Edition combines the base game
with three DLC add-ons: Dawnguard, Hearthfire, and Dragonborn. It introduces
features like legendary skills, mounted combat, and a higher difficulty mode.
A must-play for fans of epic fantasy adventures!
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section below. Also, please like the video, share the video, follow the
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IN THIS VIDEO: At the wreckage, to get the salvage, I had to shoot it and blow it up. Grabbed all of the ones I found and went back to the shipyard. I had some trouble docking but eventually learned how it was done.Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do. For comments, questions or reactions th
IN THIS VIDEO: At the wreckage, to get the salvage, I had to shoot it and blow it up. Grabbed all of the ones I found and went back to the shipyard. I had some trouble docking but eventually learned how it was done.
Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.
For comments, questions or reactions then please post them in the comments section below. Also, please like the video, share the video, follow the channel and enable notifications.
IN THIS VIDEO: I continued with the mission, fighting with enemies in the Underspace and having problems seeing what's happening on screen. By the way, it's not the game's fault. I just have poor eyesight.Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do. For comments, questions or reactions then please
IN THIS VIDEO: I continued with the mission, fighting with enemies in the Underspace and having problems seeing what's happening on screen. By the way, it's not the game's fault. I just have poor eyesight.
Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.
For comments, questions or reactions then please post them in the comments section below. Also, please like the video, share the video, follow the channel and enable notifications.
IN THIS VIDEO: It was my first time in Underspace space for a mission and, just like in Freelancer, in-system fast travel is done with Trade Lanes. Combat was very similar to Freelancer too with some mild changes.Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do. For comments, questions or reactions the
IN THIS VIDEO: It was my first time in Underspace space for a mission and, just like in Freelancer, in-system fast travel is done with Trade Lanes. Combat was very similar to Freelancer too with some mild changes.
Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.
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IN THIS VIDEO: Found the location of the Red Exclamation Mark and received my first mission in Underspace. Take off cinematics are very much like Freelancer which is the same in Starfield.Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do. For comments, questions or reactions then please post them in the
IN THIS VIDEO: Found the location of the Red Exclamation Mark and received my first mission in Underspace. Take off cinematics are very much like Freelancer which is the same in Starfield.
Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.
For comments, questions or reactions then please post them in the comments section below. Also, please like the video, share the video, follow the channel and enable notifications.
IN THIS VIDEO: Unlike in the original Freelancer game, here in Underspace, my character can walk around. The game froze though when I tried changing the game's graphics quality from Very High to High.Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.For comments, questions or reactions then please post
IN THIS VIDEO: Unlike in the original Freelancer game, here in Underspace, my character can walk around. The game froze though when I tried changing the game's graphics quality from Very High to High.
Hello fellow gamers! I'm here playing and livestreaming Underspace. Underspace (https://lurk.ly/AB_fX6) is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do.
For comments, questions or reactions then please post them in the comments section below. Also, please like the video, share the video, follow the channel and enable notifications.
Even in walking simulators, there's still the active element of moving around the environment and examining each item. The player retains agency in exploration games, even though there aren't too many other overt actions to take. Consider a "walking simulator" like The Talos Principle. The actions that the player take include exploring environments, collecting puzzle pieces, avoiding obstacles, jamming obstacles, moving boxes, climbing boxes, using boxes to obstruct enemies, and that neat time r
Even in walking simulators, there's still the active element of moving around the environment and examining each item. The player retains agency in exploration games, even though there aren't too many other overt actions to take.
Consider a "walking simulator" like The Talos Principle. The actions that the player take include exploring environments, collecting puzzle pieces, avoiding obstacles, jamming obstacles, moving boxes, climbing boxes, using boxes to obstruct enemies, and that neat time recording feature. The Talos Principle primarily interweaves the exploration and narrative elements with puzzle solving.
Another "walking simulator" is The Stanley Parable. In it, there's really only exploring and interacting with the environment, but the presence of the narrator enables two major actions the player can take - obey or disobey the narrator and see the results. It is these decisions and actions that provide the engaging gameplay - the players get pulled in by seeing the results of their choices.
The important thing about the actions that the player chooses to undertake is that every action a player does must cause the game to react to that player's specific actions. Moving from point A to point B shows the player more of the world. Choosing to interact with a door means the door opens, revealing what was behind it. Allowing the player to jump should allow the player to reach places that would otherwise be unreachable without the jumping. The actions a player can take must be acknowledged and recognized by the game. This creates a sense of agency and ownership that places the player in the game world. The player experience changes from "Kratos pulled the head off of Helios" to "I pulled the head off of Helios". These active choices cause a sense of self-insertion that would otherwise not exist if everything just happened while the player passively watched the scene unfold.
Slitterhead will release on 8th November 2024 for PC via Steam and Epic Games Store, PlayStation 4, PS5 and Xbox Series X/S, according to a leaked gameplay trailer.The two-minute teaser - which has since been pulled (but not before someone managed to download and re-share it, of course; you don't have to look very hard to it) - shows a mysterious, supernatural parasite jumping from host to host across a neon-soaked city.It's likely the trailer leaked ahead of a formal reveal of Bokeh Game Studi
Slitterhead will release on 8th November 2024 for PC via Steam and Epic Games Store, PlayStation 4, PS5 and Xbox Series X/S, according to a leaked gameplay trailer.
The two-minute teaser - which has since been pulled (but not before someone managed to download and re-share it, of course; you don't have to look very hard to it) - shows a mysterious, supernatural parasite jumping from host to host across a neon-soaked city.
It's likely the trailer leaked ahead of a formal reveal of Bokeh Game Studio's inaugural offering at this evening's Summer Game Fest 2024 presentation.
The opening level of Doom 2 is very short. Without any practice, most players can easily finish it in less than a minute. But back in 1998, one skilled speedrunner completed the small level in five seconds. And finally, after nearly three decades of people suggesting it was impossible to beat, someone was able to…Read more...
The opening level of Doom 2 is very short. Without any practice, most players can easily finish it in less than a minute. But back in 1998, one skilled speedrunner completed the small level in five seconds. And finally, after nearly three decades of people suggesting it was impossible to beat, someone was able to…