Indie Game Spotlight: Yu-Gi-Oh The Dawn of a New Era

Yu-gi-oh The Dawn of a New Age is a unofficial Konami game, that allows you to play the official trading card game online, made by The Kaiba Corporation. It’s absouletly free and offers a massive, and I mean massive, card library. You can customize a lot of different things as well, from your card sleeves to the background when you battle. I have been spending a lot of time playing this lately and it’s  pretty solid.

This game has some problems of course, but it is pretty impressive for not being finished and being absoultely free. It has pretty much every card in the game in the available library and you can add card to the deck and use them for free, which makes the game all about the spirit of the game rather than money. ( A huge positive for me.) Unfortunately because of that, Konami could take it down at any time. I’m really hoping it doesn’t happen. yugioh

Everything in this game is customizable. You can customize your background, card sleeves, everything all the way till your attack symbol. I really enjoy how much customization the game offers.

Now I’ll discuss some of the problems with the game. Not all of the cards work properly. The built in game system  doesn’t realize that some cards only last for one turn. It has a no banlist mode which is fine and dandy except for the part for it ignores the card limit list as well (35 pot of greeds, here comes Exodia!) Another drawback of the game is connectivity issues. I might try to duel someone and it sometimes won’t let me connect to the host which is kind of a bummer. yugioh-duel

Lastly, some quick positives to finish up. The game automatically records the duels for you and asks you at the end of each duel if you would like to save your replay. The Kaiba Corporation has a youtube channel and encourages players to send in their replays.  If they like they match they will upload it on the youtube channel. All in all, if you are a fan of the trading card game you should download it for your computer and give it a try!

 

Retro Throwback – Arcanum: Of Steamworks and Magick Obscura

I have a serious love/hate relationship with Arcanum: Of Steamworks and Magick Obscura. I enjoyed so much about this game that “hate” seems like a strong word, but no other word quite describes the frustration and anger I felt while trying to complete this tragically unfinished masterpiece. Luckily there are a few unofficial fan-made patches and mods that attempt to piece together missing content and allow the game to be played at a higher resolution on modern computers. If you have the patience to overlook some serious flaws, Arcanum is an amazing steampunk-versus-magic adventure RPG. I don’t believe any game is more deserving of a remake.

 

Arcanum: Of Steamworks and Magick Obscura

System:
PCarcanum_cover_copy

Developer:
Troika Games    

Released:
Aug 22, 2001

Price:
$5.99
(Steam & GOG)

 

Gameplay:

Arcanum is an experience you won’t find elsewhere. Humans, Elves, Dwarves, Orcs, and many other races coexist in a land full of magic and machinery. The arcane arts and technology are naturally at odds. Too much magic causes everything mechanical to malfunction. Machines cause magical forces to weaken considerably. This causes conflicts between emerging industrial nations and the ancient magical kingdoms leading them to the brink of war. Meanwhile, a dark cult secretly plots to reawaken an ancient evil upon the land. The player’s journey beings amongst the fresh wreckage of a zeppelin. You are approached by a seemingly religious acolyte who claims that the crash was part of a prophecy and that you are a reincarnation of an ancient hero. What you choose to do with that information is up to you.

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Before the game begins, you are presented with an impressive character creation screen. You have the chance to experience the game through the eyes of a human, elf, half-elf, half-orc, half-ogre, halfling (basically a hobbit), or dwarf. Whichever you choose will have an effect on gameplay. Most races are often a bit racist toward each other. Gnomes are generally accepted by other races, half-orcs are hated by everyone, elves are snobbish and most races dislike them, humans are viewed as short-lived and naïve, half-ogres are dumb brutes, dwarves are traditional and generally keep to themselves, and halflings are stealthy hobbit-like tricksters. All of these are stereotypes, however, and the player can choose to defy these characteristics and develop their character to their preference.

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Aside from race, you can choose to develop the usual RPG-type skills such as willpower and strength. Beauty is also an upgradable stat that will determine an NPCs initial reaction in conversation. Charisma is crucial to weaker or less combat-oriented characters because it determines the amount of followers you can have simultaneously. This also affects which dialogue choices you can choose from when chatting with the numerous NPCs. Intelligent characters will also be able to choose more intelligent dialogue options. You also have a wide selection of backgrounds to choose from. Some are restricted to specific races and range from things like having a sheltered childhood, being a bandit, or even a Frankenstein’s monster type character. I made an elf who sold their soul to gain more magical aptitude. The downside was that I always had a -20 alignment, could never truly be a “good” character, and NPCs often hated my guts. It was great but being treated like scum by every NPC got a little old, so I supplemented with persuasion and beauty.

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Another awesome aspect of Arcanum is the choice between magic and technology. Some races are more naturally inclined to tech and others are natural magicians. There are 16 colleges of magic, each containing five spells. Not only can you choose to be a mage but you can also choose which colleges to specialize in. This encourages all kinds of different character builds. Some colleges are more suited for offense, some for defense, and others are cosmetic or better used in social interactions. I enjoyed dark necromancy which gave me the ability to communicate with the spirits of the dead (even the spirits of my victims!), raise undead minions, and even completely quench the life force from a foe.

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On the other side of the spectrum, technology has 56 different degrees to learn within 8 different disciplines. The player can utilize these skills to craft guns, armor, steampunk-inspired gadgets, grenades, and even robotic allies. I found the tech route to be more complicated, but equally (if not more) rewarding by endgame. There are also basic skills that magic and technological characters both can enjoy like persuasion, gambling, and healing. I love character creation. The only thing I wish would have been included is appearance customization. The character sprite is based on race, gender, and clothing only. Even so, I’ve never enjoyed experimenting with characters builds this much in any other game.

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Combat in Arcanum can be played be turn based or real-time depending on your preference. The combat animations were very choppy at times. Turn-based combat sometimes would get stuck and a turn might never end. There are plenty of melee and ranged weapon options to choose from and each felt pretty balanced. Some weapons and armors required a certain magical or technical aptitude in order to receive all the bonuses they are meant to grant characters while equipped. There are magical armors and weapons for magic/melee hybrids, mechanical armors and guns for the tech-warrior hybrids, and plenty of standard weapons for those who decide to abstain from both. It is also possible to complete the game without any combat skills at all by leveling up your charisma stat and collecting followers to act as bodyguards during your adventure to do all the fighting for you. Guns are initially hardest to manage because they require ammo and technical aptitude to function correctly. Magic and melee are both roughly equal in power. Regardless of which kind of character you choose, you’re going to need a way to combat the tons of monsters, thieves, animals, and demons you might encounter along the way.

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The most interesting and enjoyable aspect of Arcanum, in my opinion, is definitely it’s lore and setting. The blending of steampunk and magic just goes together so well it feels natural. You will explore vast ruins, large industrialized cities, small towns, and many different cultures in this giant nonlinear open world. While exploring these exotic locations you may uncover sinister conspiracies, extinct ancient cultures, inhumane working conditions, and all sorts exciting controversial situations. Just remember not to skip the side quests because many of them are far more than simple fetch quests and have stories of their own or help the player uncover the secrets of Arcanum’s rich history. You are also likely encounter loads of secret areas and easter eggs as you traverse between different coordinates on the map screen. A few companions have their own quests and voice acting, but some only serve as pack mules and never have anything important to say (if they have any dialogue at all after recruitment!) Each playthrough will be a unique experience and leave you craving for more. That is, if you can work past all the bugs and crashes.

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Final Judgment: 80%

I would love to give this game a perfect score based on pure nostalgia. Unfortunately this game feels totally unfinished, unpolished, and buggy. The game crashed to desktop at random and quite regularly. Without any kind of autosave feature, this caused me to lose progress constantly. If you’re a RPG regular it should be common sense to save frequently, but consider this a fair warning if you decide to tackle Arcanum. At one point I had lost roughly three hours of playtime and it was absolutely devastating. The various quest bugs are another good reason to save constantly. The unofficial patch does a great job of fixing many of the bugs, but I still encounter quite a few issues due to the game being unfinished. There was just so much potential and so many great qualities in this game that I can’t bring myself to rate it any lower. This is one that will definitely be hit or miss, but I still urge all classic RPG fanatics to give this gem a try. Definitely a “diamond in the rough”, but a diamond no less.

Pros:

  • Amazing setting
  • Rich lore and storyline
  • Fantastic character creation
  • Great character progression
  • Choices matter
  • Multiple endings
  •  Interesting characters

Cons:

  • Full of bugs (mostly fixed with unofficial patch)
  • UNFINISHED
  • Choppy animations
  • No appearance customization (skin, hair, etc.)
  • Some very underdeveloped followers

 

Aurum Dust and their upcoming game, Ash of Gods: Redemption

Aurum Dust has been hard at work with a story of Angels reigning chaos on Earth as told with a Rouge-like narration within a turn-based RPG setting. nikolay-bondarenkoAny character can die, even major ones in an unforgiving manner. Ash of Gods: Redemption was conceived with ideas presented by Fantasy Author Sergery Malitsky, and blends elements from such games as The Banner Saga, Darkest Dungeon, and Dark Eye Blackguards for a story-driven  game concerning moral choices and ambiguity of their effects. Today we get to sit down with Nikolay Bondarenko (CEO of Aurum Dust) and talk about Ash of Gods: Redemption and what the future holds for them.


 

SGR – What was the thought process behind Ash of Gods: Redemption? What sparked the idea to make it based around moral choices and their effects?

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Nikolay –  For the last 9 years, I was very interested in matters of moral-ethic choices. Why do people make one or another complex decision? Why do people divide everything around them on “good” and “evil”? Why do they save children, while neglecting the old men? In 2008 when I worked on the project Cradle of Magic (the game for social networks which gained millions of players all over the world), I was captured by the idea of the conflict based on the rejection of the consequences. I have seen it as the presence of special zones in the game, the zones where you can pray and receive a huge free bonus for that. Each of such actions enhanced the boss of the zone, who, sooner or later, will break out and destroy everyone. At that moment this concept has turned into the beautiful idea (I still think that this idea is beautiful) of a turn-based strategy mixed with a card game RPG. By that moment I was a professional game developer for 8 years, and already overgrown the idea of “do my own MMORPG”. We already finished working on the design document and began to create concept arts when the world financial crisis had buried that project. At the same time I’ve discovered the books by Sergey Malitsky and plunged with astonishment into the worlds, where characters faced both of the questions which were on my mind: the complexity of moral choices and ambiguity of subsequences.

 

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SGR – With many games moving from a turn-based strategy to a completely different battling system, such as the Final Fantasy VII remake for instance, what is going to draw the attention of RPG fanatics to your game? How is your battling system going to work?

 

Nikolay – We’re making the turn-based combat system in attempt to combine and organically use two different types of game mechanics: the classic turn-based combat and card RPG. The strategic part of the battle will be defined by cards while the tactical part will be defined by units’ behavior on the field. We want to create the battling system that would look attractive as in single player campaign as well as in multiplayer. For instance: you can rely on the cards and attack the superior forces with a small team, or ignore the cards totally and fight using only units. Or you can successfully combine these two strategies. In fact, these two elements are defining the meta gameplay around your personal style of playing.

The second moment is about emotions. They are the main thing we are eager to express: you should feel that you’re dominating on the field and you should in one turn destroy the same feeling of your opponent. For instance, the accurate throw of the “Sacrifice” card (which kills on of your units but significantly increases the attack of the rest) allows you to break your opponent’s entire strategy. He will scream into the monitor: “You’re the fucking asshole!”. Currently we are working on the 4th version of the battling system, experimenting with the rules and playing with people whose opinions are important for us. The focus group by now consists of 104 gamers who mark turn-based strategies as their favorite genre. These are the people of different ages, from different countries. These are the people of different ages, from different countries. Their active response gives us a feel that our combat system will be interesting and make the game highly replayability

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dorpkhalSGR – Can you give us a run down of the Protagonist in the Game what their story is? What feelings do you think your audience will have towards the Antagonist?

Nikolay – This question is crucial and very complex, but I will try to clear it. There are 4 major characters in the game (only 3 of them are playable in the 1st part, as Redemption is just a beginning of the planned trilogy) as well as 2 obvious and 2 not-so-obvious fractions which are leading their own politics in the world of the game. One of protagonists is intended to be an example of situation when ideal and perfect man (ideal and perfect from the point of view of Western morality and system of values) becoming the real moral monster. The sequence of events which are preceding this transformation, always offers a dilemma of a “minor evil” and “personal against common”. This character will help you understand how the way of compassion leads to the abyss of repulsion.

The second protagonist showcases that inhumans (in our modern understanding of the term “humanity”) often can behave themselves better than humans. This part of the story demonstrates that compassion and social environment are very important for the people to remain people.

As to antagonists, this is the most complex part of the story. I hope, we’ll manage to show that most terrible and repulsive deeds can have very reasonable and serious base under them. One of the major characters is one of the main antagonists. So we’ll show in the game both sides of the story.

 

SGR – What are the differences in developing a game where the Player has such an impact on the story overall compared to one where the story is more linear based?

 

Nikolay – You have to control each point of the story’s embranchment. This project has some points when the major characters may die. Or the situation when sequence of choices may lead to death of whole party because of wrong resource management. Resources affects your behavior in the story. For instance, we have no shops: each merchant is an individual person. When you need something from him, you have to decide: would you spend your last coins to buy what you need or just kill this man and take his goods. Or the phrase on which you will react with certain manner may provoke one of your companions to reckless behavior and even the death. Every such aspect makes calculate: how many animations should we create for the game to save all the story with the same amount of choices that we have planned – and at the same time fit into budget we have. I suppose that the most frightening thing for us is the fact that by now we have the main plot and 11 chapters ready – the story is branches and changes right now, in our hands. Every time when we complete the episode, we deprive ourselves of opportunity to change anything concerned to it in the future. It’s probably the hardest part of our job.

 

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SGR- What RPG elements are going to be present during Ash of Gods: Redemption and what type of enemies and boss fights can we expect to engage in? With this game having a co-op aspect how does that change the overall game play?

Nikolay – In fact we have the “all against all” type of war here, but if I have to highlight one certain fraction, it is the Northern kingdom of Friza which have started the military conflict that lay in the base of the story. Another significant hostile fraction is the race of Ensa, mysterious warriors from another dimension. They act in cooperation with Friza or by themselves. Some of bosses are: the Reaper named Atraah, who stands behind the military part of Frizian conflict and Reaper named Dorpkhal, who initiated beginning of the war from the South.

We are eager to add a separate multiplayer mode, which would be with single campaign by leveling and characters. In fact, this is “a game within a game”. We will actively develop it in the following year, by now it’s just a set of concepts easily connected to each other.

The RPG elements represented in Ash of Gods are following. Individual leveling of the characters. Management of one global resource – the strix stones. Surviving of the whole party depends from these stones, so you have to decide how to allocate them inside your team. You will literally decide who of your friends will live and who must die for lives of the others. The journeys. Movement takes time. While moving forward you’re spending the strixes to protect your characters from the plague which was sent by Dorpkhal the Reaper (if you’re playing for Torn Brenin’s party) or from Atraakh’s curse (if you’re playing for the party of Lo Pheng). If you pick the 3d protagonist of the game – Blans – than you have to decide how the story will basically turn. For instance, you may define, would Torn Brenin be executed in one of the game’s episodes, or not. Also our game includes such elements like team management, healing of party members, dealing with merchants, card pack management, searching for the new cards and enforcing of them.

 

 

avatar-03-199x300SGR – After participating in a Beta match yesterday I was able to experience how in-depth the Turn Based Strategy aspect of the game is, as well as how unforgiving making a wrong move can be. Even though it’s still in development do you have any future ambtions for Ash of Gods:Redemption after it’s been launched , such as DLC or maybe a prequel/sequel? 

Nikolay –  Ash of Gods: Redemption  is the just the first part of the whole story. Since the game consists of several parts: single-player with its own story and the multiplayer – we’re planning to release several DLCs for the web part, including new characters, new modes and rule sets for the battles, new maps. As to the story itself – by now we have no idea how to do it better and we will discuss this matter with publishers and community. Whether we should divide the story to DLC parts as Telltale Games is doing it, or release each part separately – given the fact that each such part contains approximately about 8 hours of gameplay.

 


Ash of Gods: Redemption is currently still in the stages of development, but  I was still able to particapte in a prototype of the battling system to get a first hand experience at what it will be like.

Super Game Reviews will be having our Indie Game Spotlight feature Ash of Gods: Redemption, be sure to stay in tune for more from Aurum Dust!

November 2016 Xbox Games with Gold and Playstation Plus free games

November’s Xbox Games with Gold lineup has been revealed. The lineup includes 4 games in total, 2 titles for the Xbox One and 2 that are available on Xbox360. As usual, Xbox One owners will have access to the entire lineup of games, while 360 owners will only have access to two of the titles. Two of the titles are also timed releases, not becoming available until the 16th of November. Here are the titles Xbox Live Gold subscribers can look forward to this month.

Xbox One Games:

Super Dungeon Bros

Super Dungeon Bros is a dungeon crawler/hack and slash with a cartoonish theme. The game utilizes a 3/4 view, like many other games in the genre. It was developed by React Games and initially released in 2015. It will be available for download the entire month of November.

Murdered: Soul Suspect

Murdered: Soul Suspect is a mystery adventure game that incorporates stealth elements in the gameplay. It was developed by Airtight Games and initially released in 2014. The game will be available for download November 16th.

 

Xbox 360 Games:

Monkey Island: Special Edition

Monkey Island: SE is a remakes of the classic PC point and click game, The Secret of Monkey Island. Remastered by Telltale games in 2009, this game will be available for download from November 1-15th.

 

Far Cry 3: Blood Dragon

Far Cry 3: Blood Dragon is a first person shooter that takes place in a 80’s movie style post-apocalyptic world. A stand alone expansion to Far Cry 3, the game was developed by Ubisoft Montreal and initially released in 2013.


Playstation Plus subscribers have a few games of their own to look forward to this month. The lineup includes games for Playstation 4, Playstation 3, and the Playstation Vita. The titles are available to download for Playstation Plus subscribers for the entire month of November.

Playstation 4 Games:

Everybody’s Gone To The Rapture

Everybody’s Gone To The Rapture is a story-heavy game that takes place in a fictional town in the 1980’s. It was developed by The Chinese Room and initially released for PS4 in 2015.

The Deadly Tower of Monsters

The Deadly Tower of Monsters is an arcade style top-down shooter. It was developed by ACE Team, and initially released in January of this year.

 

Playstation 3 Games:

DiRT 3

DiRT 3 is  a rally racing game. It was both developed and published by Codemasters, and initially released on both Playstation 3 and the Xbox 360 in 2011.

Costume Quest 2

Costume Quest 2 is an RPG with a turn-based battle system. It was developed by Double Fine Productions and initially released in October 2014.

 

Playstation Vita Games:

Letter Quest Remastered

Letter Quest Remastered is a remake of Letter Quest:Grimm’s Journey. It is a unique RPG in which the player must spell words to perform attacks.  It was developed by Bacon Bandit Games and initially released in 2014.

Pumped BMX+

Pumped BMX+ is an arcade style trick-based BMX game. It was developed by Yeah Us! and initially released in 2015.


 

That concludes the lineup of free games for console owners for the month of November. While many of the games are lesser known, they are definitely worth trying out. Best of all, they’re free! (as long as you are subscribed to the respective service) With winter right around the corner, it’s definitely nice to have some new games to try out while I’m huddled up in my home. Stay warm, and happy gaming!

Sony Announces New Pro Controllers

Sony unveiled two variants of pro controllers today on their blog site. The two controllers are being developed by Razer and Nacon and are both officially licensed by Sony. While a an exact time hasn’t been revealed, an estimated time for release is scheduled for the holiday season.

As evidenced by the image, the controllers are geared towards an eSports consumer base, with Sony themselves saying the word several times in their announcement. This isn’t the first time either company has dipped their toes into the gamepad market. Nacon is currently selling two on their website, as is Razer. But this does mark the first time either company has made gamepads specifically for home consoles, and the result is interesting to say the least.

Razer’s Controller:
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Immediately noticeable about Razer’s take on the controller is the inclusion of microphone/headphone options on the bottom of it. While a lot of headsets these days come with these options built into them, it is a nice inclusion for those with a lesser headset, or even the one that comes with the console itself. Most of the controller is a solid black, except the analog sticks and (what appears to be) hand grips on the back, They are blue, and in line with blue and black theme Sony has with it’s console and brand in general.

Here are the announced features taken from Sony themselves:

  • Two extra bumpers and two extra detachable triggers
  • Built-in control panel on the front of the controller
  • Trigger-stop switches and hair trigger mode for ultra-fast trigger responses
  • Two custom profiles which you can instantly switch between and modify
  • 3.5mm headset jack and dedicated headset volume and mic mute controls
  • Detachable analog stick rubber caps which provide extra grip during intense gaming sessions
  • Compatibility with all PS4 systems via the braided 3m-long USB cable – detachable for easy storage

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Nacon’s Controller:

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Despite this controller being licensed by Sony, it has a design more akin to an Xbox controller, which took its design cues from the late and great Gamecube controller. The analog sticks seem to be slightly different sizes from each other, and the d-pad is absolutely huge; most likely to accommodate die-hard fighting game players. It is also unclear whether the blue around the analog stick well is an LED light or just plastic. It also follows the black and blue theme, though not as much as the Razer controller does.

Here are the announced features taken from Sony themselves (again):

  • 46° amplitude dual analog sticks, enhanced with innovative firmware for advanced eSports accuracy and reach
  • Four extra shortcut buttons
  • Eight-way directional pad
  • Four custom profiles – all configurable via the companion PC application, enabling players to re-map buttons, assign macros to the four shortcut controls and adjust analog and trigger sensitivity
  • Two internal compartments with six additional weights – for a tailored balance and feel
  • Compatibility with all PS4 systems via the 3m-long secure connection USB cable – detachable for easy storage

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Conclusion:

One thing that needs to be addressed with these controllers is the fact that they are wired. In a competitive environment, with a lot of controllers being on in the same vicinity as each other, Bluetooth has been known to fail. The wires can actually be removed, but it is unclear as to whether or not they will work in a home environment via Bluetooth.

While there is no announced price for these controllers, it’s probably safe to assume they will rival or match the Xbox One Pro Controller. If you are on a professional gaming team, or just want to be able to adjust your controller to what is most comfortable for you, be on the lookout for these controllers this upcoming holiday season. You can also sign up for updates on the Razer controller right here.

 

Indie Game Spotlight: Aragami

As a huge stealth adventure game fanatic, I’ve been waiting for a new experience. The Hitman games are excellent, but I generally prefer games that take place before the invention of the modern firearm. I’m not saying headshots can’t be extremely satisfying, but nothing is quite as exhilarating as stalking an unwary foe before silently dispatching them with your blade; ninja style. Aragami (originally named Twin Souls: The Path of Shadows) takes it one step further by granting you the ability to create and control shadows. Will you use your newfound powers to become a spirit of vengeance? Or become one with the shadows and infiltrate without leaving a trace?

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System:
PC, Mac OS, PS4

Developer:
Lince Works

Released:
October 4, 2016

Price:
$19.99 on Steam

Gameplay:

The journey begins as the player is summoned into existence as a shadow spirit by a young white-haired sorceress. As her minion, you are sent forth in search of various items in order to exact revenge on her enemies and save a damsel in distress. You will traverse a mysterious Asian-inspired land and encounter a handful of different enemy types. Aragami (literally) forces you to utilize your unique skill set to remain undetected, defeat foes, and overcome obstacles. The view is third person, similar to the view in the Hitman series, and the powers were reminiscent of the skills used in Dishonored.

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As a shadow spirit, you possess the ability to teleport between and areas that are covered in darkness and to create shadows to conceal yourself. Eventually you acquire other abilities by collecting hidden scrolls. There is no experience or “leveling up” so a stealthy character will have the chance to unlock the same amount of skills as a violent character. Awards are granted at the end of each chapter for eliminating all enemies, staying completely undetected, or leaving no casualties. This can be tricky, because even when in complete darkness, you still aren’t completely invisible to enemies. After collecting these scrolls, you must choose which abilities to unlock. If you decide to go the violent route, I suggest purchasing the ability to dispose of bodies first. Pure stealth characters might prefer the ability to see through walls or even the ability to temporarily become invisible. I enjoyed my violent playthrough but the ending made me reconsider some of my actions.

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Aragami’s art style is one of its biggest strengths. Although the sun has gone down and the land is dark, the color palette is surprisingly bright and colorful. The graphics are very cartoonish and the animations are nice and smooth. The player dons a red cape that turns black when he is covered in darkness. The symbols on the cape represent which power is selected and how many uses are remaining. This is very convenient, saves space, and requires less bars and icons on the HUD. I felt very immersed in this mystical realm while zipping between shadows and luring enemies to their untimely demise.

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Being a shadow spirit is great for stealth but makes open combat a problem. Especially when your enemies are equipped with light infused weapons that kill you in one blow. Swordsman can launch a light wave from their blades and kill you from a distance. Archers will shoot you with light arrows that might alert enemies to your location even if they don’t land a direct hit. Each new enemy type adds a new layer of difficulty but there were so few variations that it became somewhat repetitive roughly midway through the journey. Toward the end of the game you encounter a few bosses. Each boss will test your skills in different ways and require different tactics to defeat. Unfortunately, there are also very few bosses to face in battle.

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Final Judgement: 78%

I really enjoyed my time playing Aragami despite the flaws. The scenery and character designs were amazing, and I really enjoyed the smooth gameplay. Mastering each skill was a lot of fun. After only an hour or two into the game I already felt like a true master shadow ninja. The biggest issue for me was that the game lacks the ability to climb or jump. Teleporting does the trick but it just feels very strange playing as a ninja who can’t jump. Additional bosses and enemy types would have also been a huge improvement. Other than those few issues and a few rather underdeveloped characters, Aragami is a very solid and enjoyable experience.

Pros:

 

  • Great art style
  • Cool kill animations
  • Cool powers and upgrades
  • Multiplayer
  • Decent amount of difficulty
  • Some replay value
  • Fun stealth gameplay

Cons:

 

  • NO JUMPING OR CLIMBING!?
  • No equipment, items, or loot
  • Predictable AI
  • Too few enemy types
  • Too few bosses
  • Repetitive gameplay

 

Retro Throwback – Super Metroid

I, like many gamers of my generation, hold a special place in my heart for the Super Nintendo. The 16-bit animation felt a bit more lighthearted than the hyper-realistic games of today. Super Metroid was one of my favorites of the generation, and rightfully so.  It cemented the open-world exploration style that is still favored by most 2D platformers today, and is still a highly sought-after title itself.

 

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System: SNES, Virtual Console, Nintendo eShop

Developer(s): Nintendo R&D1, Intelligent Systems

Release Date(s): March 19, 1994 (Japan)
April 18, 1994 (US)
July 28, 1994 (Europe)

Price: $7.99 USD (Nintendo eShop)

 

 

Our story starts off directly following the events of Metroid 2. Samus Aran, the heroine of the series has all but eradicated the metroids from the galaxy, save one. This metroid larva has been transported to Ceres Space Station for research on the creatures regenerative properties. Shortly after leaving the metroid in the custody of the Federation, Samus witnesses an attack on the station by unknown assailants. Our adventure begins…

 

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Our hero must fight against many alien life forms, including aggressive plant life

Control-wise this game handles beautifully. Like other platformers of the time, Super Metroid allowed for 8-directional shooting while moving. Samus’ movements and jumping are fluid and easy to control, unlike the NES original. The different landscapes and immersive soundtrack really draw you into the world. Samus’ arsenal is bigger than ever  utilizing classic abilities such as the Screw Attack and Morph Ball, and also new abilities like the Grapple Beam and Gravity Suit (would become mainstays in future titles) to traverse this alien planet. There are even abilites at her disposal that aren’t explained in-game. I remember the Crystal Flash (Hold L+R and down on D-Pad and press fire, while at 50 or less total health) was an awesome secret.technique, but I never really found a practical use for it. Still, it was impressively animated and an all-around cool secret.

 

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The Crystal Flash technique allows Samus to trade ammunition for energy

 

Exploration is really the heart of this game. You will find yourself returning to previous areas frequently with new abilities as you progress through the game. Soon you find yourself shooting and bombing walls in hopes of finding a new power-up item. There are 6 individual areas in the game. These include classic areas like Brinstar and Norfair, and 2 new areas, Maridia and the Wrecked Ship. You can literally spend hours trying to explore the areas of this game if you are a completionist, but this game is also liked by the speedrunning community. Skilled players can sequence break and access areas that would otherwise be unavailable at that point in the game(The world record stands at 44 minutes, 26 seconds!).

 

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Only by defeating the games 4 bosses will the player be allowed to enter the final area of the game

Final Grade: 95%

This game is a masterpiece. A huge map, awesome abilities, and a fantastic soundtrack, make this game an experience like no other. If you’ve never had the opportunity to play this gem, you’re missing out on one of the finest games ever made. The prologue mission brings new players up to speed, and the setting provides a sense of familiarity for veterans of the series. If you’ve never played this game, stop what you’re doing and find a way to play it. It’s that good.

 

Pros –

  • Expansive world encourages and rewards exploration
  • Beautiful graphics stand the test of time
  • Vast abilities allow players to take a different approach to scenarios, adding replay value

Cons –

  • Story is kind of cliché
  • No objective markers makes it easy for players to become lost
  • Certain abilities are never demonstrated or explained

 


Bonus nostalgia! Here’s the original US commercial for Super Metroid!

NX Revealed As Nintendo Switch

Nintendo announced its upcoming home console titled Switch this morning after teasing a trailer last night. The console is a tablet/console hybrid and based on the reveal trailer, it looks to pack quite a lot of features into it.

First up is the way the console works in the first place. Unlike the WiiU, it appears as if games can run independently of the console portion. Instead of disc-based games, the Switch will support cartridge games and digital downloads. The WiiU has a range limitation due to the game’s feed being streamed to the handheld portion, and the Switch can be taken anywhere and played given there’s enough battery power to do so. It’s certainly an attractive feature and one that feels to slip in well with the current mobile gaming market.

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Next up is the controller. Both the console and the controller live up to the Switch moniker. The console being able to “switch” from being stationary to mobile, with the controller being able to do it as well. Based on the reveal, the controller is made up of two core parts, and has three different functions: 1) can be used with a frame to create a more traditional controller experience for stationary console use 2) can be detached and attached to the tablet itself for mobile gaming and 3) when paired with a stand for the tablet, each part of the controller itself can be used as a separate controller, to create a console experience wherever you are. This last point seems to be the most interesting, and both parts of the controller would be used much like the Wii controller was.

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Lastly, we don’t have any idea of what can be found inside of the console, or what kind of resolution the tablet itself will be putting out. It is known that Nvidia is involved with chipsets, and Nintendo themselves have stated that the chip is based on architecture seen in the world’s best video cards, but that’s all the information available at this time. In the reveal, Skyrim can be seen being played on the Switch, so one could only assume that it’s not going to just be a weak peripheral.


The Switch is slated to released March of 2017. Watch the reveal trailer below:

Smash+Grab – First Impression

Smash+Grab, first and foremost, is a blast to play. My first few matches were fun, but soon I started to see the flaws in the game.(It’s early access right now, so can’t be too judgmental.) There are 7 characters available at this current patch with 2 more on the way. I really enjoy the gameplay, and the idea is fresh and kinda revitalizing for the MOBA genre.

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Now time for nitty and the gritty. Smash+Grab is great so far with what it has. There is some balancing issues though, and 9 times out of 10 your teammates won’t be around when you need them. I’ll say it looks pretty great, and the soundtrack is pretty fitting for what the game is. I’m also kind of a fan of the rock, paper, scissors, battle style. The game progresses in three stages, the first stage, small almost paper stand likes stores, and basic weapons, like for faster DPS characters pipes and hammers, for your tanks shovels, and for the ranged characters nail guns. Stage 2 is bigger stores, I’d probably liken them to more of a 7-11 or something like that, and even bigger weapons, your DPS characters get machetes, the tanks get wonderful sledgehammers, and the ranged characters get crossbows. Stage 3 gets more stores and two HUGE stores worth 10k apiece, and finally your tier 3 weapons, the DPS gets tactical swords, the tanks get battleaxes, and the ranged get shotguns. Now one of the biggest things about playing is while you are robbing stores, you will get things like gems or chemicals, you will use these to upgrade your weapons and upgrade terminals located in the map . The available upgrades are sonic, poison, fire, bleeding or sharp as I call it, and ice. Each upgrade gives your weapon a certain advantage, Ice slows opponents, while sonic allows you to break into stores quicker.

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Now, onto some of the characters. You have the Rooks as they are called, Upscribe is your light protector or DPS character, his abilities range from boosting your stamina, to use a lighter and spray paint can to set your opposition on fire. Dripoff is the Rooks heavy protector or tank, and Etch is the ranged raider. Dripoff has a stun and a counter for his abilities and Etch has signs he paints onto the ground that give powerups. Each character or leader as they are called get a lieutenant that you can pick, they each have abilities as well but they activate on their own.

The next group are the Doomriders, Nil, is their lightprotector, and looks like a witch doctor(10 points for cool design). His abilities range from lighting himself and everyone else on fire, to throwing a gas canister down. Doomchild is your heavy raider, (and by far the most annoying tank in the game so far) and he just wrecks. His abilities range from taunting you into attacking him to spinning around in a circle bashing everyone in his way. Lastly for the Doomriders, is Scatter the ranged raider, his skills range from throwing nailbombs to crippling shots.

Lastly, are the Dappers, currently, only Tenblade the Light protector is available so that’s all I have to go on for them right now, but she’s a doctor/ninja, and throws scalpels at you and then a slash attack that deals a deadly blow most of the time.

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The gameplay is pretty button mashy, and repetitive but overall fun, and communicating with your team if you don’t have discord or curse is using a chat box, which is really not my favorite way to go.

All in all, I have spent some time with this game and must say its worth giving a look, and since it came to early release on Steam it’s been on sale twice, and it has been really cheap(like $3.95). I’d definitely give it a try, get out there and rob those stores!


Wind Limit Studios and their newest game, Talewind

Wind Limit Studios, based out of Portugal, consists of two college colleagues that, after pursuing their degrees, eventually decided to join forces to create Talewind. A game that draws elements from the best platformers they knew. Philip Machado, the programmer, and João do Lago, the artist, came together in January 2015 to begin development of Talewind, drawing inspiration for its’ play style from old school platformers such as Megaman, Rayman, Sonic and Super Mario. Mashing up old school elements with Lago’s hand-painted art style (inspired by the works of Ghibli) with many worlds to explore and many bosses holding the doors to the next step, you are sure to be engrossed by the beautiful world that is Talewind!


 

SGR- The story of how Limit Winds Studios came about is rather interesting, did you two ever have any ideas you would be producing games together when you were in college together?

Limit Winds Studios- I don’t think we ever thought of that when we lived together, things just kind of happened. The project that we did together looked very triple AAA-ish so I guess that was the main reason why I asked him to come work with me.

 

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SGR- With 5 hand drawn worlds each with 3 levels, how is Talewind going to make the player feel like the worlds are alive? How do you plan on accounting with potential repetition that is common in platformers?

Limit Wind Studios- Unfortunately we didn’t have time to implement everything we wanted to, one of those things was some assets that interacted with the player when they touched them and that would sure make the world more alive. We did try to make the world feel alive even though we didn’t manage to implement everything we wanted, I think the particles that we have in each world do a great job of passing that feeling to the player. Sometimes a leaf will pass right in front of the camera and that is really cool.

Regarding repetition, we tackled that issue Sonic style, every map has many possible routes to the end so a player can always choose a different path to the end. We are also planning new free content that is going to add more maps to the main story and some other side stories to keep the players coming back.

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SGR- The Story of Talewind pertains to the journey of a young adventurous boy who is in search of answers when winds essential to his villages’ survival stop blowing, what type of enemies and bosses can we expect to see within the different environments presented in Talewind?

Limited Wind Studios- The enemies are a very varied bunch, from golems to deadly plants, There is a lot to see and every enemy is unique. The bosses range from rolling hedgehogs to giant guardians, you never know what you are going to get really. Every enemy in the game is also tied to the lore of the world, which you can check after you have killed them.

SGR- I was excited to hear there was going to be 5 hidden levels within Talewind for the more hardcore players. Are these going to mimic the hidden levels with the games it was based on or will it offer a different twist to what we are used to?

Limit Wind Studio- There is a funny story behind that. That was actually a mistake when writing the story page, but now we are actually planning on adding them on a free DLC after the Halloween one. They are going to be different from the unlockable ones, and they are going to be hard but way smaller so that people can pass the worlds faster if they happen to stumble upon them. They are mostly going to be about movement.

 

 

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SGR- Besides the beautiful graphics and inviting game play, what else is going to draw an audience to Talewind? What would you say are some of the strong points provided within Talewind?

Limit Wind Studios- I think completionists are going to have a blast, and people who enjoy world with lore too. There are many little things to take home if you pay attention to the story. Most players probably don’t notice because they rush through the game, but the story is actually set in a floating island that is surrounded by a magical barrier. And then there is free DLC that is coming soon, every one loves free stuff haha.

 

 

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SGR- What future ambitions or goals do you have for your studio after finishing the additional content for Talewind? Do you have any potential new projects in the works?

Limit Wind Studios- After Talewind the artist and I are parting ways, because he wants to work in animation while I want to keep on creating games. I have some ideas but nothing set on stone yet. I would like to move to 3D if the revenue from Talewind allows it, maybe explore a game with some sort of multiplayer… everything is open for now.


Talewind is available on Mac and PC via Steam . For more updates on Talewind be sure to visit Limit Wind Studios’ Website and Facebook! For more on the game play be sure to check out the Talewind launch trailer below!