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  • ✇Kotaku
  • Silent Hill 2 Remake Hype Is Growing Despite The Initial HateEthan Gach
    Silent Hill 2 Remake had a rough reveal, between some disappointment that it was being handled by hit-or-miss horror studio Bloober Team and, more recently, divisive takes on protagonist James Sunderland’s new face. But a new batch of glowing hands-on previews is giving fans something to get hopeful for as the…Read more...
     

Silent Hill 2 Remake Hype Is Growing Despite The Initial Hate

19. Srpen 2024 v 19:45

Silent Hill 2 Remake had a rough reveal, between some disappointment that it was being handled by hit-or-miss horror studio Bloober Team and, more recently, divisive takes on protagonist James Sunderland’s new face. But a new batch of glowing hands-on previews is giving fans something to get hopeful for as the…

Read more...

  • ✇NekoJonez's Gaming Blog
  • Review: Shadow Gambit – The Cursed Crew (PC – Steam) ~ The Curse Of GamingNekoJonez
    Steam store – Official website – Wikipedia entry Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero
     

Review: Shadow Gambit – The Cursed Crew (PC – Steam) ~ The Curse Of Gaming

Od: NekoJonez
28. Červenec 2024 v 19:31

Steam storeOfficial websiteWikipedia entry

Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.

Promises of amazing treasure

In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.

The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.

The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.

One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.

It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.

In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.

The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.

Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.

Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.

Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.

Mindblowing abilities

I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.

Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.

You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.

In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.

Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.

On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.

You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.

It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.

It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.

Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.

If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.

This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.

There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.

You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.

The Swansong of Mimimi

When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.

As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.

Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.

Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.

The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.

Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.

In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.

Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.

It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.

Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.

The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.

This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.

One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.

There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.

When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.

Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.

Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.

Conclusion of this treasure hunt

The negatives:

-Unable to add notes to quick saves.
-Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking.
-The UI of custom difficulty could have been executed better.

The positives:

+ A masterclass in it’s genre in terms of gameplay.
+ Extremely flexible with options.
+ A modding tool.
+ A love-able cartoony story.
+ Amazing voice over work.
+ Superb soundtrack.
+ …

Final thoughts:

When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.

It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.

If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.

If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.

It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.

Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!

Score: 100/100

  • ✇NekoJonez's Gaming Blog
  • Preview: Ama’s Lullaby (PC – Steam) ~ Hacking The Point-And-Click GenreNekoJonez
    Itch.io – Steam Back in 2017, a developer from France contacted me about their new point-and-click sci-fi game in the works called Ama’s Lullaby. But, it’s more than a point-and-click game, it’s also a hacking game. Now, this developer works on this game in his free time after his day job and with a small budget. Sometimes these passion projects die due to lack of time, money, motivation and/or just interest. But it looks like Ama’s Lullaby isn’t going to be one of those projects. Earlier
     

Preview: Ama’s Lullaby (PC – Steam) ~ Hacking The Point-And-Click Genre

Od: NekoJonez
20. Květen 2024 v 19:22

Itch.ioSteam

Back in 2017, a developer from France contacted me about their new point-and-click sci-fi game in the works called Ama’s Lullaby. But, it’s more than a point-and-click game, it’s also a hacking game. Now, this developer works on this game in his free time after his day job and with a small budget. Sometimes these passion projects die due to lack of time, money, motivation and/or just interest. But it looks like Ama’s Lullaby isn’t going to be one of those projects. Earlier this year, a demo of the game got released. Now, I asked the developer if he was interested in streaming this demo with us, and he did. Here is a link to part 1 & part 2. Sadly, due to overheating of Klamath’s computer, it had to be cut into two parts and the ending was quite abrupt. Now, this stream is almost a month ago, and I still wanted to write an article about this game. So, what do I think of the demo? Am I still as impressed when I saw it during the livestream, or is my opinion going to change when I’m not back seating and playing it myself? Let’s find out in this article.

Hacking The Point-And-Click Genre

The story of this demo is quite simple. Ama enters the police station and gets new tasks to aid the space colony she is in. Overall, the story is told more naturally compared to other games. Mostly, we get an opening where the main story of the game is teased, but not in this game. During interactions with the others, we get little glimpses into the world and story. Now, this is a tricky thing to pull off, since either you have to force the player to interact with everybody or risk that some players miss potentially important information. On the other hand, info dumping on the player isn’t always the best solution.

Now, in this space colony, there is an AI that makes a lot of decisions. It turns out that Ama and her dad have created that AI and the software to interact with it. She is one of the ambassadors of the human race. But it doesn’t take too long before strange things start to happen, and you notice that not everything is what you think it is.

The dialogues in this game appear above the character’s their head. When it’s cursive, you know it’s a thought. Not only that, you have simple sound effects that appear to put some additional power to the dialogues and to quickly differentiate between thoughts and spoken dialogues. Currently, there are plans to fully voice act this game, but if those plans fall through, I’d recommend to the developer to have different sound effects for the dialogues for different emotions.

Now, the game cold opens with an old school terminal as a main menu. This might be a bit jarring for new players who aren’t used to working with the command line. Personally, as somebody who knows how a command line works, I really love this touch. Since, this interface is also present in a lot of puzzles in the game. It fits the atmosphere and style of the game as a glove. To be honest, I think that with some minor polishing, it would be perfect.

There are a few things I would change. First, I’d get rid of the case-sensitive commands. The main reason is that a lot of people have the default keybinding for the Steam overlay with is… Shift+Tab. Since I love using autocomplete, it got pretty frustrating when I was holding my shift button and tabbed to autocomplete and my Steam overlay popped up.

A second thing I’d change is to allow the user to enlarge the font of terminal. The reason for that is because it doesn’t really scale pretty well with people who are using larger monitors.

Now, since this game is still in development and this is just the demo… I can totally excuse that there are features not present. Like pushing the up arrow to get the last command, or the help feature not always working correctly in all menus. For example, if you are in the options menu and use “QUALITY HELP”, you get information but if you first write “QUALITY” to see the options you can input and then “QUALITY HELP”… It bugs out and doesn’t give you help at all. Another small bug I noticed is that for some reason, the enter button on my numpad didn’t enter but always selected the whole text. But hey, during the stream the developer said that some of these things are on the list to get fixed for the full game.

Cyberpunk Sci-fi

I was impressed with the visuals of the game when we were playing this game on stream. While I haven’t played the Blade Runner games yet, I have seen a lot of people talk about it and know the visual style of the game. This game really mimics that style extremely well. You really feel like you are in a sci-fi world with some older technology than we have compared to our own technology.

Also, something I really love in this demo is that everything is one big space. You don’t really have “screens” in this game, like in a Broken Sword game for example. No, the camera swings and follows Ama as if she was in a movie. This sells the illusion of the area even more. While I’d have loved to see the details the developer put in every scene more up close sometimes, the more zoomed out look gives you a better overview on the scene. It almost feels like you are watching Ama through security camera’s or a drone camera in a way.

The biggest thing that I want to point out in terms of the visuals is Ama herself. The game goes for a more dark and dimly light environment and with a main character that’s wearing black clothes, it’s extremely easy to lose Ama in the scenery. It wouldn’t surprise me if they gave our main character in Blade Runner a brown coat for that reason, so you can more quickly see the main character without breaking the visual style of the game. But, overall, this is almost a nitpick. Since, it didn’t happen a lot that I lost Ama in the scene. It mostly happened when I was replaying parts of the demo while writing this article.

Now, I want to talk about the command line. The tutorial in this game on how a command line works is actually well done. I love how it doesn’t hold the players hands and tries to force them to input the right thing. It really lets you experiment with it and learn how it works. All the while, a small guide on how things work is displayed on the top of your screen.

This whole command line mechanic in this game is a breath of fresh air. It’s impressive how true to reality the whole command line is. While it uses some creative liberties here and there to make it fit into the game world, overall, it might be a real command line interface that’s open in the game.

In this demo, you have a few tasks to complete. Most of these tasks involve fixing various things. One task is highly dependent on the command line. This was quite easy for me since, like I said, I know how to use a command line. Visually, it’s a bit tricky during the tutorials in the network view since it’s not really clear/easy on how you can scroll up or down while in the network view. Using the mouse mostly scrolls around the network map. I think an easier way to scroll up and down in the terminal could be useful there. Also, when you have to input a command that’s longer than the terminal screen, I’d start a second line. Since, that’s how real life works. Or move the whole thing, and not let the username stay.

Final thoughts and future wishes

Overall, the demo is quite short. If you don’t know what you are doing and exploring everything, it will take you mostly two hours to complete. But if you know what to do, you can finish this in 10 minutes. Yet, the impression I got from the stream hasn’t changed. This game has quite a lot of potential but it needs some polish here and there.

There are some minor things like some objects not being solid and Ama being able to run through them, but there are also more major issues. The elevator bug the developer Marc mentioned during the stream, happened to me. Ama didn’t go up with the elevator and she was stuck. I think it was related to another bug I encountered where the head of IT got stuck in an animation loop. Somehow it was like Ama was near him while Ama was walking in other parts of the station. I don’t know what exactly triggered that, and I have replayed the demo trice to try and get it back into that bugged state, but I was unable to find the cause and I was unable to replicate it.

Currently, there is one way to save the game. There are several terminals in this demo where you can save your game. You only have one save slot. There is also no manual saving of the game. So, remember that. You can also only load from the main menu.

Reviewing a demo is always tricky to do. Especially if the game is still in development, since you never know for sure how the final game is going to look like. Yet, this demo is extremely promising. The puzzles where a lot of fun and after playing the demo, I had the same feeling that Klamath had at the end of the stream. I want to play more or similar games like this.

I could start talking about how the sound effects are amazing but there isn’t enough music yet. But, at one hand, the lack of music really sells the atmosphere of the game a lot more but on the other hand, the music during the terminal sections is really enjoyable. But, I’m sure that in the full game we shall see more music.

Just like I’m convinced that when the full game releases and the players find bugs, they will get fixed. While I was talking with Marc during the stream, I really felt the passion for creating this game and how he wants to make it the best experience it can be for his players. So, if you are interested in this game after reading this article in any way shape or form, I highly recommend that you give this game a chance, play the demo for yourself and give the developer feedback via his Discord or any other of his official channels.

I can’t wait to see and play the final game. Various things got revealed and talked about during the stream and I have to say, it was an amazing experience and conversation. I was already interested in seeing this game when it was on KickStarter but now that I have played the demo, I think we are on a winner here. This game will put an interesting twist on the point-and-click genre and will be interesting to anyone who enjoys adventure games with a sci-fi influence or just enjoy more unique puzzle games.

I want to thank Marc for reaching out to me and talking about his unique project. You can be sure that when the full version releases… me and Klamath will play through it and most likely stream it. And I’ll write a more in-depth article on the final product. Since, I might have not talked quite in-depth in this article but I want to hold off my final opinions when the game is fully released.

If you have read my article, played the demo and/or watched our stream, I’m curious, what did you think about this game? Feel free to talk about it in the comments. Am I overhyping the game or overlooking flaws? Or is there something you’d love to see in the full game?

And with that said, I have said everything about the game I want to say for now. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

  • ✇NekoJonez's Gaming Blog
  • Review: Hypnospace Outlaw (PC – Steam) ~ Dreaming Up Nostalgic InvestigationsNekoJonez
    Steam store page – Wikipedia – Official website So, when I’m writing this, it is 2024. I turned 31 years old back in February. I still love playing video games and surfing the internet since I was a young lad. Besides that, I also have a fascination for anything that has to do with dreams and their meanings. And then a game called Hypnospace Outlaw turns up on my radar. A game that promises to bring back the early years of the internet that I remember. Not only that, we are going to have
     

Review: Hypnospace Outlaw (PC – Steam) ~ Dreaming Up Nostalgic Investigations

Od: NekoJonez
12. Květen 2024 v 13:47

Steam store pageWikipedia Official website

So, when I’m writing this, it is 2024. I turned 31 years old back in February. I still love playing video games and surfing the internet since I was a young lad. Besides that, I also have a fascination for anything that has to do with dreams and their meanings. And then a game called Hypnospace Outlaw turns up on my radar. A game that promises to bring back the early years of the internet that I remember. Not only that, we are going to have to moderate the internet with a new technology that allows people to surf the internet while they are dreaming. We have to play as an unnamed enforcer to keep the internet safe and on top of that, we can create our own pages and mod this game easily. But before we start spending time on that, let’s find out if the base game is actually good and if it’s worth to start playing this game or if it’s something we should skip. Also, feel free to leave your thoughts and/or opinions on this article and/or the game in the comment section down below. Besides, dear enforcer and MerchantSoft, this isn’t harassment, this is a fair review/critique of the game. Removing this from HypnoOS isn’t the solution.

Dreaming Up Nostalgic Investigations

In this game, you play as an unnamed enforcer for MerchantSoft. A company that developed a headband that allows users to surf the web in their dreams. Your goal is to clean up the HypnoSpace for everybody. You start in late 1999, where your first case is assigned. When your first case is assigned, you are left to your own devices, and you can explore the internet by yourself. And let me tell you, there is a lot of internet to explore.

The story of this game is fascinating. You get to dive and explore through various pages on the internet about various things. A long time before social media was a thing and everybody had a website for their own creations. The HypnoSpace has several zones, with each their own theme. If you remember AOL, you will know what I’m talking about.

If you want to get the most out of this game, I highly advise you to take your time with this game. Don’t rush it at all. This game is sadly rather short if you only follow the main story of the game. It’s only 6 hours long and shorter if you know what you are doing. I mean, the speedruns are only around 11 minutes. The strength of this game is the depth it has. This game has three main chapters, and there are clear triggers that separate the chapters.

The deeper you dig and the more you read up, the more interesting lore gets revealed. I actually started a second playthrough to try and find the things I missed. And honestly, this game is one that gets ruined by playing it with a guide in any sort or form. Do not play this game with a guide. It’s a lot less rewarding if you play it with a guide in your first or second playthrough. The wonder of getting lost in all of these pages is just so nostalgic.

Now, while I was playing, I was wondering if it would appeal to the younger players out there. I’m somewhat on the fence about that. While it tackles a lot of subjects that are still somewhat relevant, I honestly think that it’ll mostly click with those who grew up with the internet of the ’90 to early ’00. With that said, I think that it still might click with the younger people, but know that the internet was very different back then.

Point-And-Click Detective

This game is a point-and-click adventure game in any sense of the word. You get a case, and you have to explore the internet to see if anyone broke the rules or not.

Each infraction you find, will reward you with HypnoCoin. You can use these coins to buy various things in the Hypnospace. This can go from stickers, wallpapers, themes, applications to so much more. But be careful, it’s quite possible that some of these downloads are infected with malware. And back then, malware was a lot more visual and less aimed at serving you a lot of ads or stealing your information.

The controls of this game are quite easy. You mostly click with your mouse and input things sometimes in the search bar. If you know how to do basic things with a computer, you’ll very quickly find your way around with this game as well. While I sometimes struggled with opening apps, I didn’t have too much trouble with the controls. Thankfully, there are some options to tweak the controls to your liking, like disabling that double-clicking opens apps. But, I’m a Windows user and the double click to open apps is just hardwired in my brain.

Visually, this game really looks like you are playing with the old internet. When I noticed that there was a mod that changed the OS into Windows 95, oh boy, I was sold. There are various themes for the OS in this game, and they go from amazing to silly. There is even a fast food theme. Now, if you read that this game is mostly created by a team of 5 people, it’s even more impressive. Not only that, one of the main designers of Dropsy is part of the team.

The creativity of this game never ceased to amaze me. Let me continue on the trend of the visuals and say that the little details on how the webpages look is just so realistic. The little typo’s here and there, the rabbit holes you can jump down, the crazy visuals on various pages… Even the “help me, I can’t remove this” and “Test 1 2 3″… I made me crack up and remember my early days when I used to write webpages in plain HTML with barely any coding knowledge as a young teen.

While I knew that wiggling the mouse sped up the loading of the webpages, I just never really did. I just enjoyed the webpages loading slowly and having that experience again when I was a teenager before Facebook or any other big social media started to take over. Yes, even before MySpace. While I only experienced the late “pre-social media internet”, I do have amazing memories of it.

On top of that, you have the amazing wallpapers and sticker packs you can buy and play around with. With this, you can really make your desktop your own. But, something that really triggered memories for me were the viruses you can encounter. Back as a young teen, I was a lot less careful in what I downloaded and seeing the visual mess some viruses can create in this game, it triggered some nasty memories.

Memories like how one time, I got a very nasty variant of the SASSER worm and each time I installed something new, my computer would lock up and crash. Yes, even when you tried to re-install Windows, it locked up and crashed the installer. After a lot of digging, I found that it was caused by a program starting with boot and I had to screw out my hard drive, connect it with somebody’s computer and then remove the start-up file from there. I also had a piece of malware that looked like the ButtsDisease virus in this game. Where it started to change all the text on a webpage to another word. Oh man, those were the days.

So, during your investigations you can encounter various things. Things like people breaking the rules, and you have to report those. You mostly need to focus on one of 5 categories. Copyright infringement, harassment, illegal downloads/malware, extra illegal commerce and illegal activity. Each law gets several infractions, and you do have to look for them. At one moment, I really that to take notes. I really have to say, taking notes for this game is really helpful, you even have the notes’ app in HypnoOS.

Sticking in your brain

Now, something I have to commend the developers for in this game is that they also took accessibility into account. Something I have to commend the developers for as well is the amount of content in this game, even when the main story is extremely short. I already talked about the visuals and how much I love them, but the music in this game is something else.

Some of the music tracks are really stuck in my mind and I wouldn’t be surprised that if I ever write another article in my favorite game music series, some of them will pop up in that. Some tracks are real earworms and got stuck in my brain. The music for some of the parody products in this game is so good, that I wish they were real.

The music in this game is a mixture of various styles, and I find some of them more catchy than the others, but it’s really impressive at how many styles there are in this game. If you know that this game has over 4 hours of music in it, that’s an amazing feat.

There is even a whole suite where you can create your own pages, music and mods released by one of the main developers of this game. It works only on Windows and you can read more about it on the itch.io page of Jay Tolen here. There were even various community events where your stuff could appear as an Easter egg in the main game. Yet, these tools are now part of the main game and are in your installation folder.

Speaking about this, modding this game is extremely easy. There is even a build in mod browser, and it’s a piece of cake to install and downloads mods. If you use the in-game mod menu, you don’t have to reboot the game for most mods to take effect. Just go to the main menu, choose the mods button and install the mods you want. Now, there are a lot more mods out there then just what you can find in the in-game mod browser, so check them out here.

The game has an autosave, it doesn’t really show when the game gets saved. There are three save slots, so if you want to replay the game, you can pick another save slot. Now, if there is one mod I highly advise is he expanded endgame cases mod. This mod expands the game quite naturally and is a lot of fun and additional challenge. But don’t read the description when you haven’t finished the game, since it contains quite a lot of spoilers.

This game can be quite tricky. Sometimes the solution isn’t the easiest to find. It’s even possible you don’t find the solution to every puzzle out there. Now, there is a built in hint system for this game. It’s somewhat hidden to avoid immersion breaking, but for a small HypnoCoin fee, you can get a hint to progress. I really love this system, since I rather have you getting a crowbar to get yourself unstuck than you getting a guide where it’s very easy to other things and spoil the whole experience. Since the fun of this genre depends highly on solving the puzzles with what’s given to you. If you want to get a hint, just search hint.

Overall I have been extremely positive about this game, and I have to say that overall this game is extremely well-made. I rarely found any moments where I thought, this isn’t right. But does that mean that this game doesn’t have any negatives? Well, sadly enough there are a few things I didn’t like about my experience and that I want to talk about.

First of all, I wish the default text-to-speech voice wasn’t the default language of your system if you aren’t English. I’m from Belgium and my text-to-speech voice reads English extremely weird. Thankfully, I had the English soundpack installed on my computer so after I went into the BIOS settings, I was able to quickly change it to the English one and it sounds a lot more natural and better.

Secondly, this is an issue in general with point-and-click games but the replay value just isn’t here. Once you explored everything, you have seen everything. There are various mini-games, but those are quickly beaten. While I personally don’t really see this is a negative, since not every game needs high replay value and sometimes playing it once and having the whole experience engulf you is the idea… I want to mention it, if somebody is looking for replayable games.

Third, you can find more infractions than what’s required to close the case. While I can understand that the game doesn’t tell you how many other things there are out there for immersion reasons, as somebody who wanted to experience everything, I was sometimes a bit annoyed that I couldn’t make sure I found everything. If only there was an option you could toggle to see completion percentage or something of that nature. Since, because of this, it’s possible to lock yourself out of achievements or content in this game.

Yes, this game has achievements and some of them are extremely tricky to get. It took me a lot of researching and exploring in HypnoSpace to find all the material. Thankfully, taking notes really helped me to find it all.

And the final thing is that the final chapters of this game feel a bit rushed and undercooked. One of the final cases is a breeze to solve if you have written notes during your playthrough and it feels like there is content cut out of the game. The ending comes a bit out of nowhere and if you didn’t explore everything or didn’t register certain things, the ending won’t make sense to you and it will loose it’s impact. Thankfully, the mod I shared earlier resolves this to a degree.

That’s all the negative I could say about this game, in my honest opinion. When this game clicks with you, it clicks really well and doesn’t let go at all. But, I’ll leave my final thoughts after the summary of this review. So, I think it’s high time for that since I have touch upon everything I wanted to in this review.

Summary

The bad:

-Text-to-speech should use English by default

-It’s possible to miss content or lock yourself out of it.

-The game is rather short.

-Rushed ending.

The good:

+ Amazing nostalgic trip

+ Amazing music

+ Fantastic writing

+ Easy to use mod tools

+ Great puzzles

+ Great controls

+ …

Final thoughts:

Hypnospace Outlaw is an amazing nostalgic point-and-click adventure trip through the late ’90’s internet. This game might not be for everyone, but when it clicks… Oh boy does it really click. Now, this is also a game you shouldn’t rush. The charm of this game is in all the little details and references that are hidden in the pages and the world building of this game.

While the game is rather at the shortside for point-and-click games, I don’t see it as a big problem to be honest. The journey that this game took me on was a lot more worth it to me than having a long game. Since, I think it would have lost it’s charm if this game kept going and going.

While I personally have more memories with the internet time period that came right after it, the developers are already working on the sequel to this game called Dreamsettler. I honestly can’t wait to play that one, since the quality that this game has is just top notch. The music is catchy, the visuals are amazing and it alls comes together in an amazing nostalgic trip that makes you want to play more.

There are some minor blemishes on this game, but you can work with them. Like I said before, when this game clicks, it really does click extremely well. I’d compare my experience with games like There Is No Game or SuperLiminal. Amazing small titles that leave a lasting impact on those who play it. All of these games are passion projects that turned out amazing and get a recommendation from me.

If you enjoy playing unique point-and-click games and/or if you have nostalgia for the old ’90’s internet, I highly recommend that you give this game a try. While this game is on multiple platforms, I highly recommend that you play the PC version since it has mod support that gives you even more toys to play with and expands the game even more.

I had a blast with this game and it’s a breath of fresh air for me. I’m angry at myself that I rushed my playthrough, but now I have installed several mods and I’m so going to replay this game after I have published this article. I also want to earn every achievement in this game, since I really want to see everything. I’m also extremely hyped for the sequel to this game and I can’t wait to start playing that, since that is going to be an even bigger nostalgic trip for me than this game. And with the amazing set of developers behind this game, I think we get another gem in our hands.

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

Score: 100/100

  • ✇NekoJonez's Gaming Blog
  • First Impression: Another Code: Recollection (Switch) ~ The Remembering Of A RemakeNekoJonez
    Nintendo.co.uk microsite – Wikipedia page Next year, I’ll be blogging for 15 years. I have taken a look at quite a lot of games. Now, if you go back to the start of this blog, you might notice that I only started in May 2013. The three years before that, I wrote a personal life blog in my native language. I have since deleted that for personal reasons and started blogging in English in 2013. On my Dutch blog, I wrote an article about Another Code – Two Memories, but I haven’t written one
     

First Impression: Another Code: Recollection (Switch) ~ The Remembering Of A Remake

Od: NekoJonez
10. Březen 2024 v 15:12

Nintendo.co.uk micrositeWikipedia page

Next year, I’ll be blogging for 15 years. I have taken a look at quite a lot of games. Now, if you go back to the start of this blog, you might notice that I only started in May 2013. The three years before that, I wrote a personal life blog in my native language. I have since deleted that for personal reasons and started blogging in English in 2013. On my Dutch blog, I wrote an article about Another Code – Two Memories, but I haven’t written one for my English blog. Yet, I have mentioned it in 2014 in a top 25 list of my favorite DS games of all time. I have written an article on the Wii sequel called Another Code: R – A Journey Into Lost Memories in 2013. While my old articles aren’t up to my personal standards anymore, I still leave them up to see the growth I have gone through over the years. Now, these two titles became classics in my eyes. When Cing went under, I didn’t hold up hope of these games ever seeing a sequel or a remake. But, we got a big surprise this year. Suddenly, both games were coming to the Nintendo Switch and not only that, they were remade from the ground up. Did these two games grow like I did in my writing, or is it something that should be better left to the past? Well, that’s what I’m going to discover with you in this article. Feel free to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of the article, but now, let’s dive right in.

Editorial note: shameless self-promotion: if you want to see me and my buddy Klamath playing through this title… We started streaming it. So, more opinions can be found in the streams. Here is a link to the playlist.

The Remembering Of A Remake

In this game, we follow the adventures of Ashley Mizuki Robins. In the first part of the game, Ashley got a letter from her presumed dead father to come to Blood Edward island to meet him on the day right before her 14th birthday. On that journey, she meets a ghost named D, who has lost his memories.

In the second part of the game, we fast-forward two years. Ashley takes a camping trip to a lake. When she arrives at lake Juliet, she gets flashbacks from when she was very little. Not only that, she meets a young boy whose father wanted to build a holiday resort at that lake but was blamed for the pollution of the lake.

Since this game is a point-and-click game and is quite story depended, I’m not going to talk more about the story than the two small blurbs above. In terms of the story, this game tells a very heartfelt story with very nice life lessons. The writing in this game is extremely well done. The build up towards the ending of the story is very natural and stays true to the themes of the game. The biggest theme in this game is memories and history. Overall, this game is quite relaxing, and the story is never really in a rush to move forward.

New in this version is that there is voice acting. While not the whole game is voice acted, most of it is and the non voice acted scenes have little grunts and vocalizations to indicate the emotions of what’s being told. I have to say that the voice acting in this game is fantastic. I wish the voice actors of this game had more of an online presence, since I had a hard time finding other works by these voice actors. The fact that these voice actors didn’t really promote that they worked on this game on their socials is a shame.

The voice acting in this game brings so much charm to the game. For this article, I replayed parts of the original DS and Wii game and I kept hearing those characters talk in the voice of the remakes. They fit the characters like a glove, which is a hard thing to do since when you have voiceless characters… Everybody has their voice in their head, and that doesn’t always match up with the official voice acting.

Now, in terms of differences between the original games and this remake… There are quite a lot of things. On the Cing wiki, there is a long list of changes. But I would highly advise you don’t read that before you finished the game. Since, it contains a lot of spoilers. I can say this without spoiling anything. The list of changes on the game article page has no real spoilers. If you haven’t played the originals, you won’t really notice a lot of the changes. Especially because most of the changes are done to improve the flow of the game and the story. Other changes have been done because some puzzles used the special features of the Nintendo DS or the Nintendo Wii in unique ways.

Arc System Works worked together with several members of the original development team, and I have to say that it really feels like this is the definitive way to experience these stories. Both stories now flow into each other, and it feels more like one big story. If you didn’t know better, you could think it’s just one huge game with those major chapters. They have done an amazing job of translating the story into a modern area without destroying the original messages and atmosphere of the story.

Fuzzy memories make imperfections

In terms of visuals, this game goes for a cel shaded look. This makes the remake of the original DS game look more in line with the Wii title. In the original DS game, the game was played as a top-down puzzle game, with some moments you could see a 2D scene that you could explore.

Visually, this game is quite detailed and looks amazing. Yet, I have noticed some rough models here and there. A book here, a window there. Some of them really stick out like a sore thumb. Now, I might be very critical on these things since I review games as a hobby. But let me tell you this as well. Overall, this game looks amazing. Timeless even. There are only a handful of objects that could use some touching up.

I have the same opinion on the animations. Overall, the animations are fantastic. Seeing the first game in 3D was breathtaking. It brought the game to life in such a different way, and I’m all for it. There were a few stiff animations, but if you aren’t looking for them, I can guarantee you that you won’t notice most of them. I especially love the comic book style cutscenes where the characters speaking go inside their own square next to each other. The animations in these cutscenes add some charm to this game, it makes the more relaxing nature of this game shine even brighter.

The controls of this game are excellent. Sometimes the motion control puzzles are a little bit wonky, but overall they work perfectly. The only thing I really don’t like is how, by the press of a button, you can see the orientation of Ashley. Now, what do I dislike about this? Well, it has a sort of build in walkthrough attached to it. This is something that’s too easily accessible, and I have pressed the button too many times.

Something I’m mixed about is how the additional lore spots are now somewhat easier to find. In the original DS game, you could find special cartridges with additional story lore on them. In this game, the hiding spot is located on your map. So, if you have missed one, you can quickly see on your map in which room you need to look. Now, some of them are hidden in very tricky places. During the stream, I have seen Klamath walk past two of them several times. If you want all the additional lore, you will have to keep your eyes peeled.

If you have played any point-and-click adventure game, you’ll know what to expect here. Personally, I compare this game quite a lot to Broken Sword 3, but without the platforming. You can explore the environment, and you have to solve various puzzles. Something unique is that you can also take pictures. And let me tell you, keep every mechanic the game teaches you in mind. The fact you can take pictures is something that is going to be quite helpful during the solving of the puzzles.

The only complaint I have is that solving some puzzles have a bit too much menu work involved. I especially remember one puzzle in the first part of the game where you have to weigh coins. Instead of them being all five on the table, you have to take them from your inventory each and every time. And the annoying part is that the last two you used, move to the last spot in your inventory. There are a handful of puzzles where some quality of life improvements would be very welcome.

Relaxing with puzzles

There are some amazing new features in this game as well. One of my favorite things is that you can access a big board where all the relationships between the characters are mapped out. Not only that, when you open the profile, you can read a small note about them. If you click on Ashley’s profile, you will read a small hint on what to do next. So, if you put this game down for a while, you can catch yourself up quite quickly.

Also, something I adore is the attention to detail in this game. For example, in one of the puzzles, Ashley digs into a building blocks box. After she found what she was looking for, you will notice a small building she built next to the box with the blocks she took out. There are various other moments like this, and it adds to the charm and realism of this game quite a lot.

The more relaxing nature of this game not only comes through the visuals and gameplay, but also through the music. The music in this game is a rather calming and relaxing soundtrack. The main motive is piano through the whole soundtrack. Other major instruments are violin and acoustic guitar. The soundtracks fit this game like a glove. Now, it is tense when it needs to be, but it never steps out of its lane. It keeps being that relaxing soundtracks that brings this game more to life, and I have no complaints about it.

The biggest strength of this game is the charm of it all. The writing, the music, the sound effects, the puzzles… It all flows together so well. While the game is only roughly 15 hours long, if you know what you are doing, it’s a very enjoyable time to play through. In this remake, the game also auto saves now but outside of cutscenes, you can save at any time in 15 different save slots.

Currently, I’m over midway in the second part of the game and I have been enjoying it quite a lot. While the game has it’s minor shortcomings like some rough object models and some annoying menu’ing during puzzles… I’m falling in love with these titles all over again. If you would ask me if the remakes or the originals are better, I’d have to say both. Both versions still have their charm but if you want to experience both these titles, I’d really advice to go for the Switch version. Since, it brings both titles together in a lot better way.

I mostly have minor complaints about these remakes. Like how silly it is that you can only have ten pictures saved and deleting them is a bit too fincky. But overall, the issues I have with this game are mostly minor. Maybe a bit more time in the oven or a polishing patch will bring this game to perfection.

A lot of other reviewers are giving this game lower marks since it’s slower paced or it’s a remake of a rather obscure duology. I personally disagree with these lower scores. These two games deserve another chance in the lime light since they are quite amazing games. I personally don’t mind the slower paced gameplay, since it’s refreshing to be able to wind down with a slower game. On top of that, if you look at the care the developers put into remaking this game and bringing it to modern audiences while not chaging too much to alienate fans of the original is such a fine line to walk on… And they never fell off that line in my opinion.

I can totally understand that this game isn’t everybody’s cup of tea. But, the complaints that this game is linear and doesn’t have a lot of replay value, I find ridiculous. I mean, does every game need to have a lot of replay value and let you explore a wide open world? No, it’s okay to play a game where you need to go from point A to B. It’s okay that the story looses some of it’s charm because you know how it’s going to end. It’s how that experience impacts you, that’s what matters.

The reason why I’m so happy to see remakes of these DS and Wii titles is because we now have remakes of amazing titles like this one and Ghost Trick for example. Now, because these two games have been remade, I’m holding out hope that Cing’s other titles like the amazing Hotel Dusk and it’s sequels are being remade as well. And if they are, I hope the same team is working on them since the love and care they placed into remaking these two titles is amazing.

I remember Klamath’s reaction when I suggested this game for streaming. He was worried that it was going to have low numbers and not a lot of interest. But, after our first stream, he started calling this game a hidden gem. I mean, if this game can have that kind of an impact on somebody who loves point-and-click games and the fact that we had a very high number of viewers watching our streams, it must mean something.

This game has a lot of impact and I hope that others who enjoy puzzle, adventure and/or point-and-click games give this game a chance. It’s something different especially since it’s slower paced but if you let it take you by the hand and if you walk along the journey, you won’t regret the powerful journey you are going on. It’s a journey that will stick with you and sometimes a memory will pop back into your head. You’ll remember the fun and relaxing times you had with this game. While the game isn’t perfect, the positives far outweigh the negatives and it’s one of those games where going along with the ride is the most important. Since, the ride of this game is one of the best point-and-click games I have ever played.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I’m curious to hear what you thought about this game and/or the content of this article. So, feel free to leave a comment in the comment section down below. I also hope to welcome you in another article, but until then have a great rest of your day and take care.

  • ✇Boing Boing
  • Mad Magazine at the Norman Rockwell MuseumRuben Bolling
    I visited the fantastic exhibit about Mad Magazine at the Norman Rockwell Museum in Stockbridge, Massachusetts. Its collection of Mad original art and artifacts is absolutely amazing. First, I love the Norman Rockwell Museum — I've been visiting for decades, and recommend it for everyone. — Read the rest The post Mad Magazine at the Norman Rockwell Museum appeared first on Boing Boing.
     

Mad Magazine at the Norman Rockwell Museum

5. Srpen 2024 v 16:25

I visited the fantastic exhibit about Mad Magazine at the Norman Rockwell Museum in Stockbridge, Massachusetts. Its collection of Mad original art and artifacts is absolutely amazing.

First, I love the Norman Rockwell Museum — I've been visiting for decades, and recommend it for everyone. — Read the rest

The post Mad Magazine at the Norman Rockwell Museum appeared first on Boing Boing.

The Best Way To See Twisters Is Coming Back As A Double Feature With The (Even Better) OG Film

1. Srpen 2024 v 17:20

Twister, the 1996 action movie whose sequel, Twisters, kicked off Hot Glen Powell Summer 2024, is getting the 4DX treatment. If you’re not aware of what 4DX is, it’s a movie format specific to Regal Cinemas whereby the theater chairs rock, shake, and rattle along with action, water sprays in your face, wind whips your…

Read more...

  • ✇Eurogamer.net
  • What we've been playing - wells, late-night pictures, and the world's largest patch notesRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we drift off reading the world's largest set of patch notes, we drift off flipping through a book of late-night urban pictures, and we drift off as we drop down a well.What have you been playing?If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive. Read more
     

What we've been playing - wells, late-night pictures, and the world's largest patch notes

21. Červen 2024 v 11:17

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we drift off reading the world's largest set of patch notes, we drift off flipping through a book of late-night urban pictures, and we drift off as we drop down a well.

What have you been playing?

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

Read more

Animal Well creator plans to follow the superb Metroidvania with a game that shares its world but “may not be a direct sequel”

In a year already stacking up plates of delicious indie game dishes so fast they’re toppling over and crashing onto the floor, spilling splattered food over the carpet to be hoovered up by waiting dogs/cats/raccoons/mice, Animal Well is one of the most generous helpings yet. The captivating, combat-free Metroidvania is rich with a delectable buffet of challenges, puzzles and secrets to find even once you’ve seen the credits roll. Still, players have chewed their way through its more-ish platforming and puzzle-solving much faster than its solo developer intended, it turns out. Luckily for us all, creator Billy Basso is already looking ahead to a new game set in the moody zoo-niverse - even if that’s not a complete sequel.

Read more

  • ✇Destructoid
  • How to find all the Kangaroos and get the Bouncy Ball in Animal WellJamie Moorcroft-Sharp
    There's a plethora of secrets to uncover, solve, and unlock in Animal Well, many of which keep the game going long after the credits have rolled. Some, like the Kangaroos, are right there for you to see from the start, but you won't know what to do with them until much later. With multiple routes through the game and a wide range of tools to collect to help you explore even more of its dense, damp world, Animal Well is a game you can easily lose yourself in. The best part is that a lot of i
     

How to find all the Kangaroos and get the Bouncy Ball in Animal Well

19. Květen 2024 v 21:39

kangaroo medal room in animal well

There's a plethora of secrets to uncover, solve, and unlock in Animal Well, many of which keep the game going long after the credits have rolled. Some, like the Kangaroos, are right there for you to see from the start, but you won't know what to do with them until much later.

With multiple routes through the game and a wide range of tools to collect to help you explore even more of its dense, damp world, Animal Well is a game you can easily lose yourself in. The best part is that a lot of its secrets aren't presented as such; you'll simply stumble across parts of them and will need to uncover exactly how they work. In the case of Kangaroos, there's a boss, a tool, and lots of potential death to contend with, especially if you don't know what you're doing.

How to find all the Kangaroos in Animal Well and what to do with them

ostrich boss in animal well
Screenshot by Destructoid

You can find Kangaroos in several rooms in Animal Well, but you only need to find three. The goal is to get them to appear by using the Lantern or stumbling into them while they're roaming a room, then using a Firework to spook them. This causes them to drop K Shards, which are used to create an item that will net you the Bouncy Ball.

kangaroo in pillar room in animal well
Screenshot by Destructoid

The first area I found a Kangaroo in is the room with pillars leading to the room with rat platforms that take you down to the Ostrich area. This Kangaroo was almost always waiting for me at the top of the room. If it's not there for you, go and check elsewhere and then return later.

second kangaroo room in animal well
Screenshot by Destructoid

The second room where I found a Kangaroo is the one with two dogs jumping upwards, but not the Dog Bowl room. You'll rush through this room when trying to beat the Ghost Cat boss. I had to use the Lantern to get the Kangaroo to appear here.

third kangaroo in animal well
Screenshot by Destructoid

I encountered the third Kangaroo in the room with ghosts blocking your way. This room is easy to get through using the Lantern, but that draws in the Kangaroo, so you'll need your Fireworks handy, too, if you want that K Shard.

I also found a Kangaroo down in the Ostrich area after beating that boss. If you pull out the lantern and walk between the cat code and the entrance down there, you should find a Kangaroo as long as you haven't already spooked it.

Where to use the K Medal and get the Bouncy Ball in Animal Well

kangaroo room on map in animal well
Screenshot by Destructoid

Once you've spooked three Kangaroos in Animal Well, you'll have collected enough K Shards to create the K Medal. This is an item that can only be used in one specific location. It's a room in the pink biome of the map, off to the left-hand side. See above for a map reference for this room.

I've seen some players call this area the Kangaroo Room, but the best description I can think of is the Bat Cave. To get here, you'll go through an incredibly dark room where a giant Bat boss lurks. However, you don't need to kill it to proceed. I managed to get through here to claim the chest in the Kangaroo Room without even realizing the Bat was in here the first time I entered it.

The K Medal is used in the pedestal in the Kangaroo Room. It opens up access to a new room where you can drop down and pick up the Bouncy Ball item. This item can smash spikes on the floor or ceiling and distract dogs. It's pretty useful if you're trying to clear a route for you to travel through using your Bubble Wand. Outside of the chest in this room, though, there's nothing else to find.

How to defeat the Bat boss in Animal Well

bat boss in animal well
Screenshot by Destructoid

If you want to defeat the Bat boss, which I suggest you do because there's a Candle in its cave to light, then you'll need a stash of Fireworks. These can harm the boss, but the boss can hurt you too. Once you've lit the Candle, throw a Firework to damage the boss as it screeches to trap you. Then, repeat the process twice to get it to fly off and leave you alone.

Candles play into how you get the UV Wand in Animal Well. You'll need to light all of them to get it, so this is something that's worth doing if you want to see everything the game has to offer. If you're not that bothered, then you can skip this boss.

The post How to find all the Kangaroos and get the Bouncy Ball in Animal Well appeared first on Destructoid.

  • ✇Eurogamer.net
  • Animal Well review - this one gets deepChristian Donlan
    In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I
     

Animal Well review - this one gets deep

9. Květen 2024 v 15:00

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

Read more

  • ✇Eurogamer.net
  • Animal Well review - this one gets deepChristian Donlan
    In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I
     

Animal Well review - this one gets deep

9. Květen 2024 v 15:00

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

Read more

  • ✇Destructoid
  • How to get past the Ostrich in Animal WellJamie Moorcroft-Sharp
    One of the first creatures you'll likely encounter while exploring the world of Animal Well is the Ostrich. This long-necked beast wants to eat your character, and it won't beat around the bush. Unless you know what you're doing, it'll chase you, corner you, and make a light snack of you. You might just lose your mind when you first meet the Ostrich in Animal Well. Every creature up until this point has been pretty docile, but here's a much larger one that'll try to stomp on you and grab yo
     

How to get past the Ostrich in Animal Well

12. Květen 2024 v 03:08

ostrich in animal well

One of the first creatures you'll likely encounter while exploring the world of Animal Well is the Ostrich. This long-necked beast wants to eat your character, and it won't beat around the bush. Unless you know what you're doing, it'll chase you, corner you, and make a light snack of you.

You might just lose your mind when you first meet the Ostrich in Animal Well. Every creature up until this point has been pretty docile, but here's a much larger one that'll try to stomp on you and grab you in its beak with an added advantage. Its incredibly long neck allows it to pursue you around corners as you attempt to escape it. But don't worry—there's an easy way to get past it.

How to get past the Ostrich in Animal Well

ostrich attacking in animal well
Image via Bigmode

To get past the Ostrich in Animal Well, you need to dive underground beneath its feet, press every button you find, and escape through the door once it's unlocked. This is much easier said than done, much like every boss-like creature in the game, but there's one trick you can use to ensure you get through this encounter unscathed.

There are five holes in the ground in the Ostrich room. Within these are four switches that you must press to unlock the door and escape. The Ostrich will reach down with its head and peck your last known location, so you need to time your jumps to avoid it as it does so.

Then, when the Ostrich attacks, get away from it and into one of the holes so you can find and press a button. The Ostrich's neck will likely follow you, so get as far into the hole as possible because the creature can't reach right into the corners.

After a short while, the Ostrich retracts its head, allowing you to escape and make a break for another hole. However, the Ostrich can trick you and push its head back down in an attempt to attack you again. Keep an eye out for what the creature is doing as you move, and you should be fine.

It took me longer than I'd like to admit to get past the Ostrich in Animal Well because I wimped out and tackled other parts of the map first. This big bird isn't nearly as scary as it looks, but it'll kill you if you get caught. Stick to the holes and get right into the corners. As long as you're careful, you should unlock the door and escape in no time.

The post How to get past the Ostrich in Animal Well appeared first on Destructoid.

  • ✇Destructoid
  • How to get past the Snake in Animal WellJamie Moorcroft-Sharp
    There's a menagerie of creatures for players to contend with in Animal Well. Some are dotted around the world, and others, like the Snake, are in set locations with a puzzle that can have you scratching your head for a long time. Animal Well's Snake is a creature you won't meet until you're exploring the final few nooks and crannies of the game's world. When you do, it can be a bit of a challenge because it wants to crush you while you attempt to escape its arena. The additional element of
     

How to get past the Snake in Animal Well

12. Květen 2024 v 03:07

snake chasing in animal well

There's a menagerie of creatures for players to contend with in Animal Well. Some are dotted around the world, and others, like the Snake, are in set locations with a puzzle that can have you scratching your head for a long time.

Animal Well's Snake is a creature you won't meet until you're exploring the final few nooks and crannies of the game's world. When you do, it can be a bit of a challenge because it wants to crush you while you attempt to escape its arena. The additional element of difficulty here is that the arena is built to lock you in, blocking Bubbles and your Disc, so you've got to think your way out of it using a new method.

How to get past the Snake in Animal Well

snake in animal well
Screenshot by Destructoid

You'll need to get past the Snake twice in Animal Well. The first is after you enter its room, having found the S Medal and using it on the snake statue near the starting room. A this point, you'll be on the right-hand side of the room and want to get to the left, past the Snake.

As you can see in the image above, the Snake will move around the room, creating shapes you can jump on. However, the creature will crush you if you stop moving, so this is pretty risky. Getting across with the Disc is impossible because of the vines dangling in front of both exits from the room, and this makes using Bubbles pretty challenging, too. The Snake will also pop these Bubbles and chase you faster than you can create them.

The solution is to tease the Snake into the right-hand corner of the room, run to the left, jump on its head, and ride it to the exit. Jump off the Snake's head before it crushes you against the ceiling. Beyond this room, you'll find a new item: the Remote.

This brings us to the second encounter with the Snake, which is much easier. The Remote will cause the Snake to come under your control so you can move it up, down, left, and right. Once you control it, try getting it to eat all the fruit in the room.

After you're done messing around with the Snake, you can use the Remote to create a bridge or steps to the exit, allowing you to get from the left-hand side of the room to the right-hand side exit where you first entered. Don't forget to explore the room above the Snake's room by using Bubbles because there's an Egg in there you could easily miss.

The post How to get past the Snake in Animal Well appeared first on Destructoid.

  • ✇Destructoid
  • Animal Well players discover amazing Ostrich skip, and makes me feel incredibly dumbJamie Moorcroft-Sharp
    Animal Well players have been sharing an awesome discovery that allows them to completely skip one of the most complicated sections of the game, the Ostrich puzzle. While it's amazing how the game allows for this skip, its discovery also makes me wonder how much of my life I've wasted playing legitimately. In Animal Well, players are presented with puzzles that grow in complexity as they acquire new tools for traversal and that help them interact with the game's world. However, you don't ne
     

Animal Well players discover amazing Ostrich skip, and makes me feel incredibly dumb

11. Květen 2024 v 23:07

ostrich puzzle with no ostrich in animal well

Animal Well players have been sharing an awesome discovery that allows them to completely skip one of the most complicated sections of the game, the Ostrich puzzle. While it's amazing how the game allows for this skip, its discovery also makes me wonder how much of my life I've wasted playing legitimately.

In Animal Well, players are presented with puzzles that grow in complexity as they acquire new tools for traversal and that help them interact with the game's world. However, you don't need to use these tools for their intended purpose, and the Ostrich skip that many players are using now proves it. In fact, this skip may be the better way to complete the Ostrich puzzle because it avoids a soft lock.

Animal Well's Ostrich skip made me feel incredibly dumb for solving the entire puzzle

ostrich in wheel animal well
Screenshot by Destructoid

User rw_3eters on the Animal Well subreddit shared what they believed was the legitimate solution to the main Ostrich puzzle. This puzzle requires players to travel over and under quite a large area, pressing buttons before being chased by an Ostrich in a hamster wheel that might crush them. It culminates in a race to press a button to drop the Ostrich into the water and cause it to press the buttons required to open a door.

https://www.reddit.com/r/animalWell/comments/1cp7cx5/very_much_not_the_intended_solution/

This skip makes the puzzle, which equates to one of Animal Well's boss encounters, entirely unnecessary, though. All you need to do is place the Slink on the left-hand side of the bridge, the main character on the right, and then use the Yo-Yo to drop the bridge, the Slink, and the character onto the buttons to open the door. It's remarkably simple and makes the legitimate solution's stress feel unnecessary.

When I saw this, I felt really dumb for not even contemplating it. I didn't try to open this bridge at all; instead, I moved left to discover the Ostrich and work out the puzzle's solution based on that. What makes me feel worse is how users in the comments to rw_3eters' posts are saying they used this, too. I may even be the only player who does not use this solution.

Once I got over the humiliation, I realized what this says about Animal Well. The fact that you can complete a massively complicated puzzle with such a simple solution shows how open it is to be approached in any way players see fit. In fact, this solution helps to avoid soft locking a chest further into the Ostrich area, which you can block once you hit a certain point while solving it.

I can't help but wonder how many more simple solutions there are out there to the game's puzzles that maybe even the developer didn't account for. This post comes mere days after Animal Well was released, so I can't even imagine what its Any% speedruns will look like at the next GDQ.

The post Animal Well players discover amazing Ostrich skip, and makes me feel incredibly dumb appeared first on Destructoid.

  • ✇Destructoid
  • PSA: You can mark the map in Animal Well to help yourself find eggs and secretsJamie Moorcroft-Sharp
    While exploring Animal Well's pretty expansive underground world, you might not realize that you could be marking the map every time you find a puzzle you can't solve or a collectible just out of reach to make your life easier later. Following a successful launch, players are diving headfirst into Animal Well, the first game from Videogamedunkey's publisher Bigmode. The game is designed to challenge you with puzzles you won't understand or even find until you've completed other tasks elsewh
     

PSA: You can mark the map in Animal Well to help yourself find eggs and secrets

11. Květen 2024 v 19:30

snake in animal well

While exploring Animal Well's pretty expansive underground world, you might not realize that you could be marking the map every time you find a puzzle you can't solve or a collectible just out of reach to make your life easier later.

Following a successful launch, players are diving headfirst into Animal Well, the first game from Videogamedunkey's publisher Bigmode. The game is designed to challenge you with puzzles you won't understand or even find until you've completed other tasks elsewhere. However, one important note players are sharing as they discover it is that you can mark the map to give yourself pointers for areas where you've still got something to do.

How to find and use The Stamp in Animal Well

marking map in animal well
Screenshot by Destructoid

To mark the map in Animal Well, you need to open the map in-game and press the button that corresponds to the time you want to use to mark it. You can use a pencil to draw on the map, but you can also find an item called The Stamp. The Stamp allows you to stamp icons on Animal Well's map to help you remember bosses, enemies, or just something you noticed that might be important later.

You'll find The Stamp up and to the left from where you found the map. Climb the ladders in the room with the green penguins and head left to find a room with four doors. The Stamp is in the chest you find in this room.

The game is built so that if you get stuck on certain parts of it, such as the Chameleon boss, you can come back later because there's so much else you could be doing or a new area to explore at the same time. This type of open-ended gameplay really benefits from the map-marking mechanics because you're encouraged to get out there and go anywhere.

Animal Well's world is dense and surprisingly large by the time you've explored most of it. The map seems to go on and on, even when you think you've found every secret, item, and collectible. Marking the map makes your life so much easier in the long run because you can open it and instantly see areas you haven't explored or where you noticed something you need to return to.

For your own sanity, please don't neglect this feature. I did, and when I saw others using it, I had to put the game down, cradle my head in my hands, and let the waves of emotion, mostly humiliation, wash over me before I could get back to exploring.

Map markers were a great help when it came to noting the parts of rooms with openings to other rooms that I couldn't reach with my current equipment. Items you acquire after a certain point allow you to explore previously unreachable areas, so having these marked made my next session of exploration so much easier.

The post PSA: You can mark the map in Animal Well to help yourself find eggs and secrets appeared first on Destructoid.

  • ✇Eurogamer.net
  • Animal Well review - this one gets deepChristian Donlan
    In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I
     

Animal Well review - this one gets deep

9. Květen 2024 v 15:00

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

Read more

Animal Well Contains a Hidden Puzzle That Requires at Least 50 People to Complete

10. Květen 2024 v 16:39
Update: Annnnnnnd they already solved it.

Mind-bending puzzle metroidvania Animal Well just released yesterday, and already a community of players is tearing the game apart to find its many, many, many, many secrets. Right now, that includes a ridiculously complicated puzzle that requires at least 50 different people to participate. And just one day after …

  • ✇IGN India Pc
  • Animal Well Video ReviewIGN India
    Animal Well reviewed by Rebekah Valentine on Switch and PC, also available on PlayStation 5.Animal Well is a veritable feast of brain teasers that’s far more concerned with twisting your mind into knots than any grueling platforming challenges. It’s lovely to look at thanks to gorgeous pixel art and dynamic lighting, and an excellent use of haptics and well-tuned physics systems make it fun to touch, too. The steadily unlocked toybox of tools thoroughly rewards play, curiosity, and experimentati
     

Animal Well Video Review

Od: IGN India
9. Květen 2024 v 15:00
Animal Well reviewed by Rebekah Valentine on Switch and PC, also available on PlayStation 5.Animal Well is a veritable feast of brain teasers that’s far more concerned with twisting your mind into knots than any grueling platforming challenges. It’s lovely to look at thanks to gorgeous pixel art and dynamic lighting, and an excellent use of haptics and well-tuned physics systems make it fun to touch, too. The steadily unlocked toybox of tools thoroughly rewards play, curiosity, and experimentation for hours upon hours after the credits roll. Though that late-game maze of mind-teasers might grate once in a while if you’re reluctant to ask for help, the massive onion of Animal Well’s secrets remains dense, clever, and thrilling even when you’ve peeled back as many layers as you think you possibly can… and then peeled a few more beyond that.

  • ✇Rock Paper Shotgun Latest Articles Feed
  • Animal Well review: an unmissable creature featureEdwin Evans-Thirlwell
    Computers have always been animal wells, in a sense. They're havens for creatures of many shapes and degrees of literalness, all the way down to the metal. As in ecologies at large, the most abundant and widespread are probably the bugs, beginning with the moth that flew into that Harvard Mark II in 1947 and ending with the teeming contents of the average free-to-play changelog. A little further up the food chain we find "worms", like the Creeper that once invaded the ARPANET, and "gophers",
     

Animal Well review: an unmissable creature feature

Computers have always been animal wells, in a sense. They're havens for creatures of many shapes and degrees of literalness, all the way down to the metal. As in ecologies at large, the most abundant and widespread are probably the bugs, beginning with the moth that flew into that Harvard Mark II in 1947 and ending with the teeming contents of the average free-to-play changelog. A little further up the food chain we find "worms", like the Creeper that once invaded the ARPANET, and "gophers", a directory/client system written in 1991 for the University of Minnesota. There are computer animals spawned by branding - foxes of fire and twittering birds and the anonymous beasts that haunt the margins of Google documents. There are computer animals that are implied by the verbs we use in computing - take "browser", derived from the old French word for nibbling at buds and sprouts, which suggests that all modern internet searches are innately herbivorous.

Read more

  • ✇Eurogamer.net
  • What to Play This May 2024Chris Tapsell
    Hello and welcome back to What To Play! We've returned from a little hiatus, which you definitely noticed and have been very sad about, of course. It's finally edging towards spring here in the UK, but don't let that tempt you into going outside, there's video games to be a-playin'!As ever, this is where we'll round up the best games from the month gone by, and the things we're most excited to play from the month ahead - plus, any other suggestions for what might complement it. Here's What To P
     

What to Play This May 2024

1. Květen 2024 v 14:00

Hello and welcome back to What To Play! We've returned from a little hiatus, which you definitely noticed and have been very sad about, of course. It's finally edging towards spring here in the UK, but don't let that tempt you into going outside, there's video games to be a-playin'!

As ever, this is where we'll round up the best games from the month gone by, and the things we're most excited to play from the month ahead - plus, any other suggestions for what might complement it. Here's What To Play This May 2024.

Availability: Out now on PC, Switch, Xbox One and Xbox Series X/S.

Read more

  • ✇IEEE Spectrum
  • Intel’s Gaudi 3 Goes After NvidiaSamuel K. Moore
    Although the race to power the massive ambitions of AI companies might seem like it’s all about Nvidia, there is a real competition going in AI accelerator chips. The latest example: At Intel’s Vision 2024 event this week in Phoenix, Ariz., the company gave the first architectural details of its third-generation AI accelerator, Gaudi 3. With the predecessor chip, the company had touted how close to parity its performance was to Nvidia’s top chip of the time, H100, and claimed a superior ra
     

Intel’s Gaudi 3 Goes After Nvidia

9. Duben 2024 v 21:00


Although the race to power the massive ambitions of AI companies might seem like it’s all about Nvidia, there is a real competition going in AI accelerator chips. The latest example: At Intel’s Vision 2024 event this week in Phoenix, Ariz., the company gave the first architectural details of its third-generation AI accelerator, Gaudi 3.

With the predecessor chip, the company had touted how close to parity its performance was to Nvidia’s top chip of the time, H100, and claimed a superior ratio of price versus performance. With Gaudi 3, it’s pointing to large-language-model (LLM) performance where it can claim outright superiority. But, looming in the background is Nvidia’s next GPU, the Blackwell B200, expected to arrive later this year.

Gaudi Architecture Evolution

Gaudi 3 doubles down on its predecessor Gaudi 2’s architecture, literally in some cases. Instead of Gaudi 2’s single chip, Gaudi 3 is made up of two identical silicon dies joined by a high-bandwidth connection. Each has a central region of 48 megabytes of cache memory. Surrounding that are the chip’s AI workforce—four engines for matrix multiplication and 32 programmable units called tensor processor cores. All that is surrounded by connections to memory and capped with media processing and network infrastructure at one end.

Intel says that all that combines to produce double the AI compute of Gaudi 2 using 8-bit floating-point infrastructure that has emerged as key to training transformer models. It also provides a fourfold boost for computations using the BFloat 16 number format.


Gaudi 3 LLM Performance

Intel projects a 40 percent faster training time for the GPT-3 175B large language model versus the H100 and even better results for the 7-billion and 8-billion parameter versions of Llama2.

For inferencing, the contest was much closer, according to Intel, where the new chip delivered 95 to 170 percent of the performance of H100 for two versions of Llama. Though for the Falcon 180B model, Gaudi 3 achieved as much as a fourfold advantage. Unsurprisingly, the advantage was smaller against the Nvidia H200—80 to 110 percent for Llama and 3.8x for Falcon.

Intel claims more dramatic results when measuring power efficiency, where it projects as much as 220 percent H100’s value on Llama and 230 percent on Falcon.

“Our customers are telling us that what they find limiting is getting enough power to the data center,” says Intel’s Habana Labs chief operating officer Eitan Medina.

The energy-efficiency results were best when the LLMs were tasked with delivering a longer output. Medina puts that advantage down to the Gaudi architecture’s large-matrix math engines. These are 512 bits across. Other architectures use many smaller engines to perform the same calculation, but Gaudi’s supersize version “needs almost an order of magnitude less memory bandwidth to feed it,” he says.

Gaudi 3 Versus Blackwell

It’s speculation to compare accelerators before they’re in hand, but there are a couple of data points to compare, particular in memory and memory bandwidth. Memory has always been important in AI, and as generative AI has taken hold and popular models reach the tens of billions of parameters in size it’s become even more critical.

Both make use of high-bandwidth memory (HBM), which is a stack of DRAM memory dies atop a control chip. In high-end accelerators, it sits inside the same package as the logic silicon, surrounding it on at least two sides. Chipmakers use advanced packaging, such as Intel’s EMIB silicon bridges or TSMC’s chip-on-wafer-on-silicon (CoWoS), to provide a high-bandwidth path between the logic and memory.

As the chart shows, Gaudi 3 has more HBM than H100, but less than H200, B200, or AMD’s MI300. It’s memory bandwidth is also superior to H100’s. Possibly of importance to Gaudi’s price competitiveness, it uses the less expensive HBM2e versus the others’ HBM3 or HBM3e, which are thought to be a significant fraction of the tens of thousands of dollars the accelerators reportedly sell for.


One more point of comparison is that Gaudi 3 is made using TSMC’s N5 (sometimes called 5-nanometer) process technology. Intel has basically been a process node behind Nvidia for generations of Gaudi, so it’s been stuck comparing its latest chip to one that was at least one rung higher on the Moore’s Law ladder. With Gaudi 3, that part of the race is narrowing slightly. The new chip uses the same process as H100 and H200. What’s more, instead of moving to 3-nm technology, the coming competitor Blackwell is done on a process called N4P. TSMC describes N4P as being in the same 5-nm family as N5 but delivering an 11 percent performance boost, 22 percent better efficiency, and 6 percent higher density.

In terms of Moore’s Law, the big question is what technology the next generation of Gaudi, currently code-named Falcon Shores, will use. So far the product has relied on TSMC technology while Intel gets its foundry business up and running. But next year Intel will begin offering its 18A technology to foundry customers and will already be using 20A internally. These two nodes bring the next generation of transistor technology, nanosheets, with backside power delivery, a combination TSMC is not planning until 2026.

The Amazing Upcoming Games That Make Xbox, PlayStation, and Nintendo's 2024 So Much More Interesting

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There’s an uncomfortable sense among the gaming community, as industry layoff numbers stack up, project after project is cancelled, and as console life cycles slow, that we’re on the cusp of a bit of a video game dry spell. That feeling isn’t totally unfounded - there are very few AAA …

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