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Found 120 results

  1. Zelda-like games are a dime dozen these days but Sparklite (from indie developer Merge Games and publisher Red Blue Games) looks to be a cut above the rest with a few things that make it stand out. Part Zelda-like adventure, part rogue-like, and part... crafting-like (?), Sparklite is set in a world where its natural resource (or life force) goes by the same name. Its story focuses on a young heroine named Ada, whose quest is to save the world from an antagonistic, self-named 'Baron' that is seeking to exploit the resource in order to further his own nefarious goals. To do so, you'll explore five procedurally-generated biomes, invent different gadgets and weapons to solve puzzles and defeat enemies, battle giant bosses, and help the local population rebuild The Refuge. Last but not least, all of this will be set to a soundtrack composed by Dale North (of Wizard of Legend fame). If mixing Zelda gameplay, crafting, and a procedurally-generated world sound right up your alley, you can check out Sparklite on the Nintendo Switch eShop, Playstation Store on PlayStation 4, Xbox Games Store on Xbox One, and Steam starting today. The game is also on sale for 15% off on each platform until November 20. Check out the game's launch trailer below! Source: Press Release
  2. Jason Clement

    Review: A Knight's Quest

    Developer: Sky 9 Games Publisher: Curve Digital Platform: Nintendo Switch, PlayStation 4, Xbox One, PC (via Epic Games Store) Release Date: October 10, 2019 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game It’s always a bit surprising to me that we don’t see more games use 3D Zelda titles as a base, given the series’ immense popularity. Sky 9 Games' A Knight’s Quest is one of the first indie titles I’ve seen recently that attempts this and actually gets much closer to replicating the experience (especially the adventure aspect) than most other games have. Unfortunately, there are also a number of aspects that hinder it from living up to its potential. In A Knight’s Quest, you play as Rusty – a clumsy adventurer who unwittingly unleashes an unknown, presumably malevolent force that has been sealed away. In order to fight this evil, Rusty is tasked with seeking out four spirit heroes and their powers, which in turn means going on a journey to find each one in their own dungeon. The story isn’t necessarily the most original ever, but it works for setting the game in motion. Likewise, the dialogue often aims for funny and nonsensical, but is hit and miss. This is mostly due to just about every character being written with a combination of snarky/sarcastic wit and internet meme culture; kind of like that awkward friend who tries to be funny by repeating outdated internet memes and jokes. In the end, the character dialogue comes off as more of a first draft and could use a bit more refinement. The game takes a good half hour to really get going, but once it does, its world shows off impressive potential. Though it isn’t the open-ended, interconnected wilderness featured in The Legend of Zelda: Breath of the Wild, it’s apparent the developers took a lot of inspiration from it. There are many large, detailed areas for you to explore with treasure chests and other loot off the beaten path, skeletons at campfires, different enemies littering the landscape, and sidequests you can undertake from certain characters you come across in your travels. In fact, the design of the world and its various areas is perhaps the most impressive and compelling aspect of the game. Not only is it appealing from a visual standpoint, many of the areas are massive in size and can take 20+ minutes or more to traverse for first-time players, adding to the feeling that you’re on a long journey. There is also an oddly satisfying ‘Zelda meets Mario’ aspect to the gameplay, where it incorporates a lot of 3D platforming and vertical exploration in certain areas, giving the game a bit more of a unique flavor in contrast to typical adventure games. Likewise, the soundtrack composed by Will Bedford is excellent and evokes a real sense of adventure and wonder. The overworld theme has a heroic melody reminiscent of the Hyrule Field theme from The Legend of Zelda: Ocarina of Time, and the Desert Proving Grounds theme is a real symphonic highlight, featuring an eclectic mix of strings, horns, flutes, and different kinds of unique percussion (such as bells). Unfortunately, that’s just about where the games’ good qualities stop. While the world is expansive and looks great, the actual characters look rather bland and mediocre. The enemy design is much more miss than hit, consisting of such things as generic, one-eyed snake creatures, generic skeletons with swords, scorpions, and other creatures that just aren’t that original or interesting. Making matters even worse is that they all use the same two or three sound effects, making them even more irritating. Perhaps the biggest issue of all is the combat and controls. For the most part, combat works just enough that you can get through the game, but it’s uneven and loose at best. Where it gets a bit dicey is when you face multiple enemies at once. There’s at least one major instance in the story where you’ll be faced with this scenario; however, you’ll realize that the battle system is largely designed around you fighting one enemy at a time. So while you’re attacking one, the rest are still doing (sometimes major) damage to you, and it’s impossible to dodge every attack. There are certain items (such as bombs) designed to attack large groups, but they’re not terribly effective, and the few multi-enemy attacks you have are not super viable because of how long they take to perform (you must wait and charge a few seconds before unleashing them). The flow of battle also simply isn’t fast enough for you to fight large groups of enemies evenly, leading Rusty to slowly fight one enemy and clumsily move to the next. Beyond that, a number of standard quality of life features that are generally present in games like this are either simply missing in this one, or not implemented as effectively as they should be. One major issue is there are no maps of each area beyond a simple, illustrated overworld map in your sub-menu. There’s a compass at the top of the screen that will show you which direction your objective is in, but it’s not 100% foolproof and can sometimes misguide you. Also, fast travel is something that’s implemented fairly early on in many games, yet you don’t even get access to it in the first half of this game even though you pass by many fast-travel stations (that you can't yet access) in your travels, forcing you to sometimes retrace your steps through long, winding areas. There’s also no way to sell off any loot you acquire early on, as well as no meaningful way to buy items (especially health-recovering ones) until the second major area you get to. This leads to another issue in that you simply don’t have enough inventory storage slots in the beginning, and thus no way to store some of the more valuable items you come across when you run out of room. And last but not least, there were a number of clipping issues I faced. In one area, my character simply stopped responding to any control input and I had to restart the game entirely to continue, and in yet other areas I would clip through the wall or floor and die instantly. Despite the negatives, I still had fun throughout the game, and there’s a lot to admire about A Knight’s Quest. Its world is one of the most impressive I’ve ever seen created by an indie team. The soundtrack is also exceptional and could easily be mistaken for a AAA title's score. Even much of the gameplay (especially dungeons) and main quest itself is pretty fun and compelling. There’s arguably a good game beneath a rough exterior here; if the game had another half a year or more of polish, I might’ve been able to call this a pretty good game. As it currently is, the negative aspects drag a good experience down to just a decent one at best. Pros + Large, impressive world with lots of sidequests and ripe for exploration + Soundtrack is great + Dungeons are surprisingly fun and capture a bit of the Zelda magic Cons - Issues with the fluidity of combat; fighting large groups is incredibly difficult and not really fair for players - Lack of standard quality of life features (especially early on) that would make the game much better and a lot more pleasant to play - Character and enemy models are a bit bland in design - Infrequent clipping issues at various points Overall Score: 6.5 (out of 10) Decent An impressive world (both visually and in design) and epic musical score are undermined by a number of issues plaguing gameplay as well as a lack of standard quality of life features, causing this Zelda-like title to be just a decent adventure at best for those brave enough to overcome its problems. Disclosure: This game was reviewed using downloadable Switch code provided by the publisher.
  3. If you thought you were done with Wargroove after playing through its campaign, think again. Chucklefish announced today that its upcoming DLC, titled Wargroove: Double Trouble, is coming soon and will bring a heap of new features along with it, including a new campaign, all for the low, low price of absolutely free. The new story campaign focuses on the Outlaws faction and introduces new commanders such as the mighty Wulfar; two troublesome twins known as Errol and Orla; and the whip-wielding Vesper -- all of whom will participate in a heist after an unexpected kidnapping and some severe ransom demands. Other things in the new DLC include: 2 new units: Thieves and Riflemen New Arcade missions Competitive online Quick Play maps Public and Private Multiplayer Lobbies – you can now also play custom campaigns online! New Volcano map theme and more updates to the custom Editor tools Outlaw music tracks, composed by Phonetic Hero Editor tool updates Check out Wargroove's website to see updates on the latest balance changes and what the editor tool updates entail. Last but not least, Wargroove: Deluxe Edition (for Nintendo Switch, PS4, and Xbox One) will be heading physically to stores on October 29. It will include a physical disc/cart of the game, a downloadable copy of the OST, a commander sprite sticker sheet, a poster map of Aurania (Outlaw version), a mini strategy guide with tips and stats on all in-game units, and a reversible cover sheet. As for the Wargroove: Double Trouble DLC, no release date has been announced yet but Chucklefish says it will be coming soon. Source: Chucklefish
  4. Dragon Quest fans are about to get another dose of the franchise soon as Square Enix announced today that the first three Dragon Quest titles will be making its way to Nintendo Switch later this month. These include Dragon Quest, Dragon Quest II: Luminaries of the Legendary Line, and Dragon Quest III: The Seeds of Salvation -- all three of which make up what is known as the Erdrick Trilogy. Dragon Quest III in particular is largely considered to be one of the best in the series, so be sure to put that one on your radar if you haven't played any of these previously. The three Dragon Quest titles will cost $4.99, $6.49, and $12.49, respectively, and will be available to buy digitally on Nintendo Switch on September 27. Not coincidentally, Dragon Quest XI S: Echoes of an Elusive Age also releases that day; it's a good time to be a Dragon Quest fan! Source: Press Release
  5. PQube's and JoySteak Studio's Songbird Symphony is out on digital shops this week, and it stars a cute little bird named 'Birb' that sets off on an adventure to discover his heritage. As Birb, you'll move the environment around you by tapping in sync with background beats, solve different puzzles to add new sound queues to the background music, collect feathers to learn more about different birds, and explore interconnected levels with many different passages. Oh, and you'll participate in rhythm battles as well, and with its combination of platforming, rhythm, and puzzles, it definitely looks to be one of the more unique indie titles out this year. If that all sounds good to you, you can check out Songbird Symphony on Nintendo Switch, PlayStation 4, and PC (via Steam) for $16.99. And be sure to check out the trailer below! Source: Press Release
  6. Team17 is no stranger to games based on cooking thanks to publishing Ghost Town Game's mega smash Overcooked! series in recent years, and this week they're introducing a new game from Hermes Interactive that puts a bit of a different spin on the genre called Automachef. Instead of directly controlling the chefs like in the Overcooked! games, Automachef is all about automating the process via machinery. Essentially, it's one part puzzle game and one part resource management, in which you create the ideal layout for your culinary creations. There are three modes to play through: Campaign, Contracts, and Sandbox. Campaign focuses on having the player create efficient kitchens while keeping in mind spatial, energy, and resource management challenges. Contracts mode puts you in the role of a business owner in which you'll manage funds and expand your business. Lastly, Sandbox mode is exactly what it sounds like, letting you roam free and experiment with creating any type of kitchen you'd like. Oh, and if you play the game on PC, you'll have the option to use Steam Workshop to create your own recipes, ingredients, and levels. Automachef is available to buy digitally right now on Nintendo Switch and PC via Steam for £10.99/14,99€/$14.99. Check out the launch trailer for the game below! Source: Press Release
  7. Over the weekend, Bandai Namco announced at Anime Expo that a pair of Digimon titles would be heading to the Nintendo Switch later this year -- namely, Digimon Story: Cyber Sleuth, and its sequel, Digimon Story Cyber Sleuth -- Hacker's Memory. Both will be included in one collection called Digimon Story Cyber Sleuth: Complete Edition. The announcement comes as good news for fans of the series since the PlayStation 4 version of Digimon Story: Cyber Sleuth (the English version of which originally released in 2016) is now out of print physically and was removed from the PlayStation Store in December 2018. While Bandai Namco's official response as to why it was removed is a bit cagey, it's largely assumed that it was due to the license (which Saban currently owns) ending for that particular title. In any case, fans can look forward to playing Digimon Story Cyber Sleuth: Complete Edition when it lands on Nintendo Switch and PC via Steam later this year on October 18. Source: Press Release
  8. Developer: WindThunder Publisher: Winking Entertainment Corp. Platform: Switch, PS4, PC, iOS Release Date: May 23, 2019 ESRB: T Note: This review is based on the Nintendo Switch version of the game The episodic game format is not without its risks. While it can potentially ease the cost of development in creating smaller games released in sequence over a span of time, a lot hinges on the ability to keep the player’s interest for the duration of the full series. If the first episode doesn’t hook the player, they’re not likely to return for the rest. Such is one of the hurdles faced by the action RPG, Heroine Anthem Zero. Heroine Anthem Zero: Episode 1, or Heroine Anthem Zero: Sacrifice, is the first chapter of a prequel to the original Heroine Anthem: The Elect of Wassernixe and Heroine Anthem II: The Angel of Sarem, which released back in 2002 and 2003, respectively. As both of those games are rather old and obscure, it’s fortunate that Heroine Anthem Zero is set thousands of years prior, and thus requires no knowledge of the originals. Episode 1 features the story of Wanin, a young warrior of the Norse-inspired Uzato tribe that works as a Forest Keeper, patrolling the forest near his hometown for danger. He’s accompanied for the duration of the game by the fairy, Mormolia, who assists him in his duties. Most of the game follows the perspective of this pair, who are entertaining, if simplistic, in their writing. Wanin is a brave, capable warrior that cares for his sister, Naire, who has been chosen to serve as the maiden of an important ceremony in a neighboring land, though he’s also somewhat oblivious and foolhardy. The more perceptive Mormolia, on the other hand, is quick to anger, often insults Wanin for his obliviousness, and loves to drink. Unfortunately, there’s not much else to say about the story, as the main plot beats serve as apparent set-up for what comes, I presume, in Episode 2. And despite the short length, it does not feel particularly well-paced. Large amounts of story and exposition take precedence in the first few hours before turning the focus almost exclusively to gameplay broken up with smaller, lighter story beats for the remainder of the experience. To its credit, the game has some interesting lore. Story sequences are enhanced with great character art, as well as painterly illustrations put on display when characters speak of the myths, legends, and history of their land. The characters are all voiced in Japanese, and their acting boosts the experience as well. The bigger faults with Heroine Anthem Zero lie with its gameplay. As a side-scrolling action RPG, it generally controls well. Wanin can swing his sword in a basic combo as well as dash, double-jump, and scale vertical walls. But the combat overall is very basic and generally lacking in challenge, even on the standard difficulty. There are some enemies that can only be damaged by charging Wanin’s sword attack, and enemies can be stunned by sending Mormolia at them. Even the final boss, the most challenging encounter in the game, was little more than a battle of attrition. In fact, I didn’t die to any of the bosses in the game. What killed me far more often, and with far more frustration, was the game’s platforming. Relatively early on, the game introduces spiked vines that stretch across sections of the ground, walls, and ceilings. At that point, these vines are the single most damaging thing in the game and will knock off huge chunks of life every time you collide with one. The game also features instant-death bottomless pits, and while some are clearly obvious, such as when hopping across a rickety bridge stretched across a chasm, others very much aren’t. More than once, I hopped down a hole, thinking it might lead down to an underground cave, only to be met with the 'Game Over' screen. And if you die, you’re forced to retry from the last save point you accessed. Another issue comes from the game’s map and fast travel system. The map itself is of little use and does nothing to illustrate the actual landscapes. It simply indicates how sections in the zone you’re currently in are linked together. Once fast travel is unlocked, most save points will feature a character that will freely take you to most any other save point, but only within the same zone that you’re currently in. This means, for example, that it’s not possible to jump straight back to town from the western woods. But even then, there’s no real incentive to actually make use of the fast travel, as the fast travel character also doubles as the shop with all the best healing items and weapons necessary to beat the game. Possibly the most annoying moment in the game came during a dungeon that serves as the home of the few simplistic-but-required puzzles. In a large chamber, there are four switches that need to be pressed in order to open the way forward. Each of these switches are in turn blocked by gates that open via other switches, and these timed gates will close after a few seconds. After clearing all four gates, hitting the switches, and opening the door ahead, I backtracked to the previous chamber and used the save point, only to find on my return that the switches had all reset and the door ahead had closed, forcing me to redo the entire sequence. Having only played the game on the Switch, I have no idea how its technical performance compares to that of other platforms. Originally released in 2016, Episode 1 was published on the PC, PS4, and iOS before it made its way to Nintendo’s console this year. Aspects of some of the game’s menus feel tuned more for touch, though playing on a TV is just fine. The only real hiccup comes in the equipment menu, where there’s a strangely long, noticeable lag while scrolling through weapons or clothing in the inventory. The game also occasionally encounters odd hitches during cutscenes, and even during the end credits as different images are swapped in and out. For the most part, these graphic hitches aren’t that bothersome, but on rarer occasions, I’ve had similar hitching occur during gameplay. I’ve had to abort more than a couple of jump attempts because of an odd pause in the animation, though I can’t blame any of my deaths on this. On a more positive note, the music in Heroine Anthem Zero is a genuine highlight. The soundtrack, composed by Joe Chou, is comprised of some great music that fits the tone of the world and characters. Tonally, it reminded me at points of games like Valkyrie Profile, and even in the game’s most annoying moments, the music was one element that I always appreciated. Heroine Anthem Zero: Episode 1 feels like a mixed bag. I like the characters, the music, the world, and the general sense of the gameplay. But the pacing, platforming, and technical oddities frequently pulled me out of the experience. I can’t say that I didn’t have any fun, but had there been more polish and fewer annoyances, I could have had a lot more. Based on my experience, I wouldn’t rule out playing Episode 2, but I’d hope that it’s an improvement. Pros + Fun artwork and interesting, if simple characters + Great music and entertaining voice acting + Attractive and colorful artwork and graphics + Combat is in general lightweight and not stressful Cons + Odd pacing of story and gameplay + Annoying platforming with high-damage hazards and instant-death pits + Lack of responsiveness in some menus, and the map is near useless + Odd animation hitches occur every once in a while that can throw timing off while platforming Overall Score: 5 (out of 10) Average Heroine Anthem Zero: Episode 1 is a mixed bag with likeable characters, music, world, and general gameplay but is brought down by its pacing, platforming, and technical oddities. Disclosure: This game was reviewed using downloadable code provided by the publisher
  9. One of this year's most anticipated superhero games finally has a release date. Today Nintendo revealed that fans would get the opportunity to play as Marvel's most popular superheroes in Marvel Ultimate Alliance 3: The Black Order on July 19, exclusively on Nintendo Switch (through both retail and the Nintendo eShop on Nintendo Switch). The game's story pits Marvel's Finest against the villainous Thanos and his cohort, The Black Order, as they engage in a race to find the Infinity Stones before the latter can use them to unleash chaos on the universe. Along with iconic superhero mainstays like Iron Man, Captain America, Hulk, Spider-Man, and Wolverine, you'll also be able to play as other characters such as Black Panther, Deadpool, Doctor Strange, and even Spider-Gwen; all of which will have their own unique abilities and power sets. Also, in addition to playing through the story solo, you'll be able to play co-op with friends via local play or online play; the latter of which you'll need an active Nintendo Switch Online membership (which costs $20) in order to use. Despite the title's current exclusivity to Switch, it is currently unknown if this is a timed exclusive or a lifetime deal (Team Ninja is the game's developer). Square Enix's Octopath Traveler was exclusive to Switch upon its release last year but a Steam version of the game was announced recently, so we'll have to wait and see what happens with Marvel Ultimate Alliance 3. Source: Press Release
  10. Nearly a year after the final release of Shantae: Half-Genie Hero – Ultimate Edition, WayForward has announced that Shantae 5 is officially in development and expected to release later this year. No details have been revealed about Shantae's fifth outing just yet – apparently, even the name isn't set in stone yet according to WayForward's official Twitter account. However, the developer did reveal a piece of art and a tentative logo, which can be seen above. Shantae 5 will be released later in 2019 on PlayStation 4, Xbox One, Nintendo Switch, PC, and the recently announced Apple Arcade. Speaking of which, WayForward also revealed that a new title called Spidersaurs being developed exclusively for Apple Arcade. Not much is known about this title either aside from the fact that it is an action game being developed by the team that made Contra 4. One of the titular Spidersaurs can be seen in the first piece of art that was released with the logo as well. Spidersaurs is set to launch later this year on Apple Arcade. Source: WayForward (via Twitter - 1, 2)
  11. The classic Data East game Windjammers has had a massive resurgence in popularity in recent years, thanks to Giant Bomb raising awareness of the title during their many gameplay livestreams (you can check out the story behind that in this Waypoint article). So much so, in fact, that publisher DotEmu decided to grab the rights to re-release the original game and even produce a full-blown sequel. And while Windjammers 2 was originally announced in August of last year, we're only just getting our first official look at the gameplay in today's new trailer. Featuring some fast-paced, frenzied disc-flying action, the footage also provides a glimpse at the new players, abilities, and the game's gorgeous, hand-drawn visuals and animations. Check out the new trailer below. Windjammers 2 doesn't have a release date just yet but the game is expected to release in 2019 on Nintendo Switch and PC. Source: Press Release
  12. Many 3DS owners are likely familiar with Gunman Clive, a 2D action game with a Wild West theme that caught worldwide attention after it rose to the top of the Japanese 3DS eShop charts and was noted for its relatively inexpensive price ($1.99 USD) when compared to the game's high quality. The game’s developer, Bertil Hörberg, went on to develop a sequel and, more recently, the Gunman Clive HD Collection, which just released on Switch in January. Now Hörberg has revealed what his next project is, a game called Mechstermination Force. Like the Gunman Clive titles, this is also an action game though this time it has a unique twist: the gameplay is comprised of boss rush fights against giant robots. Hörberg describes it as a “mix of Contra and Shadow of the Colossus” and also mentions that the game is quite a lot bigger than the Gunman Clive titles, adding that this is the first of his projects where he’s hired additional people to help. Mechstermination Force is currently scheduled to release on the Nintendo Switch this Spring. Hörberg recently mentioned that the game has entered lotcheck (one of the last processes before a game releases, which involves certification) so expect a release date soon. Source: Press Release
  13. Though Yacht Club Games originally were planning to release their final Shovel Knight campaign, King of Cards, along with Shovel Knight: Showdown (the multiplayer competitive mode), an amiibo 3-pack (featuring King Knight, Plague Knight, and Specter Knight), and a physical version of Shovel Knight: Treasure Trove (the complete collection of every piece of Shovel Knight content in one package) on April 18, the indie developer has now announced one last delay for all of the content. The reason for this is because the team needs more time to polish off the gameplay and make sure everything is in tip-top shape before they're satisfied with the final result. As for the amiibo, Yacht Club Games mentioned that their functionality is tied to the launch of King of Cards, which means it only makes sense to release them when that campaign is ready to go. Due to all of this, Yacht Club Games is not announcing a new release date until they're certain of it, but insist that the delay should only push the release back several months. Here are a few other interesting tidbits that the team revealed: A new screenshot showcasing King of Cards reveals a brand new side-character named 'Traitorus,' who happens to be King Pridemoor's former advisor. Another King of Cards screen reveals what the world map looks like; quite a bit different from Shovel of Hope's. A new story screenshot shows Specter Knight rushing off to confront The Enchantress. King of Card's levels are shorter than previous Shovel Knight levels but are more numerous (with more than 30). At one point, Yacht Club wasn't sure if King Knight would fit on the 3DS due to his size, but that problem has since been solved. Words of Magic and 8-4 Games have helped translate the game into 9 languages now. In the meantime, stay tuned for a final release date for the rest of Shovel Knight's upcoming content. Source: Yacht Club Games
  14. Nintendo's Shinya Takahashi dropped a bomb on unsuspecting Metroid fans today via a short video on the company's Youtube channel, saying that Metroid Prime 4 would be delayed and its development restarted. Takahashi stated that Nintendo was not satisfied with the current state of the game and that it has "not reached the standards" they seek in a sequel to the Metroid Prime series. Thus, the game is being handed over to the series' former steward, Retro Studios, and development will be restarted. Metroid Prime 4 was previously being worked on by Bandai Namco Singapore. When will we next hear about the game, then? Takahashi stated that "it will be a long road until the next time we [Nintendo] will be able to update you on the development progress," indicating that it could be years. The last new game Retro Studios completed was Donkey Kong Country: Tropical Freeze in 2014, and it took about 3.5 years for that game to be finished after its predecessor, Donkey Kong Country Returns, released in late 2010. Considering Retro's average timetable for developing games, then, it seems likely that we may not see Metroid Prime 4 until 2022 at the earliest, especially if all previous development is completely scrapped. Former Retro Games Environment Artist Eric Kozlowsky revealed on Twitter that the company's former project may not be in production anymore if the studio has now taken on Metroid Prime 4 unless there are now two development teams. Retro had been rumored to be working on a racing title called Star Fox: Grand Prix, though the game had not yet officially been announced. In the meantime, legendary game designer Shigeru Miyamoto's famous words come to mind: "A delayed game is eventually good, but a rushed game is bad forever." Source: Nintendo (via Youtube)
  15. Digital versions of Nintendo's games seem to be showing up in more and more places for purchase these days and, as of today, Humble Bundle can now be adding to that growing list. Right now the selection features a mix of 40 different Switch and 3DS titles, from recent games like Super Smash Bros. Ultimate and the Pokemon: Let's Go titles to even Virtual Console titles like Super Mario Bros. and The Legend of Zelda. All titles are selling at their full MSRP, and none qualify for charity contributions either. Nintendo titles are eligible for the $5 discount you get with Humble Bundle monthly subscriptions, but beyond that, there doesn't appear to be much of a difference from any other retail store (online or brick and mortar). Humble Bundle has not stated whether third-party and indie Switch and 3DS titles will be offered at some point, so hopefully we'll hear more regarding that sooner versus later. Source: Humble Bundle
  16. Fans of niche Japanese games publisher NIS America might be aware that the company had announced a console port of RPG Maker MV for Nintendo Switch, PlayStation 4, and Xbox One in 2019. Unfortunately, it looks like you won't be getting your hands on it anytime in the next few months. NIS America announced today that it is delaying the title due to ongoing issues with the development and that it won't release until later in 2019 now. No details have been given regarding the development issues, but suffice to say that porting a game to consoles isn't always a clear cut process. RPG Maker MV originally released on PC back in 2015 and features the ability to upload and share your RPG creations with others. This new console version is slated to have twice as many assets, including brand-new voices, music, and lyrics; making it the most comprehensive version of RPG Maker to date. We'll be sure to update you on a new release date as soon as it's announced. Source: Press Release
  17. Harrison Lee

    Review: Flipping Death

    Developer: Zoink Games Publisher: Zoink Games Platform: Switch, PC, PS4, Xbox One Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game Flipping Death is developer Zoink’s newest foray into side-scrolling cartoon adventure games. Those who recall Stick It to the Man! are likely aware of the studio’s penchant for oddball humor and situational comedy. Flipping Death follows in its spiritual predecessor’s footsteps, adopting a similar tone and art-style. Does it do enough to stand out from Zoink’s growing library, or will you be left flipping Death off? Players inhabit the mind of Penny Doewood, a recently-deceased young woman with a love of the macabre and all things Halloween. Death, however, is not the end for our dear protagonist. The scene literally flips to a place called the Otherside, where ghosts, restless souls, and all manner of strange creatures exist. Penny awakens in this alien, yet familiar, parallel world and immediately earns a job from Death himself. It seems the Grim Reaper is tired of constantly taking lives, and craves a quiet vacation to the Moon where there’s nothing but blissful, peaceful solitude. Flipping Death tasks Penny with solving the various crises of restless souls all across the Otherside. From a ship captain who got caught cheating because of his boat’s name to vivisected superhumans craving revenge, the offbeat cast of quirky characters provides much of Flipping Death’s charm. To help the ghosts reach a satisfying rest, Penny must possess the bodies of the living on the other side of her new world. While inhabiting a living host, Penny gains access to whatever abilities that person has. Each of these abilities is crucial to solving Flipping Death’s bevy of environmental puzzles, but can also be used to complete side objectives that reward character art cards. The perspective shift can be a bit jarring at first, but you’ll grow accustomed to it as time goes on. What you may struggle to come to grips with are the platforming mechanics, which feel a bit loose at the best of times. The Switch’s small controller nubs only make the lack of precision all the more noticeable, though it likely won’t impede your progress that much. Using ghost Penny’s scythe to teleport and capture souls in order to possess the living takes some getting used to, but the controls eventually become second-nature. Flipping Death isn’t terribly difficult, but a few of the environmental clues and the sequence of characters needed to complete the puzzles may stump you once or twice. The game encourages a trial-and-error approach, though you may find yourself possessing characters out of order. Unfortunately, I did run into a bug that did not let one of the characters I possessed leave his office-space, forcing me to reload the level. The rest of the experience was largely error-free and enjoyable. Like Stick It to the Man!, Flipping Death’s visual presentation is wholly unique and engrossing. The cartoon-esque world is vibrant and full of teeming, creepy things scuttling in the backgrounds. Character models are well-designed and fully-voiced, lending a good deal of strong production value to the whole experience. The Switch port does seem to suffer some minor input lag and dropped frames every now and then, but it’s to be expected given the hardware. This is, by and large, a well-executed version of the game that I wouldn’t hesitate to recommend. I missed out on Stick It to the Man!, but Flipping Death is a great introduction to Zoink’s zany brand of humor. The writing is consistently strong, even featuring some genuine warmth amid the gut laughs. A few odd bugs here and there and some occasionally frustrating platforming mechanics mar an otherwise-strong game, but that shouldn’t deter you from wearing Death’s mantle once again. With the Halloween season nearly upon us, there’s no better time to get spooky and take a trip to the Otherside. Pros + Well-written and genuinely funny + Beautiful art style and great audio production + Fun puzzles and a vibrant game-world Cons - A little buggy at points - Platforming on the Switch can be hit or miss Overall Score: 7.5 (out of 10) Good Flipping Death is a brief, but very enjoyable journey through the spirit world. Its puzzles, artistic vision, and sense of humor are all on point. You’d do well to give this macabre world a look. Disclosure: This game was reviewed using downloadable code provided by the publisher
  18. Happy Thursday, everyone! Come swing by the #Twitch stream and enjoy another night of #MarioKart8 and chill jams. It's gonna be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  19. Time to race fast and play some chill tunes! Come hang out on the #Twitch stream and watch some more #MarioKart8! It's going to be a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  20. Harrison Lee

    Review: The Lion's Song

    Developer: Mi'pu'mi Games Publisher: Mi'pu'mi Games Platform: Switch, PC, iOS, Android Release Date: July 10, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game When I played The Lion’s Song, I felt one thing: warmth. The diminutive point-and-click adventure, set in early-20th century Vienna, is a sepia-toned love letter to the creative process. If you’re a fan of art, or an artist yourself, The Lion’s Song may resonate with you more than most. The game is divided into four chapters, with the first three focusing on the lives of several European musicians, painters, and mathematicians. If you enjoy your games with a healthy dose of atmospheric presence and history, then stop reading and snag The Lion’s Song on Switch or PC right now. The first chapter focuses on musician Wilma, who struggles with anxiety and dissatisfaction with her work. Wilma also happens to long for her mentor, a composer who seems to be blissfully unaware of her attraction to him. To get away from the hustle and bustle of Vienna, the mentor sends Wilma to a secluded cabin in the mountains in order to help her compose a masterpiece worthy of her talents. The process is not without conflict, and Wilma spends much of her time in the cabin seeking inspiration and grappling with her inner demons. Unlike most point-and-click adventure titles, The Lion’s Song is restrained with its use of interactive elements. Wilma’s cabin, for instance, only features a few useful objects or sights to select. The more important aspect is the outcome of the cabin stay, and the success of Wilma’s trials is conveyed through the small snippets of music that play when she feels inspired by something. Quietly, there are several narrative decision points that occur, but none that feel obtrusive or have obvious consequences. The plot seems to chug along, regardless of the decisions you make. The other chapters intertwine with Wilma’s story, and with each other. The plot threads that come together feel natural and expected, though I won’t spoil them for you. Suffice it to say that Vienna feels a bit smaller and more intimate, despite its obvious urban sprawl. The final chapter reveals what happened to each character over time and closes out the personal stories nicely. If players so choose, they can also change the decisions they made in the other chapters and see the resulting dialogue outcomes. It’s a nice option to have, though I opted to stick with the plot decisions I’d made previously. Vienna is as much a character as the artists and feels vibrantly alive despite the limitations of the environmental art. Through clever sound design, a well-composed soundtrack, and a pseudo “slice of life” depiction of each artist, Vienna is colored between the narrative margins. It allows the scenes to feel expansive and full, even if the screen only shows a small grouping of characters at any single time. You get a small sense of what it might have felt like to be in a Viennese ballroom, sipping tea with Gustav Klimt and schmoozing amongst the local avant-garde art critics, or attending a massive concert hall during a violin performance. The Lion’s Song is a joy to look at, with the beautiful sepia hues adding a vintage feel to the scenes. Much like the artists and thinkers depicted within, the game’s art is expressive and well-crafted. It made me want more of it, and I wish The Lion’s Song had more chapters. Your time with Vienna will be all too brief, but it’s a pleasure while it lasts. You’ll feel the pain of failed innovation and the triumph of a creative vision realized. The Lion’s Song is a beautiful game, and the time required to experience Vienna’s atmosphere is minimal. It’ll leave you longing for a European art expedition, even for those who aren’t dedicated art fans. The creative struggles each character endures are humanized and relatable, especially for anyone who’s tried to innovate or create. If you’re the creative type, The Lion’s Song is a must-play experience. Pros + A charming, beautiful adventure filled with warmth + Relatable, well-realized characters + Great sound design and music + Vienna is well-realized in small snippets Cons - It ends too quickly! Overall Score: 9 (out of 10) Fantastic If you’re a fan of classic point-and-click adventures, art, well-written stories, or all of the above, you owe it to yourself to see what The Lion’s Song has to offer you. Disclosure: This game was reviewed using downloadable code provided by the publisher
  21. Another night of #MarioKart8?! Heck yeah, let's morph into action! Come swing by the #Twitch stream and have a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  22. Happy Sunday people! Let's get another night of #MarioKart8 racing fun going. Come swing by and jam out to some more Japanese jams, hang out, and relax! ROYZYABOY! https://www.twitch.tv/royzoga123
  23. Another night of #MarioKart8 is here! Let's jam out to some Japanese tunes from the 80's while we grind those online races! ROYZYABOY! https://www.twitch.tv/royzoga123
  24. barrel

    Review: Dead Cells

    Developer: Motion Twin Publisher: Motion Twin Platform: PS4, Xbox One, Switch, and PC Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the PlayStation 4 version of the game By being clearly inspired by numerous rogue-lite and Metroidvania titles, or to use its own preferred nomenclature of 'RogueVania', it can certainly be tempting to write Dead Cells off as just another one of those. However, Dead Cells is not content with simply paying tribute to iconic titles. There is an impressive sheen to nearly every facet of its gameplay that not only separates itself from its various contemporaries but also makes it so easy to get lost in the experience, even when it was in an Early Access state last year. After being constantly iterated upon, such as adding new levels, weapons, abilities, and plenty more, Dead Cells is now confident enough to consider itself a full product while also finally letting console owners in on the action as well -- and for great reason. The game quickly drops the player right in, quite literally, as an amorphous green sludge falls from the ceiling and reanimates a fallen humanoid vessel. This eerie landscape becomes one of the closest things to a home, especially after a failed run. Players will soon enough find themselves scrounging whatever tools they can to hopefully overcome their fierce enemy and environmental opposition as they uncover the mysterious depths of Dead Cells' world. Regardless of its moody world-building and sparse bits of lore (like a certain From Software series), however, Dead Cells absolutely thrives on its stellar combat-focused 2D gameplay above all else. Whether one is swinging a bulky axe, firing a crossbow, setting up a bear trap, or using hardly subtle nods to other gaming properties (like "Valmont's" whip), the underlying theme is that its huge offensive toolkit has a satisfying power behind it in the right hands. Little details like being able to roll-cancel or shield parry (if it's equipped) out of nearly every animation makes combat feel rather fair too, even though a specific run may not be generous in yielding one's favorite weapons or skills of choice and thus forces them to try out different ones. To help makes its multitude of weaponry and skills more digestible, Dead Cells divides them into the three in-game stat categories of Brutality, Tactics, and Survival, each of which can be strengthened by obtaining scrolls that are scattered across different levels. Despite the categorization simplification, there is a surprising nuance to each style like when picking 'mutation' passive abilities after completing each level. For example, Brutality can take the most advantage of a mutation that increases damage against an enemy suffering from a status ailment while someone specializing in Survival can regain more life per enemy kill. It is very enjoyable to watch once terrifying bosses/enemies quickly melt due to utilizing a smart synergy of mutations/weapons in addition to getting better and better at the game. For as thoroughly entertaining as Dead Cells is with its raw combat, the main reason why its addictive gameplay pull is so strong is because of how it wisely borrows and improves upon Rogue Legacy's overall structure. Rogue Legacy's most welcome contribution to "RogueVanias" was rewarding a player gradually in the form of unlocked blueprints for new abilities or various other conveniences after a failed run. Dead Cells technically does the same thing (while adding many new weapons too), yet the feedback loop is far more consistent by doing so after each completed level. This constant dopamine fix, in spite of the harsh difficulty at many times, also extends to its many branching level paths where thorough exploration can unveil some invaluable permanent upgrades like a quick wall run or a destructive ground pound that opens up the experience that much more. Amidst such incredibly tight gameplay and level design, Dead Cells' greatest blemish actually resides in its technical performance, which still often holds up rather well. Generally speaking, Dead Cells evokes a 2D sprite art feel with chunky pixels (mainly regarding enemy dismemberment) and smooth animations despite technically being rendered with 3D assets. Unfortunately, its key technical slight on PS4 happens mid-level where there is a brief stutter that seems to outright skip frames of animations before going back to the normally buttery smooth gameplay performance and this happens every few minutes. While I never encountered this problem during the mean boss fights, even after a successful hard mode run, I could see the visual hiccups being distracting enough to cause an untimely demise in more chaotic combat moments, so hopefully it can be cleaned up via patch soon. Dead Cells has the uncanny ability of being able to cherry-pick aspects from so many other games and have one be totally fine with it. Because, instead of instilling fatigue, Dead Cells far more often impresses the player by how masterfully realized just about every facet of its core design ends up being. Everything from the skill-based combat that is a total bliss to control, a highly-rewarding structure that accommodates a wealth of different player styles, and plenty of secrets to uncover creates a fiendishly addictive game experience that players will more than struggle to break from the "...just one more run" mentality it so actively encourages. Pros + Fiendishly addictive structure that encapsulates the 'just one more run' mindset + Incredibly tight, responsive combat that accommodates a huge wealth of different playstyles + Branching paths, many unlockables, and the improvisational nature easily makes no one playthrough the same + Stylish aesthetic with moody environmental backdrops Cons - Weird occasional visual stutters mid-level can be distracting Overall Score: 9 (out of 10) Fantastic Dead Cells does not shy away from a familiar "RogueVania" template, but rather chooses to do it so well that players will be hard-pressed to justify dividing their time when Dead Cells is that much more satisfying and rewarding to actually play Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
  25. Morphing into another night of #Twitch streaming with some #MarioKart8! Come hang out and have a morphenomenal time! ROYZYABOY! https://www.twitch.tv/royzoga123
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