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  • ✇NekoJonez's Gaming Blog
  • Gamer’s Thoughts: Let’s Find The Difference Extreme EditionNekoJonez
    Today I wanted to talk about a totally new type of game that’s gaining a lot of popularity. In late 2018, a totally new type of game called I’m on Observation Duty got released on Steam. Recently, these type of games are exploding on Steam. A spin-off called The Exit 8 gave a totally new spin on the formula. The games are actually a scary spin on the spot the difference style of gameplay. But, what does attract players so much into this formula? Let’s talk about a few titles, and maybe we fi
     

Gamer’s Thoughts: Let’s Find The Difference Extreme Edition

Od: NekoJonez
11. Listopad 2024 v 18:34

Today I wanted to talk about a totally new type of game that’s gaining a lot of popularity. In late 2018, a totally new type of game called I’m on Observation Duty got released on Steam. Recently, these type of games are exploding on Steam. A spin-off called The Exit 8 gave a totally new spin on the formula. The games are actually a scary spin on the spot the difference style of gameplay. But, what does attract players so much into this formula? Let’s talk about a few titles, and maybe we find an answer to that in this article. Now, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on these games, similar games and/or the content of this article.

Two main gameplay styles

There are actually two major styles in this genre. A lot of streamers call, one style Observation Duty and the other style Exit 8. Both styles have the same core concept. You need to first look at a room and then notice if anything changes or anomalies appear. The way how you deal with these anomalies differs in both styles.

In Observation Duty style games, the idea is mostly always that you are a security guard watching camera’s. You have to flip through camera’s and report the anomalies before there are too much present in the area. In Exit 8 type games, you play through them while walking through the rooms themselves. You have to walk one direction when there is no difference and another direction when there is a difference. The difference is that you have to make a certain amount of correct judgements in a row. One wrong judgement and you are sent back to level 0.

The gameplay is tricky to explain in words and in an article. I wanted to write this article several times, but I was unable to describe it properly. The best way to describe it in my opinion is a non casual spot the difference game.

Ever since, “I am on Observation Duty” and “The Exit 8” hit the scene… A lot of horror game streamers played through them. They gained a lot more popularity. A lot of new titles came out in a rapid pace with different spins on the genre and interesting innovations. I think it will become more clear when I talk about the games I played through or watched my favorite streamers play through.

The Exit 8The Platform 8

During the summer of this year, Klamath and I streamed through these two titles. The Exit 8 is one of the earliest games to my knowledge in the 3D style.

The idea is that you are trapped in a looping metro hallway where you have to reach the 8th exit. Travelers are advised to continue walking when nothing out of the ordinary happens. But when suddenly a poster changed or something else changed, you need to turn back.

Like I said in the introduction, when you make one mistake, you start at level 0 again. The first passage through the hallway is always safe. After that, you have to do 8 correct answers in a row. Now, at least 8, since if your 8th run has an anomaly, you need to turn back. You can only win if you have a hallway that has no strange thing, and you are above the 8th hallway.

Something really nice that this game does is, it doesn’t repeat anomalies. When you defeat a certain anomaly, it won’t repeat until you see all of them or reset the game. This makes the game more unpredictable and replayable.

The anomalies in this game range from extremely obvious like suddenly the hallway flooding… But others are sneaky, like a camera that moved location to the other side of the hallway. So, it was a puzzle. Is this room really the same, or did something change. Since you couldn’t go back to check. And there were various details that added to the complexity of the game.

In May of this year, we got the follow-up to this game called The Platform 8. If you thought that was more of the same, think again. This time, you are in the actual metro, and you have to survive 8 carts. The big change is that you can’t fail with an anomaly this time around since the exit door is locked if you need to find the anomaly first.

It’s a change that didn’t sit well with me at first, but I totally understand why. This game is now turned into a more tense game where you have to survive the crazy things that the game throws at you. The game is shorter than The Exit 8, but I’ll say… This game had me spooked and jump several times.

That’s Not My Neighbor

At it’s core, this game is an Observation Duty game. But with a big twist. You are a security guard at the entrance of a building. There are imposters out there, trying to look like your neighbor, and you have to keep them out.

This game tests your reasoning skills and tests you if you can look at all the clues. The best I can describe this game is: a mixture between Papers Please, and I am on Observation Duty. The added layer of difficulty is that you have a lot to keep track of. Who did you let already inside? Who is on the list and for who do you better call their apartment first?

This game is getting frequent updates with more lore and more modes. Each time I see this game being played by the streamers I watch, the new update impresses me. And I totally understand why this game got so big.

There is this extremely catchy song by longestsoloever. The amount of times I played it on repeat is just getting silly. Give it a listen if you like electronic music, but I warn you. It’s an earworm.

Confabulation

Confabulation, noun. Confabulation is a memory error consisting of the production of fabricated, distorted, or misinterpreted memories about oneself or the world.

This game does a very interesting take on the actual formula. Instead of explaining the differences and anomalies with unexplained events, in this game it’s caused by a mental illness.

The flow of each play trough of this game is the same. But, the puzzles, the changing objects amongst other things are randomized. It’s up to you to make sure that you avoid you going insane and finding the truth of what happened.

This is an Observation Duty style game, but you can walk around in the area instead of watching at camera feeds. There is an extra layer added with the puzzles that add more information and lore of what happened.

I could talk about it more, but I highly recommend you play this game as blind as possible. The story, scares and impact is that much stronger when you don’t know what’s coming and let yourself be surprised. Watch the candles since they give you amazing hints on where to look next.

ATTA -Spot the Oddities in the Strange Hotel-

What if you have to count the amount of differences in a hallway instead of deciding there is a difference or not? Well, then you describe “ATTA, -Spot the Oddities in the Strange Hotel-“.

This game is an Exit 8 type of game with multiple rooms, where you have to count all the errors in a hallway… While various strange things happen. Like a train suddenly appearing and you have to duck for cover.

The atmosphere this game has, where it leaves you with an open ending that raises more questions than it answers, is the cherry on the cake. It’s a more intense game than your usual games. It may be a short run, but it’s a wild and pleasant ride all the way through.

Hospital 666

The final game I want to talk about today is called Hospital 666. In this game, you try to escape a cursed hospital. The first level has you running down a looping hallway. The second level, has one side room open.

Now, an impressive option that the game gives you is that you can choose if you want anomalies in the hallway or not. So, if you are in the second level, you can choose if you want things in the hallway to change or only focus on the new room.

Something impressive that this game does as well, is when you make a mistake, you can go back to the hallway to see what the mistake was that you made. You still start from the lowest floor of that level, but being able to see what got you is amazing. Since this game has very crazy anomalies but also various very sneaky ones. Like one is that some smiles faces appear on the wall.

In between the levels, there is a boss fight/puzzle that separates the floors from each other. They can be a bit janky, but the developer has updated and optimized the game quite a lot, and it is a lot better. Now, he is currently creating a sequel taking place in a school. And as somebody who works in education, I can’t wait to play through that.

Final thoughts

These games are only a handful of games in the genre. I have given a quick rundown of the games mentioned in this article, but if you are interested, I’m willing to talk more in depth about these titles. My intention with this article is to promote these titles.

Each game listed here is between 5 to €10 and is an amazing ride. These games are short little romps but are bursting to the seams with creativity. I always think, now, I have almost seen everything this genre has to offer. But, then I’m surprised with a new gameplay mechanic or a new setting that changes the atmosphere completely.

So, depending on how well this article does… I might write more of these. If you found amazing titles like this, feel free to send them my way or leave them in the comment section down below. But, for now, I’m going to leave you with my usual outro. Thank you so much 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 one, but until then, have a great rest of your day and take care.

  • ✇NekoJonez's Gaming Blog
  • Preview: Cave Hikers (PC) ~ Point and DragNekoJonez
    Trailer – Steam store page Today, I want to talk about a new game that’s going to come out later this year. It’s called Cave Hikers. It’s being developed by Porcupine Parkour. This small Croatian based studio reached out to me to review their demo in July. I would have written an article about it before, but I have been suffering from a writing burnout. Thankfully, I’m slowly getting back in the groove. And I’m going to make it up to the developers by publishing an article on their game t
     

Preview: Cave Hikers (PC) ~ Point and Drag

Od: NekoJonez
22. Září 2024 v 15:24

TrailerSteam store page

Today, I want to talk about a new game that’s going to come out later this year. It’s called Cave Hikers. It’s being developed by Porcupine Parkour. This small Croatian based studio reached out to me to review their demo in July. I would have written an article about it before, but I have been suffering from a writing burnout. Thankfully, I’m slowly getting back in the groove. And I’m going to make it up to the developers by publishing an article on their game today. Let’s take a look at the demo together, shall we? And I have a small surprise in store later.

Demo review

In this demo, you get an introduction to the gameplay. If you ever played a game like My Brother Rabbit, you will feel right at home in this game. This is a point and click game where you go from screen to screen. Each screen has a small puzzle or hidden object moment for you to take part in.

This game feels like playing through a children book. The voice of the narrator sounds like a (grand)father telling a story to their children. It’s extremely charming, and the story book art style really helps to sell this story.

Overall, there is no real tutorial in this game. Yet, the gameplay is quite simple. You learn quite quickly that this game is controlled with only the mouse. The menu system exists out of icons that make the game a lot easier to localize.

The demo is rather short but gives a very good impression of the full game. This game looks like it’s something I’m going to play. It’s a charming point-and-click game with hidden objects that feels nostalgic. Since the demo is so short, I don’t have a lot to talk about in terms of feedback.

The art style, voice acting, animation is all pretty well done. I only have a few minor complaints. The first complaint is that clicking to unmute the music or sound effects can’t be done right away. It doesn’t always register right away. And the second complaint is the in some rare spots, like with the red crystal at the end of the demo, the hitbox of placing it in the crusher is too tiny.

So, the game describes itself as:

Cave Hikers is a relaxing and humorous 2D interactive cartoon mockumentary that follows three characters through a cavernous world, on a quest to find the mystical “cave with an infinite ceiling”.

And I think it fits the game pretty well. Like I have been saying, the humor and charm of this game is there, and it’s pretty clear that maybe from some very minor things, this game is going to be an extremely charming game.

Now, how interesting would it be if I asked some questions to the developers of this game? Well, I had a few interesting questions in mind, so I went and asked them. Here are their replies.

Interview with the developers

– What games inspired you take to make this one?

It was mostly HOPA style games, which are usually made by much larger companies with inexpensive artists and a pseudo-realistic and kitsch-y style. So we went more in line with our own kind of art style, with some inspiration from Amanita games.

– What’s your process in creating puzzles?

It’s a strange process. As we started making the game in our free time for fun between odd jobs and more “serious” projects, we made a number of locations, creatures and simple mechanics. First we take a look at what already exists on the screen, then we intertwine the narrative with some clicking and potential puzzle elements. Then we play around with it until we are happy with the amount of “work” the player needs to do before accomplishing the goal.

Sometimes it includes a bit of moon logic. First, we make it clearer through conversation clouds and drawings. Then, whatever is unclear or hard to find for testers, we explain further through the Narrator.

– What are the funniest bugs or whoopies that happened during development?

For a while, we had a splash screen that looked exactly like the main menu, which created a lot of confusion! That was because the engine was upgraded, and also we started working with a much better programmer, we consolidated it into a coherent menu.

As for actually funny bugs, at one point we had Valeriano’s secret twin showing up at the cutscene. It took a while to realize we accidentally put two Valerianos of which one was outside the camera view.

– What engine did you use and why?

It’s Construct 3. At first, we made this project for fun and the Animator wasn’t exactly a programmer, so he used a really simple engine. (Un)fortunately, the project got out of hand and got some funding. Now we have a real programmer, but he had to learn Construct with all its limitations, but it’s also a really simple engine so we can still make a lot of the game without much hassle.

– What are some things you learned during developing this game?

Something that we re-learned time and time again… a game is easier to build if you have the whole team and a proper plan. Because otherwise you leave a lot of work and frustration for “future you”. We also learned that Construct can be a lot stronger than we initially thought… but also that it can be really stubborn in some areas.

– How many people worked on this game?

It first started with Sven the illustrator and Zvonimir the animator. At first, we were building a completely wordless game. But some testers were a bit confused at what the characters are really doing. So we hired Tom Bennet as the narrator and also Lea Konjetić to compose original music for the game. In the last six months, Fabjan the programmer also joined the team and superpowered our development process. All in all, five people, excluding all the translators.

Final thoughts

I’m very happy that games like these are getting more attention. Hidden object games have a strange reputation of being “too casual” or “boring”. Yet, I dare to argue there is something to love in these games. Especially when a game is created with this much passion and love.

I want to apologize to the developers again for taking such a long time in creating and article about the demo. But, I’m happy I did today. Since, if you have any interest in playing this game after reading this article, go and play the demo. Or share this article with somebody you think will enjoy playing this game. The demo takes roughly 15 minutes to finish.

I wish the developers a lot of luck and success with their game and when it’s fully released, I’m going to play this game and most likely review it on my blog. And with that said, I have said everything I wanted to say about this game for now. Thank you so much for reading this article, and I hope you enjoyed reading it as much as I enjoyed making it. I hope to welcome you in another article, but until then, have a great rest of your day and take care.

  • ✇CGMagazine
  • inZoi Preview Marries Life Sim With Unreal Engine 5 — gamescom 2024Eduard Gafton
    South Korean publisher KRAFTON is probably best known for titles such as PUBG and The Callisto Protocol. Recently, however, in an effort to bolster their gaming portfolio, they’ve turned heads by saving studio Tango Gameworks from being shut down by Microsoft. With that goal in mind—to expand on their offerings—KRAFTON has been hard at work on inZoi: a life simulation game developed using Unreal Engine 5 and boasting a variety of creative tools. If this brings The Sims to mind, you’d be encoura
     

inZoi Preview Marries Life Sim With Unreal Engine 5 — gamescom 2024

23. Srpen 2024 v 13:00
inZoi Marries Life Sim With Unreal Engine 5: gamescom 2024 Mini Preview

South Korean publisher KRAFTON is probably best known for titles such as PUBG and The Callisto Protocol. Recently, however, in an effort to bolster their gaming portfolio, they’ve turned heads by saving studio Tango Gameworks from being shut down by Microsoft. With that goal in mind—to expand on their offerings—KRAFTON has been hard at work on inZoi: a life simulation game developed using Unreal Engine 5 and boasting a variety of creative tools. If this brings The Sims to mind, you’d be encouraged to know that the inZoi team is well aware of the comparison, the overall goal for their virtual world being to combine Sims and SimCity and add some innovative features to boot.

inZoi Marries Life Sim With Unreal Engine 5: gamescom 2024 Mini Preview

Having spent 5 hours playing an early build of the game, I found that what they’re trying to do rightfully sounds too good to be true. With some more polish and work on tightening its elaborate systems, inZoi might just rise up to its lofty ambitions and carve a place for itself within the genre. Nevertheless, on start-up, inZoi begins with the explanation that the player is working as a “trainee god” for an in-game tech giant.

“For now, despite some frustrations, inZoi is largely an enjoyable experience.”

According to the tutorials, referred to in-universe as the “onboarding”, being a said trainee god involves creating Zoi, the game’s name for the inhabitants of its digital world, and ensuring that they have good relationships with others and the environment. Failure to do so would result in “a meeting with the CEO”.

inZoi Marries Life Sim With Unreal Engine 5: gamescom 2024 Mini Preview

With this warning in mind, I began work on my Zoi in earnest, trying my hardest to make the perfect digital version of myself. The final result, I think, looks more like YouTuber hasanabi than me, but that’s not the fault of the character creation tool, which is genuinely amazing. Beyond getting the basics right, inZoi’s character creator is mindful of the details. This might not sound like a big deal at first, but put together, these small choices make for a customisable experience that already makes inZoi stand out from the rest.

This dedication to the minutiae can also be seen when it comes down to the city-building element. Whereas not as elaborate as something like SimCity, I was pleasantly surprised by what inZoi allowed me to do. To give just an extreme example, I decided that the main park in town should have a high density of cats, pandas and…crocodiles. To my great disappointment, the crocodiles, from what I could tell, had no effect gameplay-wise as they were simply content meandering here and there. In any case, after maybe 3 hours of fine-tuning, it was finally time for some action.

inZoi Marries Life Sim With Unreal Engine 5: gamescom 2024 Mini Preview

What took me by immediate surprise when taking control of my Zoi was that I was able to maneuver him as if he were a character in a third-person action-adventure game. I still had to issue other commands with a click of the mouse, but still, this added to my immersion. This being said, inZoi was dropping frames left and right and continued to do so during my time with it despite running it on a decent PC.

Another issue was the overall game logic, as all the Zoi I encountered were often making inexplicable decisions. My Zoi, when left to his own devices, was obsessed with deep cleaning his house even though it was brand new and squeaky clean.

inZoi Marries Life Sim With Unreal Engine 5: gamescom 2024 Mini Preview

To test the AI further, I decided to see how easy interactions with other Zoi were and, to my amusement, I was able to get the character I created married to someone he had just met and spent the last half of an in-game day (or about ten real-life minutes) complimenting. Now, I’m not necessarily opposed to love at first sight, but the ease with which I made this happen reminded me of the OG Sims, which reflects a bit badly on inZoi.

“Whereas not as elaborate as something like SimCity, I was pleasantly surprised by what inZoi allowed me to do.”

For now, despite some frustrations, inZoi is largely an enjoyable experience. The team over at KRAFTON have a lot of work left, yes, but what I’ve played so far is encouraging. My hope for the game, which is set to release in Early Access later this year, is that the developers remain committed to seeing through their ambitious vision. Time will tell if that will indeed be what happens.

inZoi is set to launch in Steam Early Access in 2024. Make sure to check out all things gamescom here on CGMagazine.

  • ✇CGMagazine
  • Spectre Divide Hands-on Preview: They’re Not Pucking AroundDayna Eileen
    Mountaintop Studios and popular creator and former Counter-Strike and Valorant pro, Michael ‘shroud’ Grzesiek have brought a contender to the F2P multiplayer tactical FPS genre. Mountaintop hopes to make a big break with Spectre Divide, as they are an independent studio composed of veterans from Respawn, Epic Games, Riot Games, Bungie, and the like. Spectre Divide features a unique art style for the genre with sci-fi comic book art and the classic Japanese cel animation of the ’90s—a little rem
     

Spectre Divide Hands-on Preview: They’re Not Pucking Around

22. Srpen 2024 v 02:13
Spectre Divide Hands-on Preview: They're Not Pucking Around

Mountaintop Studios and popular creator and former Counter-Strike and Valorant pro, Michael ‘shroud’ Grzesiek have brought a contender to the F2P multiplayer tactical FPS genre. Mountaintop hopes to make a big break with Spectre Divide, as they are an independent studio composed of veterans from Respawn, Epic Games, Riot Games, Bungie, and the like. Spectre Divide features a unique art style for the genre with sci-fi comic book art and the classic Japanese cel animation of the ’90s—a little reminiscent of Rollerdrome or the No More Heroes games. What is more distinct about this game is its gameplay gimmick.

At first glance, the concept of controlling two characters simultaneously does not seem like something that should work in a relatively fast-paced competitive shooter game. Yes, there is some time to strategize around the map and jump-peak or use utility to gain information. However, adding a new concept, like having a second body, appears to be a dynamic addition.

Spectre Divide Hands-on Preview: They're Not Pucking Around

The function of what the devs call ‘Duality’ allows players to control their ‘Spectre’ or second body, as well as their main body. Players can swap between the two bodies. The coolest part is that players can open up their map to lay out their two bodies during the Buy Phase/Pre-round Phase—including having the bodies face a certain direction. Moving characters around via clicking the map looks so choppy and jarring, but once the pre-round timer is up, this function ceases.

Having the second body can be super helpful. If a player’s unused body is idle, it can still give information that an enemy is near or if an enemy is in sight through danger indicators. Additionally, the unused body goes into a crouch position, making it harder for enemies to spot when placed correctly. Or it can be great to have it crouched slightly, peeking as a decoy at strategic angles.

The unused body can also be moved through the ‘pucking’ action, with some delay depending on the distance. This is the primary function so when the main player dies, they are not stuck trying to run all the way from where they had their Spectre setup. Like the game’s name implies, it is relatively smart to divide the Spectre from the main body.

Spectre Divide Hands-on Preview: They're Not Pucking Around

Spectre Divide has utility skills, which are very similar to various Hero skills in Overwatch or Agent utility in Valorant. Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors. Sponsors work in place of roles, such as Assault/ADC/Dualist or Support/Healer in other games. Having a good balance of Sponsors can easily make or break a victory in this game, with the various assortment of utility skills—including recon.

A big question many new players who came from other FPS games asked was what the spray/recoil patterns for each gun, aiming, and ADS aiming were like. For the first part, every fully automatic and semi-automatic gun had a random spray pattern. This is an interesting feature because it means it is not something someone can particularly get used to, like a Vandal spray pattern in Valorant or an AK-47 spray and recoil pattern in CS2 or CS:GO.

“Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors.”

It means that players should practice their ADS firing since the accuracy is pretty near to one-hundred percent. There is also no bullet punch when taking damage, so players do not have to worry about suddenly aiming at the sky when getting shot at. Single-tap or burst-fire skills are more important in Spectre Divide for the guns that require it, otherwise ADS-ing and spraying is the way to go. And like Apex Legends, running in this FPS tac-shooter is encouraged.

What irked me and my teammates the most is the fact that enemy colour highlights are insanely non-user-friendly. It took a few games for us to not accidentally shoot at one of our teammates or teammates’ idle body. Eventually we got used to it, but it was not as distinguished as other FPS games.

Spectre Divide Hands-on Preview: They're Not Pucking Around

The things that will have many Spectre Divide players divided will probably be how overstimulating it can be to jump into a match at first, as well as how many guns they will have to know the names of. The Duster RX6 plays like a Desert Eagle or Sheriff; the M67 Reaver plays like an AK-47, dishing out great range and damage; and the Harpe and Prototype-OP play very much like a high-powered sniper in most FPS games. One shot to the head at any range, one kill, baby!

The gun buys are interesting in Spectre Divide, sort of a mashup of Call of Duty multiplayer default loadouts. Guns are bought in pairs and distributed to the player and the Spectre. Interestingly enough, when one of the characters one player controls dies but the other lives, there can be special economic buys for keeping the same pairing of guns in the next round.

Based on a lot of feedback from other players I talked to from games and my own teammates, I have gathered that this game comes off as something for those who already have put in some if not countless, hours into other FPS games. Spectre Divide is easily an amalgamation of games like Valorant, Apex Legends, Overwatch, Halo, amongst many more. This makes sense since a lot of Mountaintop Studios’ team used to work at the companies that made many of those titles.

Spectre Divide Hands-on Preview: They're Not Pucking Around

There are a lot of fun mechanics to try and experiment with in Spectre Divide, such as using Ghostlink Collective’s Dupe ability while pucking away or using it and running with the decoy body. Another cool thing we found out was how Ryker Industries’ Wave Scan could scan the whole map if you throw it while pucking away.

“The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers.”

Hopefully by launch, there will be better aesthetic additions to the game—here is hoping there will be a way to do Fortnite-adjacent dances in the team lobby. The sprays and gun buddies could also be improved upon, but again, that may come with more time and players making memes and/or pro-player and community involvement to grow the fan base of Spectre Divide.

The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers. Even someone who is well-versed in other FPS titles will struggle a bit getting used to pucking around their Spectres, and learning more about the advantages and disadvantages of things like guns or Sponsors.

Spectre Divide Hands-on Preview: They're Not Pucking Around

There are a lot of extra keybinds to learn and re-map, too, but the tutorial does a decent enough job explaining it all. The economy catch-up system is great, too, since two losses allow the losing team to get a free light shield. But it could be good for newer players ithe a sense that they can build the proper game sense tailored to this game versus carrying over irrelevant habits from other FPS games.

Spectre Divide will not be out on the PlayStation 5 and Xbox Series X|S consoles at launch, but devs have stated that they have “future plans for consoles.” There is also no release date for PC yet either.

  • ✇CGMagazine
  • Ravenswatch Preview—This Ain’t No Fairy TaleJordan Biordi
    I was particularly interested in Ravenswatch because Passtech Game’s Curse of the Dead Gods was something that caught me completely by surprise—initially hooking me with an art style evocative of Darkest Dungeon and then reeling me in with an incredibly deep and satisfying gameplay experience.  Passtech established itself as a confident crafter of captivating roguelike experiences, so naturally, CGM jumped on the opportunity to get an early look at Ravenswatch. Despite the preview being hand
     

Ravenswatch Preview—This Ain’t No Fairy Tale

21. Srpen 2024 v 23:00
This Ain’t No Fairy Tale—A First Look At Ravenswatch

I was particularly interested in Ravenswatch because Passtech Game’s Curse of the Dead Gods was something that caught me completely by surprise—initially hooking me with an art style evocative of Darkest Dungeon and then reeling me in with an incredibly deep and satisfying gameplay experience. 

Passtech established itself as a confident crafter of captivating roguelike experiences, so naturally, CGM jumped on the opportunity to get an early look at Ravenswatch. Despite the preview being hands-off, the game and world that was presented definitely got me ready to play. 

This Ain’t No Fairy Tale—A First Look At Ravenswatch

In Ravenswatch, players enter the world of Reverie, where horrific creatures known as Nightmares are spreading across the land. To stop them, the Witch of the Forest, Baba Yaga, forms the Ravenswatch—a group of folk heroes dedicated to battling the Nightmares and restoring peace.

“One of Ravenswatch’s key selling points is its cast of heroes, all drawn from mythological figures.”

One of Ravenswatch‘s key selling points is its cast of heroes, all drawn from mythological figures. While some characters are based on well-known figures, the team at Passtech wanted to ensure these heroes stood out on their own and included lesser-known mythological characters.

This includes characters such as Scarlet (Little Red Riding Hood), Beowulf and Alladin but extends to characters like The Pied Piper, Sun Wukong and Melusine—who the Lyon-based Passtech felt it especially appropriate to include as a character from French folklore. The team specifically stated they wanted to include a wide array of folklore from various cultures to create a diverse cast and open players up to these unique figures.

This Ain’t No Fairy Tale—A First Look At Ravenswatch

This idea was further explored when we were given a sneak peek at the character of Carmilla, who was revealed during Gamescom 2024. Passtech explained that including a vampire in their world was thematically fitting. Still, they specifically wanted to focus on a lesser-known character, as most people typically think of Dracula when it comes to famous vampires.

“While many games borrow heavily from successful predecessors in the genre, it’s refreshing to see a game take unique approaches and interesting risks.”

This not only adds to the game’s unique storybook feel but also allows each hero to fill a specific role based on their characterization. Scarlet, for instance, is a unique warrior who embodies both Red Riding Hood and the Wolf, capable of transforming into a lycanthropic form to deal massive damage. Conversely, Gepetto functions as an engineer, creating puppets to fight for him and assist in battle.

One of the more interesting aspects of Ravenswatch mentioned during the event is that, despite being a roguelike, the game will feature four different difficulty modes. I’ve long moved away from the notion that games, even roguelikes, should be punishingly difficult just for the sake of it—especially since roguelikes are often associated with games like Dark Souls, which emphasize extreme difficulty.

This Ain’t No Fairy Tale—A First Look At Ravenswatch

While I was initially hoping Ravenswatch would offer optional difficulty settings, Passtech clarified that players will start at the lower difficulty level, unlocking harder ones with each successful run. They’ve implemented this in a particularly clever way: only four characters are available at the start of the game, with a new one unlocking each time players defeat the final boss. This provides a tangible incentive to improve, as the game becomes more challenging as you learn and grow.

With its dark comic book style, support for up to four-player co-op, and a development team actively tweaking the game based on player feedback, Ravenswatch is shaping up to be an excellent new addition to the roguelike genre. While many games borrow heavily from successful predecessors in the genre, it’s refreshing to see a game take unique approaches and interesting risks.

Ravenswatch will launch for PC, PS4/PS5, Xbox One and Xbox Series X/S on Sep 26th, 2024 but will see a later release on the Nintendo Switch.

  • ✇CGMagazine
  • Jackbox Naughty Pack Preview: The Game Goes “Rated-M”Joe Findlay
    Jackbox is back with the new Jackbox Naughty Pack. Jackbox has long been a go-to party game for anyone looking for a good laugh. Their games are interactive, thus letting the players fill out the provided material, which means that you can play the game over and over again with many different results. This is also true of the group that is playing. A combination of adults and kids produces a much different game than an adults-only game, and this is who Jackbox is playing to with their latest pa
     

Jackbox Naughty Pack Preview: The Game Goes “Rated-M”

21. Srpen 2024 v 18:00
Jackbox Naughty Pack Preview: The Game Goes “Rated-M”

Jackbox is back with the new Jackbox Naughty Pack. Jackbox has long been a go-to party game for anyone looking for a good laugh. Their games are interactive, thus letting the players fill out the provided material, which means that you can play the game over and over again with many different results. This is also true of the group that is playing. A combination of adults and kids produces a much different game than an adults-only game, and this is who Jackbox is playing to with their latest pack, the Jackbox Naughty Pack.

The Jackbox Naughty Pack is the company’s first pack directed solely to adults and has an M rating. The games themselves, despite having slightly different names geared towards the tone of the pack, are games that exist within the Jackbox universe already. The difference lies with the questions and prompts that move the game along. According to Creative Director and Product Manager at Jackbox Games Brooke Breit, “The tone of the questions inform the level of spicy answers.” Of the impact that the mature content has on the game, Breit added, “The tone feels very Jackbox. It is our voice but for a more mature-related game.”

Jackbox Naughty Pack Preview: The Game Goes “Rated-M”

One obvious question was raised during our preview event with Jackbox Games, “Isn’t any Jackbox game a mature game depending on the people playing it?” The CEO at Jackbox Games, Mike Bilder, sort of agreed, saying, “If you’ve played a game of Drawful without any kids around, it can get pretty blue. This is just us leaning into that.” He reiterated Breit’s comments on the questions and prompts, leading you into that tone of gameplay.

There are three games in the Jackbox Naughty Pack:

  • Fakin’ It All Night Long, a game where one person (The Faker) is answering different questions than the rest of the players and needs to justify why their answer works for their question.
  • Dirty Drawful, which is Jackbox’s Drawful, but dirty. You are given a prompt and your goal is to correctly guess other people’s prompts based on their drawing and ensure people vote for yours when your drawing comes up.
  • Let Me Finish, which tests your skills as a talker when the game asks the tough questions, like “Where is the Mailbox’s butt?” You circle where you think it is and justify your choice to the other players. The winner of each round is the one with the most votes.
Jackbox Naughty Pack Preview: The Game Goes “Rated-M”

With games working with this subject matter, Jackbox Games wanted to be sure that their own staff assigned to the game was comfortable working with that material. “We made sure folks who were working on the title were comfortable working on the title,” said Bilder, who also noted that the sensitivity level of the work varied over different areas of the game’s development.

We had the opportunity to play a couple of sample rounds of the games during the preview and the same fun of your everyday Jackbox game is there with questions that sometimes make you say, “Wow, they went there?”

The Jackbox Naughty Pack releases on September 12 on Steam via the Jackbox Picker, Xbox, Playstation and the Nintendo Switch. Expect a full review to come in a few weeks, but prepare for a game that may give your dirty mind a run for its money.

‘Friends vs Friends’ is a Card-Based Arena Shooter

29. Květen 2023 v 13:00

Friends vs Friends is a chaotic shooter that introduces cards into the mix, creating custom decks to blast your enemies (and probably a few friends). Friends vs Friends is an action paced,...

The post ‘Friends vs Friends’ is a Card-Based Arena Shooter appeared first on Indie Games Plus.

‘Tchia’ Turns Into Animals & Objects to Explore a Tropical Island

26. Květen 2023 v 13:00

Tchia takes us on a stunning tropical open world adventure where you play as a young, imaginative girl who can turn into animals and objects to explore. Tchia, our protagonist, is looking to...

The post ‘Tchia’ Turns Into Animals & Objects to Explore a Tropical Island appeared first on Indie Games Plus.

‘Kingdom Eighties’ Overcomes Danger by Building Bases With Childhood Buddies

22. Květen 2023 v 13:00

Kingdom Eighties is an 80’s-inspired base-building game where you need to protect your town against greed while helping your friends and learning more about your family. You play as a young character...

The post ‘Kingdom Eighties’ Overcomes Danger by Building Bases With Childhood Buddies appeared first on Indie Games Plus.

‘Moonstone Island’ is a Creature-Collecting Life Sim

19. Květen 2023 v 13:00

Moonstone Island is a slice of life adventure game where you can fly to dozens of islands to gather local oddball creatures, grow gardens, and romance the locals. Moonstone Island is a...

The post ‘Moonstone Island’ is a Creature-Collecting Life Sim appeared first on Indie Games Plus.

A Pacific Rim prequel series is being developed by the scriptwriter of Bird Box

The next entry in the Pacific Rim franchise could be an origin story for the universe, set before the events of the 2013 film by Guillermo del Toro. According to Variety, the franchise's producer Legendary Entertainment has signed a first-look TV deal with Eric Heisserer. One of the first projects he's developing with Carmen Lewis, his co-founder for his production company called Chronology, is a prequel series for Pacific Rim. Heisserer won several awards for his screenplay for Arrival, the Denis Villeneuve-directed sci-fi movie starring Amy Adams and Jeremy Renner. He also wrote the script for the Netflix post-apocalyptic movie Bird Box, which starred Sandra Bullock. 

It sounds like the project is still in its very early stages, so we'll have to wait for its storyline and projected release date if it does get the green light. Seeing as it's supposed to be the Pacific Rim origin story, though, we may get to see the first kaijus emerging from the interdimensional portal at the bottom of the Pacific Ocean. We may also get to see how the first Jaegers, or the gigantic mechas controlled by human pilots to fight the alien monsters, were designed and created. 

The original Pacific Rim movie was followed by Pacific Rim Uprising, its 2018 sequel film that starred John Boyega and was directed by Steven S. DeKnight. If the series pushes through, it'll follow Pacific Rim: The Black, an anime series that streamed on Netflix in 2021 and 2021, which serves as the continuation of the two films.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/a-pacific-rim-prequel-series-is-being-developed-by-the-scriptwriter-of-bird-box-110043597.html?src=rss

©

© Warner Bros / Legendary Pictures

People wearing black suits
  • ✇GamerDad: Gaming with Children
  • Music Box (Switch)Cary Woodham
    Compose your own drum licks on the Nintendo Switch with Music Box.  Yup, that’s it. Press the plus button to go to options where you can change the language and color of your screen.  Up and down changes the tempo, and the A button plays and stops.  You can pick squares on the screen to […]
     

Music Box (Switch)

21. Srpen 2024 v 02:01
Compose your own drum licks on the Nintendo Switch with Music Box.  Yup, that’s it. Press the plus button to go to options where you can change the language and color of your screen.  Up and down changes the tempo, and the A button plays and stops.  You can pick squares on the screen to […]

Retro Revengers (PS4, PS5, Switch, Xbox One, X/S, PC)

19. Srpen 2024 v 02:01
I really don’t keep up with the game streaming business, but apparently it’s very popular.  Some streamers even have their own characters and products and stuff.  Such is the case with a group of streamers in Japan that I’ve never heard of, but now they have their own game with Retro Revengers.  Play as the […]

The Mini-Games of Super Monkey Ball Banana Rumble

16. Srpen 2024 v 02:01
I’ve been a big fan of the Super Monkey Ball games ever since the GameCube ones and the original arcade game (which was called just Monkey Ball and the joystick was a banana you had to hold…kind of embarrassing).  The series is still going strong today and SEGA recently released Super Monkey Ball Banana Rumble […]
  • ✇GamerDad: Gaming with Children
  • Fit My Dog (Switch)Cary Woodham
    First there were cats, then zoo animals, and now dogs.  In Fit My Dog, you must arrange canines of varying shapes onto a bed so they can take a nap together.  It reminds me of those tanogram puzzles and is available on Nintendo Switch. In each level are dogs with a pet bed in the […]
     

Fit My Dog (Switch)

14. Srpen 2024 v 02:01
First there were cats, then zoo animals, and now dogs.  In Fit My Dog, you must arrange canines of varying shapes onto a bed so they can take a nap together.  It reminds me of those tanogram puzzles and is available on Nintendo Switch. In each level are dogs with a pet bed in the […]

Busway Islands — Puzzle (Switch, PS4, PS5, Xbox One, X/S, PC, Mobile)

12. Srpen 2024 v 02:01
Arrange roads and tracks so a bus and a train can make it to all their stops and reach the tunnels without crashing into each other in Busway Islands – Puzzle.  It’s available on pretty much anything you can play a game on, but reviewed on Switch here. Each level is an island, and there […]

Nintendo World Championships NES Edition Deluxe Set

Recently Nintendo released Nintendo World Championships NES Edition on the Switch.  It’s more or less very similar to the NES Remix games on the Wii U and 3DS, except with more of a focus on speedrunning.  I was able to get the Deluxe Set, so I wanted to show off what’s in there.  Plus this’ll […]

Super Woden GP 2 (PS4, PS5, Switch, Xbox One, X/S, PC)

Top down viewed racing games have always been a staple in arcades and consoles, with titles like Super Sprint, World Rally, Micro Machines, RC Pro-Am, Drift Out, and many more.  And now there’s the sequel to Super Woden GP, which I reviewed a couple of years ago.  The newest installment is available on all current […]
  • ✇Mondo 2000
  • Review Sacred Rites by Antero AlliKen Goffman
    Sacred Rites: Journal Entries of a Gnostic Heretic Antero Alli Falcon Press 2023 review by R.U. Sirius Antero Alli has been a master at gifting others with their presence in the moment and in the world as it is… and the world that we feel and imagine, although he is too humble to make such claims. His ritual journal entries bring to life the personal and group dynamics of some of his “sacred rites.” Herein Alli takes us with him as he dances on light and falls, stumbles and hurts, rises with gr
     

Review Sacred Rites by Antero Alli

11. Duben 2023 v 05:38

Sacred Rites: Journal Entries of a Gnostic Heretic
Antero Alli
Falcon Press
2023

review by R.U. Sirius

Antero Alli has been a master at gifting others with their presence in the moment and in the world as it is… and the world that we feel and imagine, although he is too humble to make such claims. His ritual journal entries bring to life the personal and group dynamics of some of his “sacred rites.” Herein Alli takes us with him as he dances on light and falls, stumbles and hurts, rises with great inner strength and then backs off and makes space for the others to struggle and play with their own angels, demons, ancestral Jungian archetypes, mutable gendered forms, true memories and conjured reflections and refractions of their personal and group experiences past and present.

Who else has shared hir journey into a sort of embodiment of depth psychology married to the theatrical and cinematic artistry of a unique individual mind? Did Gurdjieff leave behind such generous notes? Did Artaud ever climb out of his own tortured mind to guide others into a theater of revelation and share the results? I think not.

As a lonely writer and minor league media trickster playing and toiling in the fields of counterculture and model agnosticism — I am jealous of those who got to be present for Alli’s physically active deep soul uncoverings — these experiences that he calls Sacred Rites. I always intended to join one of these experiences but time was my master and my excuse. I was a busy little beaver playing in McLuhans spider web of endless mediations where I have amused and (I hope) occasionally informed others while eking out a bare livelihood feeding and housing my own brief experiment in embodiment. I now understand that this experiment would have been more successful if I had allied with him for an experience or two.

Antero Alli black and white photo

When I first met Antero way back in the 1980s we were both working and playing under the influence of the neuro-political and exo-psychological maps provided by Timothy Leary and Robert Anton Wilson. Leary brought us the theory of the minds’ evolution in tandem with biology and technology (tools). Bob Wilson gave it clarity and a heart. Antero Alli took the mind and the heart of Leary/ Wilson theory and gave it a body. He brought with him an influence from Jerzy Grotowski and his paratheatrical theories. As Alli writes, Paratheatre was “combining methods of physical theatre, modern dance, vocalization, and standing Zazen to access the internal landscape of forces in the Body – the impulses, emotions, sensations, tensions, and other autonomous forces – towards their spontaneous expression in movement, vocal creations, symbolic gesture, characterization, and asocial interplay.”

What a lovely contribution from E.C.C.O (Earth Coincidence Control Office) to bring Alli’s unique imprint into alignment with this relatively obscure path. Here, in Sacred Rites, Alli’s interior observations hide within them a map to the work he has been doing for some 46 years. It’s all here. How to create asocial interplay. How to conjure and embody visions and insights through the use of archetypes. How to move people from their stuck places. It’s not a cool cerebral picture. There’s a lot of howling, weeping. I would venture that there’s even some gnashing of teeth. Alli brings you inside these sessions and this text will leave you wanting more. Fortunately, the work will continue. Read the book and find out.

The post Review Sacred Rites by Antero Alli appeared first on Mondo 2000.

Withings ScanWatch Nova – where elegance and health tracking meet. Running review.

12. Srpen 2024 v 19:47

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Withings ScanWatch Nova – where elegance and health tracking meet. Running review. by Paul E King first appeared on Pocketables.

  • ✇Pocketables
  • Trying AA rechargeable batteries again (XTAR running review)Paul E King
    XTAR is a company that deals in USB rechargeable batteries among other things. In this case they asked if I was interested in reviewing their 4150mwh AA batteries and giving them a review. I agreed, but as these reviews take time, this is a running review of how they work for me. TL;DR – running review last update August 5, 2024 In the past I had three USB rechargeable brands in a row that were, to put it nicely, not what was advertised. Each was filled to the brim with 5 star reviews tal
     

Trying AA rechargeable batteries again (XTAR running review)

5. Srpen 2024 v 18:04

XTAR is a company that deals in USB rechargeable batteries among other things. In this case they asked if I was interested in reviewing their 4150mwh AA batteries and giving them a review. I agreed, but as these reviews take time, this is a running review of how they work for me.

TL;DR – running review last update August 5, 2024

In the past I had three USB rechargeable brands in a row that were, to put it nicely, not what was advertised. Each was filled to the brim with 5 star reviews talking about how much people were going to save but never any follow ups other than that they stopped working a couple of months in.

But, I tried USB rechargeable back in the early days, and also some relatively early consumer rechargeables, and my experiences were the same – worked for a couple of months and then I had spent $20 before they broke to replace $5 worth of standard batteries.

My experience with one USB rechargable battery manufacturer also showed me that attempting to get any after sale service (for 4 out of 8 batteries) was not worth it.

XTAR contacted me and asked if I wanted to try their 4150mwh USB rechargeable batteries and I figured why not? I’d love to see if rechargeable batteries have reached a point where they actually will pay for themselves, power my devices properly, and last as long as a normal.


What was in the box (August 5, 2024)

XTAR AA Rechargeable Battery

I received one XTAR Wall Adapter which is a Qualcomm 3.0 USB wall charger, 4xAA batteries and a charging dock for them.

While I don’t think you require the USB wall adapter, you do apparently require a USB output higher than my standing desk was providing and unfortunately I don’t have the specs on it handy at the moment. Batteries appeared to be charging and then the unit would shut off. Plugged it into the charger they sent and it seemed fine.

I believe the batteries were sent in a nearly charged state as charging did not take long. Only thing to really note here is that the indicators for charging (red) or charged (green) are difficult to discern at an angle.

XTAR AA Rechargeable Battery

Now to put them in things and see how they work…

On of my biggest gripes with rechargeables is that the ones I’ve had last about a week and are dead, so here goes… 2 in my utility flashlight, 2 in a kid’s toy. Flashlight light appears as bright as using my Amazon Basics AA batteries.

Availability

They can be found on Amazon for about $30, or roughly the cost of 68 AA Amazon Basics batteries. This means they need to survive 17 full cycles to break even.

Trying AA rechargeable batteries again (XTAR running review) by Paul E King first appeared on Pocketables.

  • ✇Pocketables
  • DREO moving into the kitchen with the DREO BaristaMakerPaul E King
    On August 13, 2024 DREO, the manufacturer of many of my favorite air-moving devices, will move into the kitchen space by moving air into milk and the like to froth it. The official kickstarter date is the 13th of August and for pre-order start the 15th September on dreo.com and some retailers. Armed with a touch screen, a heating element, and magnetic driven frothing blades the BaristaMaker makes the perfect froth for drink art, and generally adds to any regular coffee to punch it up a no
     

DREO moving into the kitchen with the DREO BaristaMaker

29. Červenec 2024 v 20:22

On August 13, 2024 DREO, the manufacturer of many of my favorite air-moving devices, will move into the kitchen space by moving air into milk and the like to froth it. The official kickstarter date is the 13th of August and for pre-order start the 15th September on dreo.com and some retailers.

DREO BaristaMaker frothing some milk

Armed with a touch screen, a heating element, and magnetic driven frothing blades the BaristaMaker makes the perfect froth for drink art, and generally adds to any regular coffee to punch it up a notch.

We received the BaristaMaker a few days ago and have incorporated it into our coffee rotation, which is only a few cups thus far so bear in mind this is not a review of how it performs over time.

We’ve thrown 2%, oat, and soy milk at the thing and in each case ended up with a fairly frothy foam. With the oat milk I had already poured it in on the milk frothing impeller and discovered you can hot swap without your fingers touching the oat milk. Magnetic impellers are something new to me and appear to make cleanup a breeze.

DREO BaristaMaker
DREO BaristaMaker's Brewista cup
DREO BaristaMaker packages with impellers
DREO BaristaMaker overhead view

I do hope to have more of a review near release date, but I am attempting to not waste milk, oat milk, soy milk, etc. This means with my and my wife’s coffee intake we’re using it about three times a week. We have thus far just progressed into coffee art but nothing to write a blog about yet. I can make a couple of lines and Kim was able to make something resembling a shrub.

While our art skills need upped, I suspect this is entirely on us and not the foam quality produced by the DREO BaristaMaker. I’m enjoying our coffee drinks about 20% more as it stands, the froth combines with Kirkland’s Finest coffee and some simple syrup to produce something I would not have an issue paying for at a coffee shop.

Anyway, hopefully by the time it’s out I’ll have more of a review. Problem with not drinking huge amounts of coffee after my surgery and not wanting to waste milk have slowed said review down.

Below is the press release, and feel free to ask me any questions while I continue to use the BaristaMaker


DREO Unveils BaristaMaker: The Ultimate Smart Milk Frother for Perfect Latte Art 

Clifton, NJ – July 25, 2024 DREO, a leader in smart home innovation, proudly announces the launch of the DREO BaristaMaker, the most professional smart milk frother capable of creating latte art with all types of milk. This revolutionary device is set to take home coffee making to the next level, delivering barista-quality microfoam at the touch of a button.

With a unique blend of food science and barista mastery, DREO’s new milk frother allows coffee lovers to achieve the most exquisite frothy milk at home effortlessly. This new milk frother is the culmination of extensive research and a patented propeller technology meticulously designed to replicate the technique of professional baristas. After thousands of simulations mimicking the frothing process of expert baristas in their R&D kitchen, DREO has developed a milk frother capable of emulating the froth quality found in commercial coffee shops, surpassing the capabilities of most traditional, off-the-shelf home frothers with unmatched froth quality and texture.

DREO BaristaMaker Milk Frother will be available on Kickstarter from 13th August and for pre-order from 15th September on dreo.com and trusted retailers including Amazon and select authorized partners.

Stunning Microfoam for Latte Art

DREO BaristaMaker Milk Frother creates 0.5mm micro-bubbles, producing silky, shiny, dense microfoam similar to that found in coffeehouses. DREO has developed a patented impeller tip that precisely controls the direction of flow. Traditional disc tips may not always move the milk in the right direction, but BaristaMaker’s impeller blade ensures that the milk is consistently directed to the center for continuous mixing. As the milk is drawn to the center, DREO’s specially designed micro-level screen transforms normal-sized bubbles into rich, dense microfoam during the multi-stage frothing process.

DREO has also created a multi-stage milk frothing program that replicates each frothing step used by an expert barista with a high-pressure frothing wand. It starts by quickly heating the milk to the perfect temperature, creating the right balance of texture and flavor. Next, it mixes air into the milk to create larger bubbles by increasing the speed of rotation. Once enough foam has formed, it slows down the speed, directs the milk to the center using the impeller, and meticulously transforms these larger bubbles into dense, silky microfoam.

Compatibility with Plant-Based Milks

The popularity of plant-based milks has grown significantly in recent years due to dietary preferences, lactose intolerance, and environmental concerns. Recognizing this shift, DREO developed BaristaMaker to ensure it could produce perfect microfoam with both dairy and plant-based milks, bringing versatility and superior performance to a wide range of users. DREO’s food scientists carried out in-depth analysis of the protein and fat content of these milks from a range of different brands and developed a special algorithm that adapts to these different types of milk and delivers consistently high-quality frothing performance. Whether you’re a fan of almond milk, oat milk, soy milk, or coconut milk, this amazing machine can froth it all to perfection.

Versatile from Frothing to Stirring

BaristaMaker offers multiple frothing settings, allowing you to choose from microfoam, thick foam, and cold foam, depending on your preference and the type of beverage you are making. This versatility ensures that you can enjoy a wide variety of coffee styles at home. In addition to coffee, BaristaMaker is an excellent companion for powdered beverages such as matcha, hot chocolate, and other specialty drinks. Its frothing capabilities enhance the texture and flavor of these beverages, creating a rich and satisfying experience every time.

Designed with the User in Mind

BaristaMaker includes a professional stainless steel pitcher and is dishwasher safe. Its user-friendly features ensure that you can concentrate on enjoying your coffee without complicated settings or difficult cleaning procedures.

Endorsed by Media Enthusiasts and Barista World Champions

On the 16th of July, DREO hosted an exclusive media event in New York City, where media partners from top-tier media outlets got a hands-on experience with BaristaMaker. The media partners were impressed by its innovative features and intuitive design, as well as its ability to create micro-foam for latte art. And they’re looking forward to publishing dedicated reviews of this impressive machine!

DREO is proud to announce partnerships with three distinguished baristas: Anthony Douglas, the 2022 World Barista Champion; Dale Harris, the 2017 World Barista Champion; and Mikael Jasin, the 2024 World Barista Champion. These renowned experts will serve as ambassadors for BaristaMaker and the DREO brand, showcasing the technology and exceptional results of this groundbreaking product.

Anthony Douglas commented, “If I’m focusing purely on the quality that I get from the BaristaMaker it would have to be a 10 out of 10. It’s the best milk I’ve experienced and it’d be pretty hard to top.”

Availability and Exclusive Kickstarter Offer

“It is an invitation to elevate your coffee making experience and bring the art of perfectly frothed milk to the consumer. We believe that great frothed milk should be accessible to everyone and BaristaMaker is our way of making that possible. Going forward, DREO will continue to invest in and develop new technology within the coffee category and revolutionise the home beverage experience,” said Joshua Gunn, VP of Sales at DREO.

DREO BaristaMaker Milk Frother will be available on Kickstarter starting August 13th, with a Super Early Bird offer of up to 30% off the suggested retail price of $99. Don’t miss out—pre-orders will open to the wider public on September 15th. Plus, by joining the DREO community, you could win a grand prize valued at up to $3,200! Be part of the coffee revolution. Support us on Kickstarter and be among the first to experience the future of frothed milk!

DREO moving into the kitchen with the DREO BaristaMaker by Paul E King first appeared on Pocketables.

  • ✇Green Man Gaming Blog
  • Dome Keeper Is Worth Staying In The Ground ForJason Coles
    Dome Keeper launched back in 2022 and was already a brilliant little roguelike, however I found it to be a little too minimalist for my needs at the time. Two years later, however, it’s emerged back on my gaming radar following a massive update back in July, which brought with it a shocking amount of […]
     

Dome Keeper Is Worth Staying In The Ground For

17. Srpen 2024 v 15:30
Dome Keeper launched back in 2022 and was already a brilliant little roguelike, however I found it to be a little too minimalist for my needs at the time. Two years later, however, it’s emerged back on my gaming radar following a massive update back in July, which brought with it a shocking amount of […]
  • ✇Green Man Gaming Blog
  • Earl Vs The Mutants Is Hillbilly Vampire SurvivorsJason Coles
    The joys of Vampire Survivors are all well-documented at this point. Despite being a seemingly minimalist game, and spawning a litany of genre stablemates, there’s just something about moving around mowing down ridiculous hordes of enemies as you go that is incredibly satisfying. The good thing about inspiring a whole genre is that often the […]
     

Earl Vs The Mutants Is Hillbilly Vampire Survivors

15. Srpen 2024 v 16:00
The joys of Vampire Survivors are all well-documented at this point. Despite being a seemingly minimalist game, and spawning a litany of genre stablemates, there’s just something about moving around mowing down ridiculous hordes of enemies as you go that is incredibly satisfying. The good thing about inspiring a whole genre is that often the […]

Cataclismo: A Glorious Smashing of LEGO and Tower Defense

11. Srpen 2024 v 12:00
Hooded Horse just might be one of the most exciting publishers around right now. Outside of the incredible Manor Lords, they also launched Against the Storm last year, and Empires of the Undergrowth this year. There are loads of other good games too, but the one I want to talk about today is Cataclismo, which […]
  • ✇Game Rant
  • Koira Hands-On Preview: Whistle While Walking the DogZackari Greif
    Koira is a relaxing, wholesome adventure game where fans get to explore a hand-drawn world at odds between light and shadow. Its goal is to allow players to become part of its winter landscape for a moment, unaware of the outside world and even the dichotomy itself as they awake in a forest with the sound of a dog barking in the distance. It's up to the player to save the dog and make it feel comfortable with them as they navigate the world together, going on a musical advent
     

Koira Hands-On Preview: Whistle While Walking the Dog

21. Srpen 2024 v 10:32

Koira is a relaxing, wholesome adventure game where fans get to explore a hand-drawn world at odds between light and shadow. Its goal is to allow players to become part of its winter landscape for a moment, unaware of the outside world and even the dichotomy itself as they awake in a forest with the sound of a dog barking in the distance. It's up to the player to save the dog and make it feel comfortable with them as they navigate the world together, going on a musical adventure where singing songs and bonding with the puppy opens new avenues. Game Rant was given a chance to experience Koira's unique text and dialogue-less world early ahead of the demo's release.

  • ✇GameHype
  • Review – Tomba! Special Edition (PlayStation 5)Aaron Moger
    Can’t teach an Old Pig new tricks Tomba! or as best I know it as Tombi! is a classic platform adventure game originally released for the PlayStation and is a game I am excited to get back into as I had a blast playing this growing up. Now anyone confused by the name, the European version of Tomba! was known as Tombi! which still seems to be the case today as the version of the game I have on PlayStation 5 displays it as Tombi! Special Edition although the home screen background, game
     

Review – Tomba! Special Edition (PlayStation 5)

11. Srpen 2024 v 22:46

Can’t teach an Old Pig new tricks

Tomba! or as best I know it as Tombi! is a classic platform adventure game originally released for the PlayStation and is a game I am excited to get back into as I had a blast playing this growing up. Now anyone confused by the name, the European version of Tomba! was known as Tombi! which still seems to be the case today as the version of the game I have on PlayStation 5 displays it as Tombi! Special Edition although the home screen background, game title and marketing of the game lists it as Tomba! so that’s what we will go with.

In Tomba! Special Edition you play as a feral pink haired wild child who has his grandfather’s bracelet stolen by evil pigs that now plague the land and now he sets off on a journey fully throwing pigs around himself while doing so. So what is Tomba! Well the game itself is a platforming game with RPG elements. From the offset it looks like your average platformer. You collect apples, throw enemies and swing across the dangerous terrain in order to progress but underneath all of this is an adventure that has more to it than meets the eye.

As already mentioned Tomba! is a platformer with some RPG elements so aside from platforming you have a world of NPC’s all eager for some help and just from the beginning of the game you will find yourself with a few tasks which pop up on the screen with an AP reward which when finished adds to your total AP which is shown in the top right corner. To begin with you will complete these tasks as you go such as getting the tornado and using it to clear the fog into the next area, This is a must as you cannot progress otherwise. The game also has an inventory system and you can pick up quest items which can be used from there also, there are useable items such as feathers which will will whisk you away to other areas. There’s also various weapons and pants which you can equip which can alter your attack and mobility and change how you interact with the environment.

After meeting the 100 year old wise man you gain the ability to open chests and you will be able to open ones that you previously went past as well as any future ones. Not all chests though as there’s many different types. Remembering where these are is important as you will need to backtrack once you get the ability to open them. You will also come across AP boxes which can spew out rewards and these will become available once you have amassed enough AP as shown on them.

Tomba! is a colourful game , not only is it vivid and full of colour but is also wacky and crazy in many ways. Once you get to the forest full of laughing and crying mushrooms you will understand why.

Tomba! is by no means a big game but there is so much crammed into its small world that some events are well hidden and won’t be found by your average player. You don’t need to do these to finish the game, but if you want to absolutely 100% everything then it’s certainly worth trying to mess around with the terrain no matter how insane that may seem. Those pink plants that excrete gas in the beginning of the game for example are not just for show. Tomba! is definitely one of those where do I go next kind of games as in that I definitely do remember getting stuck when I first played it and admittedly it is one of those games I did not finish however after a bit of perseverance I can say I have now finished it and enjoyed it just as much as I remember.

Now while I have talked about the game as a whole how does it differ from it’s 90s counterpart? Well Tomba! Special Edition does indeed come with some new features. Most notably is the rewind feature allowing you to rewind the game should you fall into difficulty, again Tomba! is not a difficult game but some areas are tricky to navigate like the pesky mushroom forest and this alleviates the annoying of waiting for the game to load again should you lost a life, you can get straight back in without much downtime now. You can also save anywhere now whereas you would previously have had to use the signs which can be found at the start of each area. The game does not feel it has improved in any capacity in terms of graphics but actually seems to have aged quite well. What you do get however is the ability to play with different display methods and also use different borders to display around the game screen, a nice retro touch and if you wish to play with the original audio you can also do that but if you want something a bit more modern then that is an option too as the whole soundtrack has had a remaster. The games sound and music is top notch although the mushroom forest is where I did turn it down just for the sheer annoyance of that zone, you will see for yourself if you don’t already know. The game also features a museum crammed with a load of original artwork, documents and creator interviews if that’s your sort of thing.

So is Tomba! Special Edition worth picking up? Most certainly, it is a charming game full of character and does feel like a retro cult of the 90s. It’s one of those hidden gem kind of games and one which at the time was certainly unique in every aspect. The game looks and plays as great as I remember and I look forward to uncovering all the hidden secrets I missed as a kid.

A PlayStation 5 review code was provided by Limited Run Games

The post Review – Tomba! Special Edition (PlayStation 5) appeared first on GameHype.

Nisei Week Grand Parade 2024 @ Little Tokyo (photos)

12. Srpen 2024 v 16:47

Photo credit: Terrance Pryor/MP3s and NPCs

The 82nd Nisei Week Japanese Festival kicked things off yesterday with their Grand Parade through Little Tokyo.

During the parade, spectators witnessed a bevy of floats, dancers, and community groups. KABC ABC7 Eyewitness News anchor David Ono was this year’s Grand Marshal while actress Amy Hill, who is best known for their work in All-American Girl, Lilo & Stitch, and the Magnum P.I. reboot, arrived as the Parade Marshal. Our photos from the event can be seen below.

Nisei Week Japanese Festival will continue through the week with a slew of events, including Crazy Talented Asians: Nisei Week Edition 2024 and the closing ceremony. More information about Nisei Week Japanese Festival can be found here.

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Review: Dungeons of Hinterberg | Xbox

Microbirds’ debut title, Dungeons of Hinterberg, is a delightful blend of genres that offers a refreshing take on the dungeon-crawling experience. Set in the picturesque Austrian Alps, this quirky RPG combines elements of social simulation, action-adventure, and puzzle-solving to create a unique and engaging gameplay loop.

Dungeons of Hinterberg

Setting and Premise

The game’s standout feature is undoubtedly its setting. The fictional town of Hinterberg, nestled in the Austrian mountains, serves as a magical tourist destination where players can explore mysterious dungeons that have suddenly appeared. As Luisa, a former lawyer seeking escape from her mundane life, you embark on a ‘slaycation’ that promises both excitement and self-discovery.

Dungeons of Hinterberg

Gameplay

Dungeons of Hinterberg cleverly divides each day into four segments, reminiscent of the Persona series. Mornings are for story progression, afternoons for dungeon exploration, evenings for social interactions, and nights for rest. This structure provides a satisfying rhythm to the gameplay, allowing players to balance combat, puzzle-solving, and character development.

The dungeons themselves are the game’s crowning achievement. Each one offers a unique blend of combat challenges and inventive puzzles that make clever use of the magical abilities you acquire. From perspective-shifting mazes to elemental manipulation, the variety and creativity on display is impressive.

Combat and Progression

While the combat system may not reach the heights of its inspirations, it’s serviceable and can be enjoyable, especially when utilising the region-specific magical abilities. The RPG elements, including gear upgrades and character buffs gained through social links, add depth to the progression system.

Dungeons of Hinterberg

Visuals and Sound

The game adopts a charming cell-shaded art style that brings the Alpine setting to life. While character animations may lack some polish, the overall aesthetic is pleasing and fits the game’s whimsical tone. The soundtrack, though not particularly memorable, complements the atmosphere well.

Narrative and Themes

Dungeons of Hinterberg tackles some surprisingly complex themes, exploring the impact of tourism on small communities and the search for purpose in life. The writing is generally strong, with well-developed characters and an intriguing mystery surrounding the dungeons’ origins.

Despite some rough edges in combat and occasional technical hiccups, Dungeons of Hinterberg is a thoroughly enjoyable experience. Its blend of genres, creative dungeon design, and charming setting make it a standout indie title. For Xbox Game Pass subscribers, it’s an easy recommendation, offering a unique adventure that’s well worth your time.

Dungeons of Hinterberg

Pros:
– Unique and charming setting
– Clever and varied dungeon design
– Engaging blend of genres
– Well-written characters and story

Cons:
– Combat can feel repetitive
– Some technical polish issues
– Occasional camera problems

Dungeons of Hinterberg is a fantastic surprise that showcases the potential of Microbird Games. It’s a cozy yet thought-provoking adventure that will appeal to fans of RPGs, puzzle games, and anyone looking for something a bit different.

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  • Valorant Now on XboxIndie Game Dev
    Riot Games has officially launched Valorant on Xbox Series X|S, marking the tactical shooter’s debut on console platforms in the United States, Canada, Europe, Japan, and Brazil. As of August 2, 2024, Xbox players can now experience the same intense, team-based gameplay that has captivated millions on PC. Valorant on Xbox Series X|S brings the full competitive experience to the console, offering precise gunplay, a diverse roster of agents with unique abilities, and maps designed for strat
     

Valorant Now on Xbox

Riot Games has officially launched Valorant on Xbox Series X|S, marking the tactical shooter’s debut on console platforms in the United States, Canada, Europe, Japan, and Brazil. As of August 2, 2024, Xbox players can now experience the same intense, team-based gameplay that has captivated millions on PC.

VALORANT

Valorant on Xbox Series X|S brings the full competitive experience to the console, offering precise gunplay, a diverse roster of agents with unique abilities, and maps designed for strategic, round-based combat. However, to ensure that the game maintains its high standard for competitive integrity, cross-play between PC and console players is not available.

VALORANT

Despite this, Riot Games has ensured that both PC and console players will receive simultaneous updates, including patch balances, new agents, maps, and premium content, keeping the experience consistent across platforms.

VALORANT

Arnar Gylfason, Production Director of Valorant, expressed confidence in the console release: “We’ve received so much valuable feedback from players during Limited Beta, and feel confident to deliver on our gameplay promise for console players.”

For more information on VALORANT and how to get started on Xbox Series X|S, visit the official VALORANT website.

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  • Pepper Grinder Whirrs onto XboxIndie Game Dev
    Pepper Grinder has made its way to Xbox Series X|S and Xbox One, bringing its unique blend of platforming and drilling action to a new audience. Originally released earlier this year on PC and Nintendo Switch, this fast-paced side-scroller is now available for Xbox players at $14.99. In Pepper Grinder, you play as Pepper, a pirate stranded on a mysterious island after a freak storm wrecks her ship. The island is home to the Narlings, a group of treasure-stealing buccaneers who have made o
     

Pepper Grinder Whirrs onto Xbox

Pepper Grinder has made its way to Xbox Series X|S and Xbox One, bringing its unique blend of platforming and drilling action to a new audience. Originally released earlier this year on PC and Nintendo Switch, this fast-paced side-scroller is now available for Xbox players at $14.99.

Xbox_PepperGrinder

In Pepper Grinder, you play as Pepper, a pirate stranded on a mysterious island after a freak storm wrecks her ship. The island is home to the Narlings, a group of treasure-stealing buccaneers who have made off with Pepper’s loot. Equipped with a powerful drill known as Grinder, Pepper sets off on a mission to reclaim her stolen treasure.

Xbox_PepperGrinder

The game features challenging platforming sequences, lush pixel art, and clever environmental puzzles. The drill mechanic allows you to burrow through the earth, creating dynamic gameplay moments where you dive into the ground like a dolphin in water. Combined with chaotic combat and a thrilling soundtrack, Pepper Grinder offers an engaging and satisfying experience.

Xbox_PepperGrinder

Whether you’re navigating tricky terrains, solving puzzles, or battling the Narlings, the game’s tight controls and vibrant design promise an adventure that keeps you on your toes.

Xbox_PepperGrinder

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Harry Potter: Quidditch Champions Trailer Drops

Warner Bros. Games has unveiled the official “Welcome Students” pre-order trailer for Harry Potter: Quidditch Champions, giving fans their first look at the highly anticipated gameplay. The trailer highlights the game’s single-player Career Mode and Online Competitive Mode, showcasing the character creator and featuring iconic characters such as Ron Weasley and Draco Malfoy. Additionally, fans get a glimpse of the Quidditch World Cup Stadium and other magical arenas set in well-known wizarding world locations.

Harry Potter | Quidditch

Bloody Pre-Orders…

For those stupid enough to re-order the digital editions of Harry Potter: Quidditch Champions for Xbox Series X|S, Xbox One, and PC (Steam and Epic Games Store). The game is priced at £24.99 for the Digital Standard Edition and £34.99 for the Digital and Physical Deluxe Editions. Pre-ordering the game will reward players with the Firebolt Supreme Broom Skin.

Harry Potter | Quidditch

Spend More Money on the Deluxe Edition

The Deluxe Edition includes the base game and several exclusive items:

Slytherin House Pack:

  • Slytherin Stormrider Hurricane Broom Skin
  • Slytherin Hogwarts Travel School Uniform
  • Slytherin House Crest Emblem

Hufflepuff House Pack:

  • Hufflepuff Stormrider Sandstorm Broom Skin
  • Hufflepuff Hogwarts Travel School Uniform
  • Hufflepuff House Crest Emblem

Ravenclaw House Pack:

  • Ravenclaw Stormrider Cyclone Broom Skin
  • Ravenclaw Hogwarts Travel School Uniform
  • Ravenclaw House Crest Emblem

Gryffindor House Pack:

  • Gryffindor Stormrider Firestorm Broom Skin
  • Gryffindor Hogwarts Travel School Uniform
  • Gryffindor House Crest Emblem

The Deluxe Edition also includes 2,000 gold to spend in-game, which can only be earned through gameplay progression.

Harry Potter | Quidditch

When does it arrive?

Harry Potter: Quidditch Champions will be available on September 3, 2024, for PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, and PC (Steam and Epic Games Store) in both Digital Standard and Deluxe Editions. The Physical Deluxe Edition will be available on November 8, 2024, for PlayStation®5, PlayStation®4, Xbox Series X, and Xbox One. The Nintendo Switch™ system edition is slated for a 2024 Holiday release. Players can check with their preferred retailers for pre-order availability for the Physical Deluxe Editions.

Harry Potter | Quidditch

SEO Title and Description

SEO Title: Harry Potter: Quidditch Champions Debuts First Gameplay Trailer and Opens Pre-Orders

SEO Description: Warner Bros. Games reveals the first gameplay trailer for Harry Potter: Quidditch Champions. Pre-order now for Xbox Series X|S, Xbox One, and PC. Available on Sept. 3, 2024.

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Dive Into DECEIVE INC.’s Summer Splash Update

Sweet Bandits Studios and Tripwire Presents have announced the launch of the Summer Splash update and a limited-time event for their multiplayer FPS game, DECEIVE INC. The update brings a variety of enhancements and features, while the accompanying event runs from July 25th to August 29th, offering players unique rewards and challenges.

DECEIVE_INC

Summer Splash Event & Rewards

The Summer Splash event introduces a unique storyline where players must thwart the Evenson twins’ scheme of smuggling prototype weapons disguised as water guns within their summer fashion collection. Players can collect new posters, prototype weapons, and weapon crates to earn points and unlock 15 levels of summer-themed cosmetics. A new catwalk feature on all maps allows players to strut their stuff as VIPs, earning massive point payoffs to accelerate their progress.

New Echelon Ranks

High-echelon levels now come with prestigious rewards. Players reaching rank 10 unlock a “Golden Echelon” agent skin, rank 30 offers a unique ink for weapons and gadgets, rank 50 provides a “Platinum Echelon” agent skin, and rank 100 rewards the dazzling “Diamond Echelon” skins. These exclusive skins and inks are available for all agents and signify dedication and hard work.

DECEIVE_INC

Enhanced Melee Combat

Responding to community feedback, the melee combat system has undergone significant improvements. The updates include under-the-hood reworks and visual enhancements to ensure melee combat is more consistent. Melee attacks are now stealthier, triggering responses only from NPCs or guards in the immediate vicinity, and rumble support has been added for melee attacks when using a controller.

New Celebration Features

Defeating opponents more than 10 levels higher will now reward players with bonus experience and a special celebratory message. Future updates will include additional celebration options to ensure every victory is recognised.

DECEIVE_INC

Retinal Scanners

A new feature, Retinal Scanners, offers an alternative method for accessing vaults. Players must gather intel to unlock the scanners, which become active after seven minutes. Any agent can deposit intel to contribute towards unlocking the scanner, with the price decreasing as the phase progresses. Once fully unlocked, only a VIP’s eyes can open the vault door, adding new strategic layers to the gameplay.

Bots 2.0

The capabilities of in-game bots have been significantly expanded, making them more active in accomplishing objectives. Bots can now trigger progress through each phase of a mission and even extract with the package.

DECEIVE_INC

Additional Improvements

The update includes server improvements, weapon visual alignment, bug fixes, and balancing changes. Full patch notes detailing all balance changes and bug fixes are available.

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  • Date Everything!Indie Game Dev
    In an unusual partnership, Team17 Digital and the Los Angeles-based developer Sassy Chap Games have unveiled their upcoming sandbox dating simulator, date everything!. This innovative title is set to launch on Xbox Series X|S, offering a fresh and cheeky twist on the dating sim genre. A Unique Dating Experience Date everything! takes players into a world where everyday objects transform into potential romantic interests. From chatting up a refrigerator to courting a vacuum cleaner, the
     

Date Everything!

In an unusual partnership, Team17 Digital and the Los Angeles-based developer Sassy Chap Games have unveiled their upcoming sandbox dating simulator, date everything!. This innovative title is set to launch on Xbox Series X|S, offering a fresh and cheeky twist on the dating sim genre.

Date Everything Xbox

A Unique Dating Experience

Date everything! takes players into a world where everyday objects transform into potential romantic interests. From chatting up a refrigerator to courting a vacuum cleaner, the possibilities are as diverse as they are entertaining. Equipped with “Dateviator” glasses, players can interact with various household items to uncover their personalities and build relationships that culminate in love, friendship, or even animosity.

Date Everything Xbox

Diverse and Immersive Features

The game boasts a rich array of features designed to provide an engaging and varied experience:

  • 100 Fully Voiced Characters: Each with distinct personalities and story arcs.
  • Branching Dialogues: Multiple endings for each character, ensuring no two playthroughs are the same.
  • Unique Soundtrack: Over 4 hours of music, with each character having their own theme.
  • Hand-Drawn Art: Featuring 11,000+ images that bring the characters and world to life.
  • Extensive Script: 1.2 million words and 70,000 voice lines ensure a deeply immersive narrative.
  • Interactive 3D Overworld: Changes based on player choices, adding depth to the gameplay.
Date Everything Xbox

Star-Studded Voice Cast

Date everything! features a stellar voice cast including Felicia Day, Johnny Yong Bosch, and Grey DeLisle, among others. The game is brought to life by Sassy Chap Games, a studio founded by renowned voice actors Robbie Daymond, Ray Chase, Max Mittelman, and Amanda Hufford.

Date Everything Xbox

Developers’ Vision

Robbie Daymond, Co-Creative Lead and Voice of the Hangers, expressed his excitement about the project: “Going from voicing games to creating them was a huge leap. Thankfully we’ve got some of the best talent in the business to make date everything! truly unique. We’re wildly proud of our game and can’t wait for audiences to share in this adventure!”

Ray Chase, Lead Designer and Voice of the Wall, added: “It has been such an amazing journey to bring this audacious dream into reality. We’ve gotten to know these wonderfully unique characters for such a long time, and couldn’t be more excited to introduce you to a hundred or so of our friends…”

Date Everything Xbox

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  • Scar Tries: Dungeons of HinterbergTheThousandScar
    We’re in another heatwave in the UK, and I wish I had some mountain air to keep me cool! In today’s episode of Scar Tries, I’m featuring a game very special to my heart. Dungeons of Hinterberg was one of the games I was most excited for in 2024, and it does not disappoint. Developed by Microbird, it’s proving to be one of my favorite games I’ve played this year. Dungeons of Hinterberg is a beautiful action-RPG, boasting an expansive collection of dungeons to explore, combat, and puzzle
     

Scar Tries: Dungeons of Hinterberg

31. Červenec 2024 v 10:00

We’re in another heatwave in the UK, and I wish I had some mountain air to keep me cool! In today’s episode of Scar Tries, I’m featuring a game very special to my heart.

Dungeons of Hinterberg was one of the games I was most excited for in 2024, and it does not disappoint. Developed by Microbird, it’s proving to be one of my favorite games I’ve played this year.

Dungeons of Hinterberg is a beautiful action-RPG, boasting an expansive collection of dungeons to explore, combat, and puzzle sections to chew through. It also places a strong emphasis on exploration and character relationships. It takes place in the wilderness of the Austrian Alps, and from the very beginning, the game’s visual design drew me in. From the opening cutscene, I was introduced to the snowy backdrops leading to the quaint town of Hinterberg: a tourist site and the cornerstone of the Master Slayer. While the world is vibrant and based on real life, I love how it blends the fantasy elements together.

You play as Lusia, who has come to Hinterberg to challenge the famed Dungeons of Hinterberg. It must be grueling, juggling her corporate lifestyle with her ambitions to be the great slayer of monsters, but I’m not one to judge! This mix of frantic combat moments and the relaxing sober experience of forming new friendships feels like a great balance, and that suits me just fine! I enjoy slaughtering monsters as much as any guy, but I also enjoy comfortable nights with a hot drink. In Dungeons of Hinterberg, you can do both.

The early gameplay is a mix of tutorials to teach players the basic game mechanics: normal stuff! While I did not get much time to explore (the game is eager to get you into the dungeon crawling part quickly), I still enjoyed seeing the sights. The graphics really pop on the Steam Deck, and the art design reminds me a little like Sable. With the number of ways to travel the alpine world such as snowboarding, ziplines, and classic mountain climbing, exploration is one of the game’s biggest strengths.

Combat is fast, and you’ll be tasked with fighting a whole slew of different monsters that roam the Hinterberg wilds. While the playable slice only gives you a few options, what I played felt solid enough. In combat the player is locked into a death arena circle, so you’re forced into quick decisions. Thankfully we got full controller support out of the box, and I had a blast slaughtering the monsters that opposed me. The mix of accessibility and puzzle elements make dungeon crawling delightful, even when I get stuck.

This is just an early impressions piece, because I wanted to get a little time with the game to see if it was something I wanted to pursue. I’m happy to say that not only does it meet my expectations, but it exceeds it. This is a brilliant experience so far, and all I want to do is return to Hinterberg. With all my writing projects amidst all the games I need to play, that might be a bad thing. However, there are worse vices than addiction to awesome indie games. Dungeons of Hinterberg is excellent so far, and I won’t be surprised if it makes some GOTY lists in December.

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  • Bite Sized Reviews: SunnysideTheThousandScar
    It is time for another bite-sized review! Today, we’re off to the lovely town of Sunnyside in Japan in a charming farming sim. Well, just calling Sunnyside a farming sim is slightly incorrect, and there’s a lot more to the game than meets the eye. Big thanks to the lovely folks at RainyGames for providing me with a review code. Sunnyside is a pretty big game with a ton of content, so consider this a general impressions piece. I’ve played about twenty hours of the game so far, and I feel I’ve
     

Bite Sized Reviews: Sunnyside

24. Červenec 2024 v 10:00

It is time for another bite-sized review! Today, we’re off to the lovely town of Sunnyside in Japan in a charming farming sim. Well, just calling Sunnyside a farming sim is slightly incorrect, and there’s a lot more to the game than meets the eye. Big thanks to the lovely folks at RainyGames for providing me with a review code.

Sunnyside is a pretty big game with a ton of content, so consider this a general impressions piece. I’ve played about twenty hours of the game so far, and I feel I’ve got enough of a grasp on the mechanics to share my thoughts. I’m writing this during a mini UK heatwave, and everyone knows how much we British folk love complaining about the heat! Seriously, the combination of island humidity plus no AC is not a pleasant time! So I’m hunched over my laptop with cooling fans set to full power, hoping I can be productive.

Launching into Early Access last month, Sunnyside started with the usual launch bugginess, but many of the bugs and technical issues were quickly squashed by the team. It’s sitting on a ‘Mostly Positive’ score right now, which is probably where I would place it too. Before I dig deeper, I can say if you are in the mood for a farming simulation game with some interesting mechanics and a great atmosphere, Sunnyside might just be the game for you. As an Early Access title, it is in active development and will see some unfinished stuff behind the scenes. Its current price tag is $29.99, which is what I would expect for a large game like this. For Early Access, some might call that a little high, especially given the rough state.

Sunnyside features a fairly robust narrative alongside the typical farming gubbins. You play as a lady who moves into the rural region from the big city, determined to try something new. Despite her big sister doubting she has what it takes, she can secure the run-down farming plot, losing most of her money. I was delighted to find out you will lose the game immediately if you don’t bid on the plot, so that’s a funny little thing the devs put in. It made me laugh. Either way, you get the farming plot, receive some help from some happy locals, and the game begins in earnest. With the aid of construction drones and some modern technology, the usual farming grind is not as frustrating in Sunnyside.

Let’s slow down to discuss the characters and dialogue. Overall, I quite like the characters in Sunnyside. There are many, and they seem fairly well written from my experience. They have their distinct personalities and quirks that make them stand out. One pitfall of having a town full of people to befriend in these games is being able to make them unique, and Sunnyside does a decent job with that. I’m torn on the main character you play, however.

Her dialogue is very straight, to the point, and almost robotic. You’ll be meeting a ton of people in the early game and I found myself speeding through the dialogue scenes. I’m not saying her dialogue is bad because it might be a character trait. Given her relationship with her sister and all the interactions I’ve experienced in the game, it is possible our main character just might be that personality. I haven’t got any insight from the developers on what their intention was around the main character, but if it is a deliberate writing choice, then I’m happy to keep it as is. It was just something I needed to point out, as I’m sure I’m not the only one who noticed something off with her dialogue.

There are some odd science fiction elements too. While discovering the local cave for resources, you’ll come across a strange robot from an alien race, lost and confused. This robotic chap is called Sparky, and you’ll be bringing him with you on a long journey to uncover the secrets behind this civilization. The caves are also full of weird creatures who will attack you on sight, leading to a deckbuilding combat game. This is just one of many mechanics in Sunnyside. While I was surprised by the twist in the story, the combat is relatively enjoyable with many cards to use. You can adjust game difficulty in several areas from economy to combat, and I appreciate the amount of accessibility Sunnyside offers.

Visually, Sunnyside is very easy on the eyes. Getting around has a couple of frustrations with invisible walls (some paths are blocked off which felt weird to me) but overall the exploration is great. You get access to a bike fairly early on which helps exploring even further. This is a pretty large map to explore, and being able to call any vehicle to you from the phone is a big perk. One problem a lot of farming games share is getting around the world, and Sunnyside bucks this trend. You get access to other ways of transport as you progress in the game, but I have yet to unlock them.

To conclude, what can we decipher from my experience in Sunnyside so far? It offers something refreshing from the usual farming games with the setting and storyline, and it gives players enough tools to overcome some of my usual gripes with the genre. It is fairly easy to make money, it looks great with its gorgeous atmosphere, and I felt emotionally attached to the gameplay. As an Early Access title, it does not skimp on content, but it carries some rough edges despite the improvements to performance since launch. I’m still really unsure of what the main character’s dialogue is built around, but overlooking these things, I can still recommend Sunnyside in its present state.

However, this is a tough market. First impressions are important, and while Sunnyside has improved a lot since its launch, it is still a little janky. Farming sim fans will probably enjoy what Sunnyside has to offer, but they might want to wait a little longer for performance improvements before diving in. Regardless, I was looking forward to Sunnyside for months before its launch, and I’m fairly happy with it so far.

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  • Bite Sized Reviews: Into The EmberlandsTheThousandScar
    Bite Sized Reviews: Into The Emberlands I am doing something a little different for this piece! Into the Emberlands launched in Steam Early Access last month, a cosy exploration roguelike developed by Tiny Roar. I wrote a full review on SteamDeckHQ, so here’s the link to my piece up on there for a full overview of the game, including extensive Steam Deck testing (which is the main reason for the site!) I decided instead of writing up a full review again for here, it is a better use of my ti
     

Bite Sized Reviews: Into The Emberlands

15. Červenec 2024 v 10:00

Bite Sized Reviews: Into The Emberlands

I am doing something a little different for this piece! Into the Emberlands launched in Steam Early Access last month, a cosy exploration roguelike developed by Tiny Roar.

I wrote a full review on SteamDeckHQ, so here’s the link to my piece up on there for a full overview of the game, including extensive Steam Deck testing (which is the main reason for the site!) I decided instead of writing up a full review again for here, it is a better use of my time to make a short summary, and if you’re interested in a longer piece to just go to my review there. I write for a few outlets these days, and with so many projects going on I feel like a kitten running after a dozen balls of string in every direction!

Into the Emberlands is a pretty charming game even in its Early Access state, boasting colorful visuals, engaging gameplay, and enough meat on the bones to warrant its asking price. Seeing how you can buy Emberlands for $6.49, it is difficult to say no to that. Hell, I spent more than that yesterday getting a massive slice of cheesecake delivered to my door for the Wimbledon Final!

While the game’s loop rarely steps beyond fetch quests, I found it more engaging than I expected. You can unlock extra help for future runs in the form of more wood or a starting axe, which aids the replayability. In terms of flaws, I found Into the Emberlands a little janky around the edges, especially with input lag on the computer when clicking on an event or loading a menu. This is less noticable on the Steam Deck, but it is enough to mention. There should be more than enough to keep you engaged, and I still love booting it up for a quick dose of gaming when I need something comfortable to play. Into the Emberlands is a cosy cup of hot chocolate, and easily gets my recommendation.

It’s gonna be a busy few weeks ahead! Tacticon is on again this week, and I have a bunch of reviews I am working on. Expect some more interviews in the following weeks as well with the wonderful creators behind these games!

  • ✇CGMagazine
  • Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble YetEduard Gafton
    Executive producer and leather jacket aficionado Todd Howard has long wanted to make an Indiana Jones game. In partnering for it with MachineGames, who, given their work on the new, mostly critically acclaimed, batch of Wolfenstein shooters, have experience in Indy’s favourite pastime, punching Nazis, it would seem that Howard has picked the right people for the right job. And, yet, even after attending an hour-long digital event for what has been titled Indiana Jones and the Great Circle, I am
     

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

20. Srpen 2024 v 22:00
Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

Executive producer and leather jacket aficionado Todd Howard has long wanted to make an Indiana Jones game. In partnering for it with MachineGames, who, given their work on the new, mostly critically acclaimed, batch of Wolfenstein shooters, have experience in Indy’s favourite pastime, punching Nazis, it would seem that Howard has picked the right people for the right job. And, yet, even after attending an hour-long digital event for what has been titled Indiana Jones and the Great Circle, I am still unsure that giving the reins to MachineGames was the best call to make. But, before I go more in detail with my impressions, let me give the rundown of what was presented to me.

Days before its showing at gamescom ONL 2024, I was fortunate enough to attend an online preview for Indiana Jones and the Great Circle led by game director Jerk Gustaffson and creative director Axel Torvenius. Half of this preview consisted of a gameplay presentation, which will also be shown on the show floor during gamescom, whereas the other was dedicated to a Q&A session with the two.

The presentation began with a montage of footage edited together from previous trailers, upon which Gustaffson and Torvenius revealed the first concept art created for the title. They said that they and their team knew from the get-go that they wanted the player to visit major sites like the Vatican and the Himalayas and that they wanted to include Gina Lombardi, a wholly original companion for Indy.

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

The overall goal behind Indiana Jones and the Great Circle, they continued, was to ‘strive to make the gameplay experience as authentic as possible and to make something that will evoke a sense of curiosity.’ As an example of how to best do so, they spoke about how the team at MachineGames looked at drawings and renditions of Thai landmarks such as Wat Si Sawai from around 1937 – the year that The Great Circle was set. Nevertheless, they also created their own points of interest, such as temples meant to host numerous well-guarded secrets.

“The overall goal behind Indiana Jones and the Great Circle was to ‘strive to make the gameplay experience as authentic as possible and to make something that will evoke a sense of curiosity.'”

Next, I was shown gameplay from the main chamber of, presumably, one of the said temples. At this unspecified point in the story, Indy had just gotten his hands on what I think was a statue of the Egyptian goddess of war, Sekhmet. He then proceeded to break this statue to acquire the next clue necessary for his adventure.

Upon doing so, however, the temple started to crumble, and the chamber he found himself in was rapidly filling up with quicksand. Following this turn of events, the HUD appeared on screen, showing Indy’s stamina bar and the icons for a whip and a pistol, the latter two being part of Indy’s trusty arsenal. Gustafsson and Torvenius had mentioned before that the whip could be used in both traversal and combat, but this was my first time seeing Indy use it to orchestrate a dashing escape.

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

The next scene I was made privy to flung me back to the beginning of Indiana Jones and the Great Circle’s story, which starts one fateful night in 1937. After falling asleep at his desk inside Marshall College in Boston, Indy was unceremoniously woken up by an intimidating man who proceeded to rob the museum college of a priceless relic. This event sets the stage for a grand conspiracy which features Indy’s main rival, one Emmerich Voss, a Nazi psychologist who is plundering sites around the globe in search of mysterious artifacts.

To help in the fight against Voss, MachineGames emphasized that players must employ Indy’s resourcefulness and, therefore, find clever ways to deploy each of the hero’s many tools. Take the camera, for one, which can be used to snap photos, which will, in turn, reveal clues and insights. These clues and insights are used to inform Indy’s personal journal, which is blank at the start of the game but will eventually contain the records of his adventure.

After demonstrating the journal and the camera, MachineGames returned to the whip, which they described as “the most important tool in Indy’s Arsenal.” The subsequent clip showed Indy in a temple picking up a nearby trident and then throwing it at a nearby cliff, creating a swing. With the trident firmly affixed to the cliff and his whip in hand, Indy was able to use the swing to cross a dangerous chasm.

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

In the next segment, it was time for a showing of Indiana Jones and the Great Circle’s combat system. The directing duo made it very clear here that the key to the game’s combat lies in deciding whether to ‘outsmart or overpower’ Indy’s enemies. This being said stealth is possible and perhaps the first option to consider in most cases. ‘What we’ve tried to do is make sure that you understand that there are stealth options,’ Gustafsson said when asked about approaches in combat. ‘It is stealth, the hand-to-hand and the whip that are the go-to’, he stated.

“The transition from Wolfenstein to Indiana Jones was described by MachineGames as a ‘big step’ and their ‘biggest project yet.'”

Fittingly, I then got to see a bit of stealth in a passage of play that had Indy infiltrate the Vatican. To do so, he wore a clerical outfit as his disguise and carefully evaded the gaze of patrolling guards. Moments later, in a different combat encounter entirely, I saw Indy pick up and throw bottles to distract his enemies, eventually subduing them while remaining completely unnoticed.

Moving on from the Vatican, the final piece of footage I got to see was of Indy engaged in a series of fights inside and around the Great Pyramid of Giza. These fights showcased that not only is Indy able to throw combos and whip his enemies, but also that he is capable of using whatever he finds in the environment: sticks, bricks, barrels, etc., to gain the upper hand.

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

Something that I haven’t mentioned yet, and that changed the tide of a fight that I was shown, is the fact that Indy also has an array of unlockable abilities. The one ability MachineGames showcased was called “True Grit”, which essentially allowed Indy to restore a modicum of health and continue the fight, even though his health bar has just previously been depleted.

MachineGames elaborated that “True Grit” and other abilities can be unlocked using “adventure points,” which the player can earn by taking part in activities such as snapping camera photos and completing optional missions. Gustaffson and Torvenius were coy about giving more details about these optional missions other than suggesting that some locations are more open than others, which would allow players to deviate from the golden path.

The Giza scenario concluded the gameplay portion of the presentation, which was followed by a series of questions from fellow journalists and me. To quickly summarize some of the more salient points covered here, I’ll suffice to write that Gustaffsson and Torvenius spoke about the transition from Wolfenstein as being a “big step” for MachineGames and that The Great Circle, which they confirmed is still slated for this year, is ‘by far the biggest’ project for them yet.

Indiana Jones and the Great Circle Is MachineGames’ Biggest Gamble Yet

Lastly, and more interestingly to me, when asked whether they ever considered making Indiana Jones and the Great Circle in the third person, Gustafsson responded that ‘first person was the obvious choice for us’ and that it represented something ‘very important for us and for the way we make games in general.’

This last quote by Gustafsson strongly indicates to me that MachineGames is sticking to their guns and to what they do best, which would be rather commendable if it didn’t make me nervous for Indiana Jones and the Great Circle. This is because, ultimately, I’m not convinced that an unabashedly MachineGames title is a right fit for a franchise like Indiana Jones. To be clear, everything I’ve been shown at this digital event suggests that Indiana Jones and the Great Circle will be a great entry in the studio’s portfolio, but I am unsure whether or not it will prove to be the kind of game that the typical Indiana Jones fan expects.

“As of right now, Indiana Jones and The Great Circle seems like a gamble, especially at a time when both the storied franchise and Xbox Studios are looking for a surefire hit.”

Speaking for myself, when I think about Indiana Jones video games, I think first and foremost about Emperor’s Tomb, which was created with an entirely different set of guiding principles than Indiana Jones and the Great Circle. I suppose, then, that the million-dollar question here is: will players, myself included, accept a different kind of Indy experience? Even after a lengthy preview, I’m still not sure that the answer is a definitive yes. As of right now, Indiana Jones and The Great Circle seems like a gamble, especially at a time when both the storied franchise and Xbox Studies are looking for a surefire hit.

Indiana Jones and the Great Circle is set to release on Dec 9, 2024 on Xbox Series X|S, Windows and Steam. Available day one for Game Pass subscribers. A Playstation release was also announced today, for spring 2025.

  • ✇CGMagazine
  • King of Meat Hands-On Preview – A Diabolical Gameshow Of ChaosPhilip Watson
    If you’re like me, you have watched a challenge gameshow and thought, “I could do that!” Gameshows like Ninja Warrior, Takeda’s Castle, or Spike TV’s Most Extreme Elimination Challenge instantly come to mind as these types of entertainment, with obstacles ranging from the absurd to incredibly challenging stunts, and some even doubling as true feats of strength and daring. That’s exactly what Amazon Games and Glowmade have in store for fans in King of Meat. King of Meat drags contestants t
     

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

20. Srpen 2024 v 21:30
King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

If you’re like me, you have watched a challenge gameshow and thought, “I could do that!” Gameshows like Ninja Warrior, Takeda’s Castle, or Spike TV’s Most Extreme Elimination Challenge instantly come to mind as these types of entertainment, with obstacles ranging from the absurd to incredibly challenging stunts, and some even doubling as true feats of strength and daring. That’s exactly what Amazon Games and Glowmade have in store for fans in King of Meat.

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

King of Meat drags contestants to the world of Loregok, where the biggest obsession is the obstacle-laden game show, King of Meat, and it’s up to you, the contestant, to stay interesting enough to keep the crowd raging. This game show is brought to audiences everywhere by Amazon and Glowmade. It puts a spotlight on the entertainment aspect of the show, allowing fans to build their very own dungeon challenges, compete in countless arenas, and win glory in front of the masses of Loregok. Think SmashTV, but with a lot more smashing.

“In King of Meat it’s up to you to be as interesting as possible for the masses of Loregok or die trying.”

In King of Meat it’s up to you to be as interesting as possible for the masses of Loregok or die trying. Afterall, combatants are revered as celebrities here, and entertainment is paramount to everything everyone does. King of Meat doesn’t appear as a gameshow as much as a religion for Loregok. Everyone here is a carnivore and equally ravenous. After exploring a bit of the hub world (AKA The Iron Law Plaza), three combatants and I — dressed in equally as zany costumes, I sported a particularly angry Eagle head — dove straight into the Meat.

In King of Meat, starting a match or challenge run is simple, and a small loading screen reminiscent of a Gears of War multiplayer map voting appears. On this screen, members of your troupe get a choice to vote for the next challenge arena your party is going up against, and popularity numbers are shown. These can range from challenging platforming sequences to battling many creatures that swarm the battlefield and everything in between. Aside from the boundaries that keep contestants caged in the fray, there are (almost) no rules in King of Meat, but having a good time is paramount for the audience.

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

The dungeon selection screen is incredibly varied and is populated by Glowmade creations. But the game developers have something else entirely in store for players: you will be able to build your own challenge dungeon runs. Although I did not get a chance to explore the building component of King of Meat, Glowmade has some members on board from Lionshead Studios, and drawing a bridge between the challenge dungeon builder components and the now cancelled Fable Legends announced in 2013 was easy.

That title provided gameplay where a villain (also controlled by the player) plays the style of 1 vs. 4. You want to make a fun experience as a Dungeon Master of sorts (the builder IS the villain in King of Meat), and like a solid Super Mario Maker level, you want the celebrity contestants to fall to your challenging wit. This is reality TV at its finest.

As a celebrity contestant in King of Meat, the name of the game is to line your pockets with treasure while making it to the end without losing all your team’s lives. That’s right, teamwork does make the dream work in Loregok. Your four team members have to share four communal lives, and if all lives are lost, it results in failure and boos, and worst of all, no glory. Dungeons are loaded with hazards ranging from skillful sequences to fundamentally destructive. After we chose a dungeon that looked particularly heinous, our courageous party members dove in with reckless abandon for glory.

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

This Komstruct Koliseum (the fancy name for arenas) was filled with levers and exploding barrels. While traipsing the landscape, pulling the levers and exploding boxes jammed in the level’s gears were key to moving forward through the dungeon. The Koliseum, this time around, featured many spiky floors, spinning platforms, timed barrel explosives and enemies attempting to shorten your life. One thing is for certain, King of Meat goes heavy on the chaos. While each stage was incredibly varied, Glowmade’s dungeon designs in this pre-alpha stage are inspired and fun to tackle. King of Meat was created by people who wanted to play King of Meat, and it shows.

“One thing is certain: Amazon Games and Glowmade have created a unique title with King of Meat.”

Speaking of, the entire world of Loregok is fleshed out excellently. Propaganda akin to the Fallout series litters the landscape in hopes celebrities would buy their products. In between game sessions, characterized loading screens pushing products like “Mom’s Spit” (minus the Hawk Tuah) to shine armour are shown, giving an extra layer of immersion in King of Meat.

One of these products, a meat phoenix contraption, operates as the title’s respawn mechanism. When you think of the phoenix, you probably think of it as glamorous or beautiful. This phoenix type is gross and sheathed in what one would imagine being born from a sardine tin would feel like. Everything in King of Meat is filled with character, and the developers are not afraid to go off the deep end.  

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

Our fearless party continued to venture forth through the dungeon and happened upon a broken wall. In King of Meat secrets also litter the landscape like the wall chicken in Castlevania. Hitting walls does sometimes yield results and treasure beyond. The third person point of view in King of Meat is precisely what the doctor ordered and is the best option for this level of chaos.

Combatants have the typical fare of light and heavy attacks, with a sprint button and special attacks. When breaking items, defeating enemies in unique ways, or collecting treasure, a meter at the top of the screen acts as a multiplier. You can go from 1x which is like ‘Great’ all the way to 5x which says “YAAASSSS”. These multipliers allow you to earn more treasure per run, and dying or getting hit reduces the multiplier.

All these moving pieces combined amount to great chaotic fun. Going through each dungeon with a team of strangers assures you will leave with three new friends. Swarms of skeletons and challenging sequences will create a strong bond among celebrities, and during dungeon runs, we quickly found that deploying a gross burp called “Glory Attack” can send each other flying. While that was not its intention, constantly messing teammates up was a joy, adding another layer of unintentional fun to the mix. King of Meat doesn’t have a script, but it sure makes contestants think outside the box to have fun.

King of Meat Hands-On Preview – A Diabolical Gameshow Of Chaos

Another glory attack had a horse leg stomp out of seemingly nowhere, to which I thought out loud, “I’m glad that horse is on our side.” Glowmade appears to want fun and chaos to happen first and everything else second. Combatants are dolled out in customizable clothing options, ranging from the aforementioned giant eagle head to big robot arm gloves, meaning contestants will likely not look the same with the amount of character creation screen options.

The treasure you earn in the dungeon can provide you with a loaded coin purse to purchase more outfits for your avatar, assuring that your time spent entertaining the masses is well spent on zany outfits. Glowmade implores you to make an absolute abomination, and I answered the call.

One thing is certain: Amazon Games and Glowmade have created a unique title with King of Meat. The fun first—everything else second approach is readily apparent, as the developers appear to have made King of Meat with the notion of wanting to play exactly that. King of Meat is dripping with chaotic fun and antics that would make any TV producer glee with joy, and Glowmade may have a winner on their hands. Just make sure to bring sanitizer.

  • ✇Gamecritics.com
  • Teenage Mutant Ninja Turtles: Splintered Fate ReviewKonstantin Koteski
    Turtles In Loop HIGH Fluid combat and solid build diversity. LOW Paper-thin story. WTF The Shredder knows who Plato is?! Teenage Mutant Ninja Turtles: Splintered Fate is an honest attempt at the roguelike genre featuring the four titular heroes in a half-shell. The setting and art direction successfully mimic Nickelodeon’s beloved TV series, all the way down to the constant banter between Leonardo, Raphael, Michelangelo, and Donatello, as well as with the inclusion of the
     

Teenage Mutant Ninja Turtles: Splintered Fate Review

19. Srpen 2024 v 13:00

Turtles In Loop

HIGH Fluid combat and solid build diversity.

LOW Paper-thin story.

WTF The Shredder knows who Plato is?!


Teenage Mutant Ninja Turtles: Splintered Fate is an honest attempt at the roguelike genre featuring the four titular heroes in a half-shell.

The setting and art direction successfully mimic Nickelodeon’s beloved TV series, all the way down to the constant banter between Leonardo, Raphael, Michelangelo, and Donatello, as well as with the inclusion of the handful of familiar baddies they have to beat (and re-beat, and re-beat again) throughout the campaign.

All of this is to be expected by TMNT fans, and the game rightfully delivers on all fronts when it comes to allowing up to four players to spend an afternoon controlling the ninja rascals while slicing through hordes of cutesy foes. However, aside from that specific draw bolstered by some admittedly infectious dynamism, there isn’t much here to warrant prolonged attention. 

As mentioned, Splintered Fate is structured as a roguelike, meaning players will progress through randomly-generated stages in linear fashion while earning currencies, learning skills, and besting bosses at regular intervals during a full run lasting roughly 30 minutes. It’s played from a top-down perspective that allows players a clear view of the action, instantly making it a fair (yet chaotic) romp given the sheer quantity of enemies that will fill up the screen.

The plot has the turtles dealing with an enigmatic character who’s kidnapped their master and locked him away in another dimension. They urge the boys to complete a series of stages accessible through a portal conveniently placed within their hideout. With (roughly) each new attempt, the turtles accrue clues on how to ultimately rescue Splinter and get him back. Unfortunately, the runs don’t vary much, and players will have to witness the same collection of bland, uneventful-looking biomes and the same bosses in the very same order (with only slight random variations from time to time) over and over again. 

While the plot isn’t anything to write home about, each line of dialogue is dutifully recorded with a cadence that resembles the TV shows, and it goes a long way to selling the experience to fans. Granted, not every videogame needs to propose a philosophical basis for why we, as players, “need” to willingly initiate the next chapter of play while postulating semi-hidden meta-commentary on the nature of life, but Splintered Fate is an example where it’s clear from the get-go that story doesn’t matter — and truth be told, allowing oneself to get entangled in building an all-powerful turtle is incentive enough to keep restarting the same loop for a good while.

Unsurprisingly, up to four people can play together, either locally or online, each controlling one of the turtles while trying to navigate the ever-increasing onslaught of enemies with brightly colored area-of-attack indicators heralding each offensive move. Splintered Fate does a fine job of intuitively teaching newcomers its core mechanics and allowing them to get into a rhythm before long — the action is always zappy, fluid, and entertaining, with various combinations of enemies and bosses aggressively racking up the difficulty to eventually force the player into a more calculated, hit-and-run style. Learning how to spot tiny gaps between enemies’ attack chains to land a crunchy critical strike is as satisfying and rewarding as one would hope.

In addition to this smooth teaching curve, Splintered Fate also features a fair amount of character variety and RPG elements, evident from the very screen when we get to select a character.

While each turtle uses a different weapon with a unique attack speed, reach, and combos, Leo can store up to two special attacks at once, Donatello heals between rounds and more quickly recharges a “Tool” attack, Raphael is all about scoring critical hits and Michelangelo receives multi-hit bonuses — and is generally more likable than the rest!

On top of that, players get to pick between various boosts upon clearing a room, allowing them to apply elemental damage-over-time effects like fire, lighting, and poison (or whatever “ooze” is supposed to be), as well as increasing their chance to score a critical hit or dodge an enemy swing. Defensively, we can use a small dash move to get out of danger, which replenishes after a few seconds to remind us that situation awareness is supremely important in Splintered Fate

While this may sound a bit complex, that’s not the case in practice. Once the action starts and upon clearing a room, a selection of two or three powers appear on screen that players can choose from in true roguelike fashion. For example, playing as Donatello, I might be prompted to choose between prolonging the invincibility period of my Tool attack or increasing the reach of my Special attack, making it easier to strike fools in all directions at once.

Aside from that choice system, we also earn currencies that can be spent to bolster certain aspects of our build — things like getting a revive that automatically respawns the character upon death, or permanently increasing things like health points or faster move speed. Of course, such a scheme coalesces into a satisfying advances, as even failed runs allow one to make critical upgrades across the board, boosting the desire to surmount each of Splintered Fate’s challenges.  

On the flip side, this system proved unable to combat the staleness that started to creep in once I had successfully been through a dozen successful runs. Of course no game is meant to last forever, but replay and variety are hallmarks of the roguelike genre and in this way, Splintered Fate comes up a bit short. It’s a good time while it lasts — especially for Turtles fans — but more content, more variety and perhaps a little more narrative would have boosted the experience to the next level. But still, it’s OK!

Rating: 7 out of 10 


Disclosures: This game was developed and published by Super Evil Mega Corp. It is currently available on Switch, PS5, XBX and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 10 hours of play were devoted to the game, and it was completed. About 45 minutes were spent in online multiplier with two other players, while the maximum player count is four. 

Parents: This game has received an E rating from the ESRB and contains Fantasy Violence. The game features the titular cartoon characters as they battle through hordes of enemy ninjas and robots in an attempt to track down and save their kidnapped master. The writing, action, and art direction are all faithful to Nickelodeon’s long-running Teenage Mutant Ninja Turtles series. 

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes and fairly well-acted voiceovers, so they’re easy to keep track of even mid-fights. All enemy attacks are clearly telegraphed on-screen with easy-to-note areas of attack. I’d say this game is fully accessible

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. However, the controls are displayed at all times during gameplay at the screen’s corners for easy reference. On the Switch, the face buttons are for striking, using special attacks, and dashing in and out of danger, while the left stick moves the character.

  • ✇Gamecritics.com
  • TimeMelters ReviewJeff Ortloff
    A Witch In Time HIGH Fast action. Intense enemy design. Impressive visuals. LOW Puzzles can be offputtingly difficult in single-player. WTF There are challenge modes to make things harder??? Teagan wasn’t expecting to start her morning tied to a stake and being burnt as a witch. She certainly wasn’t expecting to be rescued by the spirit of a deceased witch and forced to run for her life without time to mourn her fallen brother, Edwin.  Finding out that she is descended fr
     

TimeMelters Review

18. Srpen 2024 v 13:00

A Witch In Time

HIGH Fast action. Intense enemy design. Impressive visuals.

LOW Puzzles can be offputtingly difficult in single-player.

WTF There are challenge modes to make things harder???


Teagan wasn’t expecting to start her morning tied to a stake and being burnt as a witch. She certainly wasn’t expecting to be rescued by the spirit of a deceased witch and forced to run for her life without time to mourn her fallen brother, Edwin. 

Finding out that she is descended from a line of witches tasked with maintaining the flow of time and preventing the fall of mankind was almost too much to bear.  Now she must master her newfound powers, attempt to save Edwin by going back in time, and also defeat hordes of enemies under the thrall of the mysterious Dark Puppeteer. 

TimeMelters is a game that nearly defies genre classification. 

It’s partially an action title where players control Teagan from a third-person perspective as she navigates through a fantasy equivalent of the Scottish Highlands while battling foes with an array of magic bolts and life-draining powers. 

However, it’s also something of a strategy/tower defense hybrid.  Teagan gains the ability to go into spirit form, allowing her to fly above the map for a quasi-bird’s eye view to activate summoning and infusing powers while time slows to a crawl. 

Alas, the Dark Puppeteer’s forces are legion, and Teagan, while powerful, is a glass cannon. It takes only one enemy slipping through her defenses to kill her.  This is where TimeMelters debuts its game design coup-de-grace in the form of a third aspect — a time rewinding feature that grants the ability to reverse the flow of time and create copied echoes of herself. These echoes will repeat Teagan’s previous actions exactly, up until the moment that echo would have been killed. 

For instance, the player can move Teagan past a group of enemies the previous version of her has already have killed (tenses are hard when it comes to time travel!) allowing her to concentrate on other foes or achieve other objectives the first echo wasn’t able to. It’s even possible to further alter the timeline by using an echo to distract an enemy that the player can now ambush or lead in yet another direction towards a trap.  It’s astonishing to watch in action. 

I know how this sounds, but read it all again — it makes sense, even if it makes one’s head hurt — but the brilliance of this design cannot be understated.  Using time manipulations and copies of Teagan to defy the odds and solve puzzles that would otherwise be impossible made me feel like a genius. However, therein lies the rub.  I am not super-great at three-dimensional, multi-linear thinking, so this was a real challenge. 

Thankfully, handy markers display the numbers of enemies in a group and the route they are currently taking, which then help the player plan the best use of the limited mana and small number of clones Teagan has at her disposal. For instance, she can kill enemies closing in on her position to gain mana, then switch to spirit mode to scour the map for groups she can ambush so she doesn’t have to deal with them later.  While this all takes a little bit of getting used to, it becomes second nature far more quickly than I would have believed when I first started playing. 

…Then I discovered the co-op campaign. 

With a friend joining in via the Playstation Network, two people can take control of Teagan and her brother, traversing the many levels in TimeMelters‘ campaign, though with slight adjustments in the storyline, dialogue and mission structure. 

For instance, Edwin starts one mission at the opposite end of the map from Teagan, providing cover for an NPC who needs to be protected as he slowly meanders towards the mission goal — a task which Teagan had to coordinate on her own alone in the singleplayer version. 

Players share a mana pool and the rewind feature but they otherwise act independently, so planning and coordination are a must. However, this is offset by bringing double the firepower, which makes battles and puzzles much more manageable than in the single-player campaign.

Despite the fact that I was being pushed to creatively think and temporally strategize in ways that games have rarely asked me to, TimeMelters is a must play — especially for players who have someone to share the cognitive load with. 

Even at its most frustrating, the brilliance on display here is addictive. It would be goofy to say TimeMelters is the best action/strategy/time clone hybrid involving witches I’ve played all year, so let me broaden it a bit and say that it’s one of the best games I’ve played this year, bar none.

Rating: 8.5 out of 10


Disclosures: This game is developed and published by Autoexec Games.  It is currently available on PS5 and PC. This copy of the game was obtained via publisher and reviewed on the PS5. Approximately 12 hours of play were devoted to the single-player mode, and the game was not completed. Three hours of play were spent in multiplayer modes.

Parents: According to the ESRB, this game is rated T and contains Blood and Violence. This game features witches using magical forces to kill both human and non-human enemies.  The protagonist absorbs the souls/spirits of dead opponents to power further magical attacks.  The game features heavy occult themes and not-for-kids moments like burning suspected witches at the stake as well as necromancy used as a secondary attack for the protagonist.  There is blood, but not excessive amounts, and most players have seen far worse in other games.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles cannot be altered and/or resized. All story-based dialogue during cutscenes is fully subtitled. The majority of in-game dialog is fully subtitled, with occasional declarations by the main character(s) being voice-only.  These additional declarations do not cause the player to miss anything plot specific, but they do add flavor to the moment. I’d say the game is fully accessible.

Remappable Controls: No, this game’s controls are not remappable.

  • ✇Gamecritics.com
  • Super Woden GP II ReviewCj Salcedo
    Almost At The Podium HIGH A solid mix of racing game ideas.  LOW Unnecessarily difficult in some places. WTF We need more homages to Gran Turismo!  I seek out different kinds of racing games, especially when I review here at GameCritis. It’s an important and beloved genre for me, and there’s no shortage of exciting stuff coming out — offerings range from simulators to over-the-top arcade stuff, and anything in between. Of course, most of the titles I play tend to show off cut
     

Super Woden GP II Review

15. Srpen 2024 v 13:00

Almost At The Podium

HIGH A solid mix of racing game ideas. 

LOW Unnecessarily difficult in some places.

WTF We need more homages to Gran Turismo


I seek out different kinds of racing games, especially when I review here at GameCritis. It’s an important and beloved genre for me, and there’s no shortage of exciting stuff coming out — offerings range from simulators to over-the-top arcade stuff, and anything in between. Of course, most of the titles I play tend to show off cutting-edge graphics, real-world cars and massive worlds to drive around in. Super Woden GP II is decidedly not that, but it did lure me in with some welcome ideas. 

Played from an isometric angle, SWGP is an arcade racer with several modes. On the surface, it seems like a deceptively simple experience with visuals and gameplay reminiscent of older arcade titles (think Over Top or Super Drift Out) but the depth becomes apparent thanks to the sheer amount of content. 

The most prominent offering is Career mode, which sees players competing in championships on closed circuits. Each of these competitions revolves around a series of races that net players credits to buy cars that can then be upgraded for more events. Pulling from the likes of the original Gran Turismo (down to the main menu’s design) there’s a great loop of racing, upgrading, and car collecting here that I appreciated.

There are over 100+ cars here, each from different countries and manufacturers. While all fictional, it’s not hard to spot clear homages to the Ford GT or Toyota AE86, and every vehicle has a distinct handling model, with stats that can be upgraded. Similar to the original GT, there’s a special kind of joy in buying a cheap car early on and building it up to compete against the best of the best.

While I appreciated the gameplay loop, I do have to admit the lack of a lot of accessibility options soured the experience overall. Part of this is that I found SWGP quite difficult at first, thanks to my inexperience with isometric racers. Turning corners and keeping up with AI-controlled opponents was rough initially, and the lack of a controller map was odd, not to mention the confusion caused by a lack of any tutorials.

Despite those initial frustrations, I did find myself enjoying it, and play was more manageable once I bumped the difficulty down to easy and practiced on tight corners. I did appreciate the onscreen indicators that told me when to turn or to watch for hazards, but I did wish there were more optional concessions made for newcomers. 

Other modes outside of Career include Time Trials where players can compete for the best times on global leaderboards and the best mode, if you ask me — is rally mode, where players race on various terrain under extreme conditions. Being forced to race a clock that’s winding down and trying hard to hit every checkpoint is not for the faint of heart, but I know with some practice I can get there. 

Overall, Super Woden GP II’s marriage of old-school arcade racing and a modern focus on car collecting is a fairly successful one, as I certainly enjoyed buying cool-looking cars and building them up for the big leagues. While the lack of options and accessibility features can use some fine-tuning, I’m certain those with a love of racing games (and a lot of patience) will get some good mileage out of this one. 

Rating: 7.5 out of 10


Disclosures: This game is published by Eastasiasoft and developed by Vijuda. It is available on PC, PS5, PS4, XBO/S/X and Switch. This copy was obtained via publisher and was reviewed on PS5. Approximately 5 hours were spent in single-player and the game was not completed. There is multiplayer.

Parents: According to the ESRB, this game is rated E10 for Mild Violence and Alcohol Reference. Nothing objectionable here, as it’s just racing. Players can crash but the damage model can be turned off in the main menu.

Colorblind Modes: Colorblind modes are not present in the options menu.

Deaf and Hard of Hearing Gamers: There are plenty of visual cues in gameplay, but there are no options to resize any of the text or menus. Even so, I’d say it’s fully accessible.

Remappable Controls: The controls cannot be remapped and there are no diagrams. On PS5, R2 is to accelerate and L2 is brake/reverse. The Left Stick is used to steer.

  • ✇Gamecritics.com
  • Tomba! Special Edition ReviewJustin Grandfield
    The Baconator Returns HIGH It’s endlessly charming. The new soundtrack is fantastic. LOW The extra features are not explained. The museum lacks polish. WTF Tomba keeps items in his stomach, like Snake did with cigarettes in Metal Gear Solid… Tomba! Special Edition is a reminder of the bygone days of the PS1, when developers took experimental approaches to the then-new Sony console. Tomba!, a 2.5D game from 1997, defied the logic that 3D was where every developer should be hea
     

Tomba! Special Edition Review

14. Srpen 2024 v 13:00

The Baconator Returns

HIGH It’s endlessly charming. The new soundtrack is fantastic.

LOW The extra features are not explained. The museum lacks polish.

WTF Tomba keeps items in his stomach, like Snake did with cigarettes in Metal Gear Solid…


Tomba! Special Edition is a reminder of the bygone days of the PS1, when developers took experimental approaches to the then-new Sony console. Tomba!, a 2.5D game from 1997, defied the logic that 3D was where every developer should be heading. What resulted was an experience that still looks beautiful, has a ton of charm, a cult following, and remains enjoyable more than 20 years after its debut.

Tomba! Special Edition is an action-platformer with light RPG elements. The titular character must defeat the evil Koma Pigs to recover his stolen bracelet. Along the way, Tomba will encounter and befriend many creatures and people who need help, while also carrying out objectives to advance the story, finding ways to the evil pigs’ lairs, or opening new pathways to needed items in this fairly non-linear adventure.

The characters are all endearing and charming in their own way. From standard fantasy dwarves to wilder fare like mouse cowboys, each area was packed with unique and colorful characters. Each map is bright and picturesque, and the music has been wonderfully enhanced with a remastered soundtrack that pops.

Looking at the gameplay, platforming is the star of the show here, as Tomba is given various methods to traverse the world, such as a parasol for slowing down his fall rate or a grapple line to grab and swing from various objects. The 2.5D aspect also allows Tomba to go into the background and play in a different part of some levels. This was a pretty clever way to add… depth…. to platformers, which often didn’t use background layers like this. In this aspect, Tomba! excels.

To dispatch enemies, Tomba must jump and grab onto them, so that he can then fling them. Sometimes stunning them is necessary first, and combat never became dull since different enemies required unique strategies. The boss pigs in particular were a highlight, as each has their own arena where the objective is to throw them into an Evil Pig Bag. (Yes, it’s called that.)

As Tomba! Special Edition is an updated release, there are some great quality-of-life features that I found incredibly helpful during my time playing. For starters, there’s a helpful rewind feature that allowed me to move the game back anywhere from a few seconds to a few minutes. This allowed me to retry difficult platforming sections without losing progress or health. There’s also a way to save at any time, which made the challenge even more friendly to new players of the series, like myself.

In addition, a museum feature allowed me to view art and documents, such as advertisements and manuals. There were also videos with Tokuro Fujiwara (director and creator of the series) about the development process of the original Tomba! and a music player where any of the tracks can be listened to.

While this new version of an old classic seems great as I’ve described it so far, there are a few issues with both the game and the supplementary material.

For example, with the historical videos, there’s no way to rewind or even pause the playback. This seems like a pretty standard feature in 2024, and the omission of any controls here is pretty annoying.

In regards to the game itself, it suffers from long load times between areas. In many cases, this isn’t really noticeable, but when having to many between short screens in succession, it became an annoyance. There’s also noticeable frame juddering, particularly when weather effects are present.

Also annoying is that the rewind and save features are not explained to the player beforehand. I figured them out by pressing random buttons, which is hardly optimal. New features like these need to be explained, so people will know exactly how to take full advantage of them. (The music also cuts out for a few seconds when using rewind, taking me out of the mood.)

Mechanically, Tomba! Special Edition suffers from some wonky physics, although these issues were present in the original. When swinging between platforms, it’s common to miss the next one due to how easy it is to overshoot an object and how little time to correct there is. Jumping also feels imprecise, often feeling too floaty.

Finally, mission design is often a bit too obtuse for its own good. For example, sometimes it’s necessary to talk to unassuming NPCs several times despite not having any reason to do so. There’s also a good deal of backtracking to be done, and sometimes I felt frustrated wasting time looking for answers, only to find that something else needed to be done first. Clearly, we’ve learned a lot about signposting and quest structure since the game was originally designed.

Tomba! Special Edition is a charming reminder of the experimental days of the PS1 era, and the cute characters and wonderful soundtrack still appeal. However, the flaws in this port and some of the game’s original issues might make it a bit tough for newcomers to fully embrace this beloved cult classic.

Rating: 7 out of 10


Disclosures: This version of Tomba! is developed and published by Limited Run Games. It is currently available on PS4/5, XBO/X/S, Switch and PC. This copy of the game was obtained via publisher and reviewed on PS5. Approximately 8 hours was devoted to the game, and it was not completed. There is no multiplayer mode.

Parents: This game has an ESRB rating of E10+ rating for Alcohol Reference, Crude Humor, and Mild Fantasy Violence. The ESRB rating states: “This is an adventure platformer in which players follow a hero (Tomba) attempting to retrieve a stolen keepsake from evil pigs. From a side-scrolling perspective, players traverse whimsical environments while collecting fruit, performing quests, and defeating animal/monster enemies. Players use a spiked ball to knock out enemies; player can also grab and toss pigs into other characters. One mission involves fixing a pump to provide wine for a village. One level depicts pixelated cherub characters urinating on the ground; the cartoony cherubs’ pelvic regions and buttocks are briefly depicted. ”

Colorblind Modes: There are no colorblind options.

Deaf & Hard of Hearing Gamers: The game offers subtitles, but only during gameplay. Subtitles cannot be resized. (See example above.) This game is not accessible, due to a lack of subtitles during voiced cutscenes.

Remappable Controls: No, this game’s controls are not remappable. A screen will appear before the game is started that explains the controls. On PS5, circle attacks with the equipped weapon, X is for jumping and can be used to scroll through text, square is for interacting with objects and NPCs, triangle opens up the items menu, the touchpad opens the entire menu, L2 opens the rewind menu, and R2 opens the emulation menu. The first areas of the game will also explain them. However, there is no way to reference most of these controls without either restarting the game (since backing out to the main menu is not possible) or going back to the tutorial areas. The rewind and save anywhere features are not explained at all.

  • ✇Gamecritics.com
  • EA Sports College Football 25 ReviewBrad Bortone
    The Best “Back To School” Since Rodney Dangerfield HIGH That moment when your old dorm is accurately represented in a videogame. LOW Mode selection is a little lackluster. WTF Academic performance tracking is my weekly nightmare come to life. I don’t remember exactly where I was the last time I played a new college football game but I’m sure the scene involved me, my couch, and a noticeable cushion dent from hours of endless play. It’s not a pretty picture, but it is an accur
     

EA Sports College Football 25 Review

13. Srpen 2024 v 13:00

The Best “Back To School” Since Rodney Dangerfield

HIGH That moment when your old dorm is accurately represented in a videogame.

LOW Mode selection is a little lackluster.

WTF Academic performance tracking is my weekly nightmare come to life.


I don’t remember exactly where I was the last time I played a new college football game but I’m sure the scene involved me, my couch, and a noticeable cushion dent from hours of endless play. It’s not a pretty picture, but it is an accurate one. Now, after nearly 11 years away from digital collegiate gridiron, I was skeptical that EA Sports would be able to recapture that “just one more game” feeling.

Oh, EA Sports proved me wrong in so many wonderful ways.

College Football 25 (No “NCAA” this time around) is an outstanding, immersive, nostalgic title that quickly carves out its own identity against the inevitable Madden comparisons. Yes, those familiar with EA’s pro title will easily adapt to College Football 25’s controls and gameplay, but those — ahem — schooled in collegiate strategy and atmosphere will find themselves with a notable advantage.

The unparalleled college vibe is one of the biggest surprises after more than a decade away. The old NCAA series always did a solid job of emulating stadiums and crowd noise, but modern technology has allowed them to recreate the unique environments that each home school provides.

Fans of major programs like Clemson and Alabama will lose themselves in how seamlessly the designers implemented mascots, in-game chants, student traditions, and more. There’s even a noise meter that shakes the screen and affects playcalling, giving home teams a distinct advantage in competitive situations. Small, moderately successful schools might trigger the needle a little, but big schools with bigger money programs will regularly reap the rewards of the home field.

It even showed for my alma mater, the University of Maryland, which may not be a top-tier football school among its peers in the Big Ten Conference, but we did have an original set of chants and music to accompany our team. Sure enough, when in a crucial in-game situation, the students reacted accordingly, elevating the atmosphere tenfold. All of it was flawlessly represented alongside the nuances that made our school stand apart. And no, this level of detail isn’t exclusive to bigger schools — even the smaller programs receive the same level of detail and unique presentation.

Of course, none of this matters if the on-field visuals are lackluster. Thankfully, EA Sports made the most of its 11-year respite — every player on the field demonstrates a unique look and feel. Linemen seem a little jumpier than their professional counterparts. Defensive secondaries find themselves scrambling a little more before the snap. Quarterbacks don’t appear quite as composed. In other words, they seem like young adults tasked with handling some immense, big-game pressure. Plus, the player models are (generally) a little smaller and less monstrous than professional players. These details are subtle but add so much in helping College Football 25 stand apart from its more established big brother.

Another exciting aspect of the college game is that not every player is awesome. Deep pass plays are riskier, and big running gains are more likely against suspect defenses. Where Madden has its handful of top-rated receivers who seem to have glue on their gloves, the college level reflects teams of players who are still learning as they go, and that means nothing is “automatic.” When big plays happen, they just seem to mean more to the player.

That said, CF25 acknowledges those who take time to learn. (This is a college game, after all.) While smaller programs might not see initial success against juggernauts and experience some initial frustration, growth is earned and learning how to maximize each player’s skill set is a rewarding experience from season to season.

My only complaint about College Football 25‘s gameplay is the same I’ve made for most football titles — there continue to be plays and moves that are simply too easy to spam. (Just check YouTube for some of the spin move “highlights.”) Good players will always find a way to adjust, but newcomers online might find themselves stopped before they even get started. I was fortunate to not see many people abusing these quirks, but over time, I anticipate steeper beginner learning curves.

Since launch, I’ve seen a lot of online chatter about College Football 25’s “thin” and “disappointing” selection of modes and features, but I see this as a positive because I think it was vital for the developers to focus more on developing unique, rewarding on-field gameplay, and it seems they agreed. Of course, it doesn’t exactly lack variety with a solid selection of the modes we’ve come to expect from EA Sports titles.

For those looking to spend significant time in the trenches, Dynasty mode is far more rewarding than its professional counterpart, mostly because the focus is on winning, player development, and team success, rather than keeping high-profile players satisfied season over season. Here, users can help a struggling program methodically improve and find intermittent successes along the way. Maybe it’s getting close to being ranked among the top 25. Maybe it’s knocking off a top-ranked opponent. Maybe it’s being considered for a coveted bowl game. Minor, moral victories seem to matter more at the collegiate level since there’s just so much more to aim for than one solitary trophy.

Unfortunately, the touted Road to Glory mode, while more streamlined than Dynasty, doesn’t give users enough to do over its shorter career span. At first, this exercise of allocating experience points to improve on-field performance seems enjoyable. But tasks like improving academics and resting injuries quickly become a week-to-week slog, more busywork than play. Likewise, the limited Road to the CFP mode will appeal to those who want bragging rights, but there’s little to do beyond seeing a name on leaderboards. With more attention, this could become a legitimate mode for those seeking to achieve online immortality, but there’s still room to expand it into something deeper than just a ranking.

As expected, College Football 25 features its own Ultimate Team mode, which is identical to the countless revisions we’ve seen in Madden over the years. For users into card collecting, trading, and yes, spending to build an unbeatable squad there are no surprises to be had, other than some moderate challenges to break up the grind. While I probably need to get with the times and accept these modes as part of gaming reality, here it seems redundant, rather than necessary.

Online, the game performed flawlessly during my testing, with no lag or latency. Lobbies were easy to navigate, and games started quickly. It allowed me to recreate my favorite college matchups, playing with my favorite college roommate. Only now, 1,300 miles separated us, even though the conversations and laughs remained the same.

And that perfectly illustrates the bigger point. To fans like me, College Football 25 is about as pure a gaming experience as there is. It wasn’t an online leaderboard or card-collecting mode that made fans beg EA Sports to bring back college football. It was the memories of trash talking on the couch, and recreating a rivalry. It was figuring out those spam plays and finally shutting them down. It was a throwback to gaming’s roots when higher scores were all people needed to enjoy themselves.

I could belabor this review with more examples, but in the end, there’s only one key takeaway — College Football 25 delivers on the memories I just listed, alongside countless others. And I can’t wait to see where the series goes from here.

Score: 9 out of 10


Disclosures: This game is published by EA Sports and developed by EA Orlando. It is available on XBX/S and PS5. This game copy was obtained via publisher and reviewed on the XBX. Approximately 15 hours of play were devoted to the single-player mode, and the game was not completed. Approximately 5 hours of play were devoted to online multiplayer.

Parents: According to the ESRB, this game is rated E. This is a realistic representation of full-contact college football, and some tackling animations and injuries may concern some parents.

Colorblind Modes: Colorblind modes are available in the Game Settings menu.

Deaf & Hard of Hearing Gamers: College Football 25 features subtitles, speech-to-text, and numerous tactile feedback features in all modes. The game is easily playable without sound and is fully accessible.

Remappable Controls: No, the game’s controls are not remappable.

  • ✇Gamecritics.com
  • SCHiM ReviewGC Staff
    Trapped In Its own Shadow HIGH The golf segment. LOW Literally waiting on the bus. WTF Why is there not an effective synonym for shadow? SCHiM makes an excellent first impression.  Shown from an isometric perspective, SCHiM’s world feels alive — cars buzz down busy streets, children play in the park, and birds fly through the sky.  Each of these elements casts a shadow, some of which appear to be alive with great blinking eyes peering back and forth.  Taking control of a
     

SCHiM Review

Od: GC Staff
11. Srpen 2024 v 13:00

Trapped In Its own Shadow

HIGH The golf segment.

LOW Literally waiting on the bus.

WTF Why is there not an effective synonym for shadow?


SCHiM makes an excellent first impression. 

Shown from an isometric perspective, SCHiM’s world feels alive — cars buzz down busy streets, children play in the park, and birds fly through the sky.  Each of these elements casts a shadow, some of which appear to be alive with great blinking eyes peering back and forth.  Taking control of a displaced shadow, the player must leap between other shadows in pursuit of their missing human.

The story begins in childhood.  A young boy and his shadow explore and play before he eventually grows into a teenager, young adult, and finally a man. Told entirely through pantomime, I watched as the man went through hardship before ultimately losing connection with his shadow.  Each stage of SCHiM involves the player controlling the estranged shadow and pursuing him across city streets, construction sites, and beaches in an effort to reconnect.  While the thematic elements at work here are not particularly unique, they are relatable, especially with the state of the world today. 

Represented as a frog-like being, the player-controlled shadow can only survive in shadows cast by objects in the world.  Missing a jump and ending up between shadows on “land” spells almost instant death – mercifully, the developers allow the player a single ‘safety jump’ to course-correct after a miscalculation.

In this situation, both planning and opportunism became my biggest allies. I surveyed my environment, analyzing things like the patterns of pedestrians, the flow of traffic and the flight path of a bird, waiting for my moment to strike.  As the world wheeled around me, indifferent to my presence, I keyed into its rhythms, readying myself to spring forth.  There is an almost tactical nature to this process that belies the simplistic, cutesy façade of quaint towns and living shadows.

Unfortunately, failure in these instances grinds play to a halt.  More than once, having missed a critical jump, I found myself simply sitting, waiting for the next passing vehicle or cyclist to hitch a ride on.  At times, these waits were so protracted that I wondered if I’d taken a wrong turn and hit a dead end.  Many of SCHiM’s levels are expansive, and despite a button dedicated to moving the camera in the direction of the goal, I would often find myself lost.  The top-down perspective with a limited window into the world only exacerbates this issue.

I found SCHiM to be more successful when it broke out of the monotony of open, sunny city streets and moved the action to more linear levels with intentional theming — things like a rainy night with shadows appearing and disappearing with each lighting flash, or a burning building with dynamic shadows that ebbed and flowed with the light provide welcome mechanical mix-ups.  Unfortunately, these more tightly-designed stages are the exception rather than the rule, making up a disappointingly small percentage of the overall experience.

Beyond the general platforming that makes up most of SCHiM‘s play, there is also a mechanic by which the player can influence the object they are currently inhabiting.  For example, it’s possible to raise the forks of a forklift when in its shadow, thereby creating a bridge to my destination. Some of these are more kinetic, such as a clothesline that acts as a trampoline, or a carousel that can be used as a slingshot to launch the player across the map.  These moments, bouncing through the environment, skipping from shadow to shadow fluidly, find SCHiM at its best, and the juxtaposition of realism and whimsy provides real joy when the developers fully explore their mechanics of light and shadow.

Unfortunately, mechanics like these feel underutilized. Sometimes I could prod a bird into flight, but more often than not it would simply chirp, content to sit in the grass. Most of the inhabitants of SCHiM react this way – a dog might bark or a person might sneeze, but rarely do they provide a useful reaction. I sometimes found myself unsure where to go next, only to discover that I was supposed to interact with an object but had forgotten the mechanic even existed because it so rarely produced results. 

SCHiM is built around contrast —  light and dark, youth and age, harsh reality and naïve whimsy.  Unfortunately, this dichotomous nature leaks into its mechanics, leading to an overall sense of inconsistency.  The moments of touching beauty and joyful movement it sometimes creates stand in stark opposition to the frustration and confusion when play breaks down.  This juxtaposition doesn’t make SCHiM a failure, but it casts a shadow over the experience that’s hard to see past.

Rating: 6 out of 10

— Ryan Nalley


Disclosures: This game is developed by Ewoud va der Werf and published by Extra Nice.  It is currently available on PC, XBO, XBO/X/S, PS4/5 and Switch.  This copy of the game was obtained via publisher and reviewed on the XBX.  Approximately 4 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated E and contains Mild Violence.  The official description reads as follows:  This is an adventure platformer in which players assume the role of a shadow creature reconnecting with a character who has lost their shadow. From a ¾-overhead perspective, players explore city locations and interact with shadows/objects to solve puzzles. A handful of sequences depict characters in mild peril, including a child inside a burning building.

Colorblind Modes: There is not a labeled, official colorblind mode, however SCHiM allows players to customize every color on screen.  Each level is presented in a limited, high contrast color palette, and every color can be changed using a color wheel style mechanic. It should be noted that the color scheme changes with most levels and these settings are not pervasive.

Deaf & Hard of Hearing Gamers: There is no spoken dialogue in the game, therefore there are no subtitle options. All audio cues are accompanied by a visual element, so this game is fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

  • ✇Gamecritics.com
  • The Legend of Heroes: Trails Through Daybreak ReviewDarren Forman
    Happy Trails, Gang! HIGH The cast’s a largely enjoyable bunch of rogues with solid writing. LOW The battle systems are somewhat unexciting. WTF Feri’s (13f) father’s ominously-worded letter to Van (24m). The Trails series has been around for a while at this point, and unlike many other major JRPG series on the market, it doesn’t simply ditch the storyline of the previous entries and start afresh with each new installment. No, they’re all interlinked, with cameo appearances fr
     

The Legend of Heroes: Trails Through Daybreak Review

8. Srpen 2024 v 13:00

Happy Trails, Gang!

HIGH The cast’s a largely enjoyable bunch of rogues with solid writing.

LOW The battle systems are somewhat unexciting.

WTF Feri’s (13f) father’s ominously-worded letter to Van (24m).


The Trails series has been around for a while at this point, and unlike many other major JRPG series on the market, it doesn’t simply ditch the storyline of the previous entries and start afresh with each new installment. No, they’re all interlinked, with cameo appearances from one arc popping up in the next.

Such a long-term structure sounds like it could be pretty uninviting for new players beginning with later games, but as someone who only occasionally dips into this IP, I’m pleased to say that Trails through Daybreak works extremely well as a starting point for newcomers thanks to its new core cast, fresh setting and just enough explanation about prior events peppered in.

This new arc in the Trails series takes place in the Republic of Calvard, a fairly major superpower. It’s a region and world filled with recognizable tech — they have televisions, laptops, mobile phones, cars and highways, which makes much of the setting feel immediately relatable. Of course, this region has its own share of woes and social ills, and this is where a new story begins as a school girl with a heart of gold requests help from a local fixer in recovering something known as the Genesis — a keepsake of her grandfather… which, by the way, might just be part of something that might trigger the end of world.

The characters in Trails through Daybreak are pretty great overall. Protagonist Van Arkride isn’t some wide-eyed kid, instead having plenty of life already under his belt as the story begins. He’s got a reputation as a dependable fixer (here termed a “Spriggan”) who can get things done for a fee, and often employed by clients who may not want to get involved with the law for various reasons. I was initially concerned he’d lean too far into the ‘cool dependable guy’ side of the spectrum to be interesting, but he has unexpected personality quirks that make him a decent lead.

The backup cast run the gamut from good to excellent. Feri in particular is a superb addition — a fish-out-of-water child soldier whose limited experience living on the battlefield couples with her boundless enthusiasm and desire to be helpful in weird and amusing ways. Main heroine Agnes is fairly likable, even if her personality slots neatly into the kind-hearted-but-determined trope, then there’s a host of playable and nonplayable characters who get involved like Judith, a movie actress with a shadowy side gig, or the Direwolf, a beast of a dude with whom Van’s had an obviously turbulent history.

The writing and world building are solid throughout, with plenty of amusing dialogue to keep things entertaining, even when the cutscenes run long with exposition. Handled badly, the pacing in Trails through Daybreak could have been an absolute bore, but it all goes down easy thanks to a decent localization and good character work, much of it shining when players are allowed to simply breathe in each environment and potter around with relaxing, non-critical tasks between more serious events.

There’s also a minor morality system at play during certain points where Van can choose between lawful, chaotic or morally questionable outcomes. This doesn’t change who he is as a character — he’s a hero, so he’s not going to suddenly start kicking puppies into wood chippers out of nowhere. It’s more that a chaotic choice will have him come to a different conclusion. A lawful choice will have him leaving a thug in the hands of the police, whereas a chaotic choice would lead him to the conclusion that the police might not prosecute the criminal appropriately, so he’ll blackmail them to ensure compliance instead. It’s a minor thing, but it does gently guide certain responses and outcomes throughout the narrative.

In terms of gameplay, series regulars will find an admirable amount of player customization. Battles can be made as easy or as challenging as desired with multiple selectable difficulties, text and movement speeds can be sped up or cut down, and more.

Looking specifically at combat, there’s a new dual battle system on offer.

The first aspect is a little like that found in Falcom’s other famous action JRPG series Y’s, though admittedly more limited in scope. It’s a simple realtime setup where players get to stab enemies in real time or roll out of the way of attacks, best used to eliminate weaker enemies and to shunt larger foes off-balance by stunning them before transitioning to the turn-based mode to finish them off. It’s not particularly deep, but it’s nice to have the option to clear riffraff in a speedy manner instead of having to knuckle down for a turn-based brawl every time a poxy slime gets too close to the party.

This second aspect is a more traditional turn-based approach where players give each character various commands like defending from attacks, casting magical arts or simply stabbing an enemy in the face. This is paired alongside a realtime battle system where dashing around field monsters, tumbling out of the reach of attacks and smashing them into a stunned state with special moves is the order of the day.

There’s a decent amount of strategy in this turn-based, including maneuvering around the field to catch as many enemies in an area-of-effect attack as possible, or synergizing with allies so that they join in on the assault, but the delay between selection and activation of certain special moves robs play of immediacy, and seeing enemies walk out of said AOE before activation sucks.

While these systems are decent enough, I did find myself wishing the frequent battles would be over faster, so I could get back to continuing the story — a feeling I rarely have when encountering a genuinely gripping JRPG battle system. The lack of impact during battles is noticeable, with fairly stiff animations and no real oomph to each attack. As a result battles feel a little more mundane and perfunctory than they could be, and playing Daybreak right off the back of Like a Dragon: Infinite Wealth, it’s hard not to expect a little more from modern-day battle systems.

As a side note, Daybreak is full of “points of no return” where players will be warned that the storyline is about to advance and that if they haven’t done everything they’ll lose the chance forever. As someone with a completionist mindset, this left me in a near-perpetual state of anxiety. Did I talk to everyone? Did I do everything? Did I doublecheck that I talked to everyone and did everything? I’m sure I did, so let’s continue… okay, we’re now past the point of no retu — SHIT, I FORGOT TO FEED THAT F****** CAT MY PLAYTHROUGH IS RUINED GODDAMN IT!!!

Well, it’s maybe not that extreme, but I spent a lot of time doublechecking that I’d crossed everything off my list before daring to progress.

Despite completion anxiety and combat that was just a little bit lacking, I still had a great time with Trails through Daybreak — it offers an interesting world coupled with plenty of likeable characters, ultimately delivering an enjoyable journey filled with plenty of good times.

Rating: 8 out of 10


Disclosures: This game is developed by Nihon Falcom and published by NIS America. It is currently available on PS4/5, Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 35 hours of play were devoted to the single-player mode, and the game was not completed. Still playing though!

Parents: According to the ESRB, this game is rated T and contains Blood, Drug References, Fantasy Violence, Language, and Suggestive Themes. The official description reads: “This is a role-playing game in which players assume the role of a hero hired to find a stolen heirloom. As players explore a fictional republic, they can complete missions/quests, interact with characters, and battle human enemies and fantasy creatures (e.g., giant insects, demons, robotic turrets). Players use swords, machine guns, and magic spells to defeat enemies in turn-based combat. Battles are highlighted by gunfire, impact sounds, and cries of pain. Some sequences depict blood-splatter effects as characters are attacked; a handful of scenes show blood on characters’ faces and underneath a corpse. The game contains some suggestive material: a gentleman’s club depicting female characters in lingerie dancing on poles; red-light district signage (e.g., “Show Girls”); innuendo/sexuality in dialogue (e.g.,“We’ve got a nice room out in the Entertainment District…[W]e’ll give you more girls…”; “Just don’t get too naughty, all right?”). The dialogue also references drugs (e.g., “…laced with illicit substances”; “hard drugs”; “…[I]f he’s going around selling drugs to children, he won’t be on the streets for long.”). The word “sh*t” is heard in the game.”

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. Audio isn’t required to play. All dialogue is subtitled, few mechanics are aided by audio cues, and the few that do have visual accompaniments. It’s fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

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