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Marvel’s Midnight Suns Review

Marvel’s Midnight Suns

Developer: Firaxis Games
Publisher: 2K
Platforms: PlayStation 4, PlayStation 5 , Xbox Series X (Reviewed), Xbox One, Switch, PC
Release Date: Available Now
Price: $69.99 USD – Available Here $109.95 AUD – Available Here

Overview

When it comes to a Marvel superhero game, they tend to be rather hit and miss. For every amazing game featuring everyone’s favorite heroes there are often two that are best left forgotten. These games can span a wide range of genres but perhaps one that has yet to be tackled is the tactical RPG and with FIraxis Games behind the helm, Marvel’s Midnight Suns is ready to take on the challenge. Offering a new take on an older storyline and combining tactical RPG gameplay with some card mechanics, is Marvel’s Midnight Suns one of the few superhero games worth remembering?

Story

The forces of Hydra have come up with a new plan for world domination and have used a combination of science and dark magic to revive the demonic mother Lilith. With the powerful Lilith leading Hydra’s forces and her own demonic minions, she has begun calling the elder god Chthon that will spell doom for Earth. Knowing that they will need some help, Tony Stark and Dr. Strange have begun assembling a team that may have a chance to face down these forces but things are already off to a bad start as Johnny Blaze turns down their offer and the two are alerted that the Sanctum Sanctorum is under attack.

With Hydra’s forces growing in strength, Strange, Stark, and Captain Marvel are forced to leave Scarlet Witch behind to hold the wards while they search for help as the mystical forces are far beyond what they have been expecting. Their search takes them to the hidden Abbey, the home of the Midnight Suns who have been assembled for years as a force that takes down the mystical and supernatural forces that threaten the land. Here they meet the sworn enemy of Lilith in the form of the knowledgeable Caretaker, Blade, Ghost Rider Robbie Reyes, Magik, and Nico Minoru as well as their best bet against taking down the threat, “The Hunter.” The only problem is, The Hunter has been dead ever since they defeated Lilith hundreds of years prior by laying down their life to slay her. After a rocky revival, The Hunter returns as the player’s customizable protagonist who is tasked with taking down Lilith, her mother, once more and they will have a whole slew of super heroes ready to help them in this battle.

This battle between the heroes and villains in Marvel’s Midnight Suns is a fairly straightforward tale with a few little twists that aren’t too surprising but help spice things up a little from time to time. There is plenty to enjoy though through the game’s lengthy run time and a lot of this comes from the interactions between the heroes as well as with the player’s Hunter character. Watching Blade and Captain Marvel compare training tips or Tony Stark dealing with those who he has unintentionally harmed in the past makes for some great character moments and this is only the tip of the iceberg as far as character interactions go.

A lot of these moments come from the player’s Hunter character and while initially a lot of interactions involve how out of place the dead for three hundred year Hunter is there are also plenty of closer interactions and unique ones that see different sides of the twelve (at launch) heroes that players will eventually obtain as party members. The revived Hunter also serves as a blank slate that gives players mostly free reign on how they actually want to develop the character as every interaction with other heroes will give the player various dialogue choices, many of which will swing their affinity closer to light or dark, with these choices also increasing or decreasing the Hunter’s friendship with the character they are speaking with. While trying to make friends with everyone may not be possible in one run through the game, these affinities do carry over to the new game+ which is a nice touch for those who want to see the most out of their favorite heroes. 

Along these same lines, not every hero will react the same to various choices, for example Spider-Man will be happy with most light dialogue choices and very obvious gifts during the game’s many hangout opportunities while Magik is a darker character that struggles with various aspects of herself and will appreciate more dark choices as a result. Of course, since players will unlock special abilities the higher down the light or dark path they go that will increase what their Hunter can do, there is some incentive to stick true to either light or dark. Either way, the ability to interact with the various superheroes and see them in a new way, such as watching a schlocky movie or playing cards with them, is a great bit of service for those who want to see a bit more of how these heroes act when not suited up to save the day.

Gameplay

Combat in Marvel’s Midnight Suns is a rather unique blend of tactical RPG and card game. As players enter into battle with the heroes they’ve selected to bring with them to the fight, they will find themselves placed in an arena where they will have a limited number of actions per turn. These actions begin with the drawing of five cards that make up the player’s initial hand and then the ability to make three card plays, two redraws, and a single movement for one of the heroes on the team. One thing that sets this game apart from other Firaxis titles is that, rather than having a percentage to hit all attacks executed by the heroes will hit their mark. This allows for players to properly strategize using what cards they have drawn and not worry about leaving things up to chance. 

There is one element that takes percentiles into account and it happens to be a fall chance for enemies. Skills that have knockback or, once players unlock it, basic shoves from movement can send enemies flying into objects in the environment or one another, dealing extra damage, but when hit towards something like the edge of a building or a hellhole opened up by Ghost Rider there is a chance they may fall in, instantly removing them from a fight. This is a great way to strategize taking down foes that may be in the way or quickly eliminating a small threat and players have a number of other tools at their disposal as well. Heroic points can be used to perform actions such as throwing a rock, leaping off a box to slash foes, and more to help deal damage while keeping your card plays available for primary attacks.

That being said, the main use of Heroic Points is to unleash powerful super moves that not only deal plenty of damage, often to multiple foes, but also can provide buffs to the user. Heroic Points are earned through using standard cards to attack and, of course, there is some extra strategy here as well as cards that are labeled as “Quick” will automatically refund a card play if the targeted enemy is killed by the attack. This allows for plenty of unique strategies and planning to make sure that most moves go the player’s way. The game has a large number of difficulty options that players can eventually choose from, the game keeps player’s on their toes by the randomness of the card draw so it never feels entirely safe even on simpler missions. 

Missions that players are sent on will have various objectives that must be completed that range from simply killing all enemies to completing a specific task. During the latter style of mission foes will often constantly respawn until the task is completed so players are encouraged to stay focused. There are a handful of enemy types to worry about with “minion” style enemies going down in a single blow from any attack, tougher standard foes, elite enemies that can often buff other foes with shields or special abilities, and of course supervillains. Often supervillains will constantly bring new minions into a fight until they are defeated and often have a number of special abilities and extra health bars of their own, making these battles a real highlight even when they randomly appear during side-missions.

Outside of simply seeing what each hero can bring to a fight, players are encouraged to constantly change their line-up when possible. During battle if a hero is knocked down, even if they are revived, they will often suffer a small injury that will hold them back from fighting until they recover. Players will also find that, since most heroes fit specific roles, they may want to choose a fighter more suited to a specific battle rather than a favorite at times. It is nice to note that as players battle through the game, they will unlock a number of additional cards that can be used to customize every hero’s “deck” that will give even more choices when it comes to battle though they are limited to only ten cards per character.

When not out battling against the forces of evil, players will be spending the rest of their time as the Hunter exploring The Abbey and hanging out with their fellow superheroes. In fact, The Abbey works as a daily routine with players able to wake up and talk to their allies, pet their demonic dog, train for temporary buffs or improve cards, research or unlock new upgrades, and more before going off on a mission where they will then return at night and be able to hang out with a hero of their choice before going to bed and starting the day over. This routine is a fun little endeavor and offers quite a bit of content for fans of the various super heroes, especially when exploring and uncovering the mysteries of The Abbey is such a massive undertaking on its own. There are countless areas to uncover and small mysteries to solve and while some of them are gated behind story progress a lot of it can be uncovered at the player’s leisure, though it does offer plenty of bonuses in the form of extra upgrades, materials that can be used to craft one-use items, and extra unlocks for various cosmetic chests. Of course, should players simply want to mainline the story then Abbey exploration is entirely optional though they would be missing out on a lot of extra content.

Visuals & Audio

Marvel’s Midnight Suns is a fairly solid looking game with some great looking character designs for both the supervillains players face down as well as the heroes on their own team and players won’t have to worry about any “uncanny” resemblances to the MCU here. There are a large amount of costumes for every character in the game, including a number of great looking costumes contained in the Limited Edition versions of the title, but it is a bit disappointing that facial expressions are a bit on the stiff side. Characters often don’t emote very well during dramatic cutscenes and while this is fine for characters wearing masks or helmets, it is a bit distracting for everyone else. The Abbey is also nicely designed with there being a number of areas to explore and combat features some impressive animations for each heroes moveset along with some great ragdoll effects on defeated foes.

The voice work throughout the game is quite impressive with all of the voice actors completely nailing the personalities of the well-known characters as well as giving a lot of life to heroes that players may not be too familiar with such as Nico or Magik. The soundtrack also features a great collection of bombastic music that works well during battles and the more cinematic cutscenes while also offering some simpler music during exploration of The Abbey and hanging out with the heroes.

Overall

Marvel’s Midnight Suns is the type of genre combination that few would have expected to work but not only does it create an exceptionally fun tactical RPG, it offers a great look at various sides of superheroes that fans of Marvel may not be familiar with. Sure, the storyline may be a bit on the safe side and the characters’ expressions can be rather lacking, but the character interactions and impressive level of strategy capable in the great combat system make this a must not only for fans of the Marvel franchise but even those looking for a new tactical RPG to play.

Capsule Computers review guidelines can be found here.

Alfa Romeo F1 Team ORLEN Esports – F1 Esports Series Pro Championship – Event 4

Hinwil, 17 December 2022 – Alfa Romeo F1 Team ORLEN Esports got the job done at the fourth and final Event of the season, as the team successfully closed the gap on its main competitors to seize fifth place in the Constructors’ Championship. Nico Longuet brought the team back on the top step of the podium at the Japanese Grand Prix, in what has been his and the team’s first win in almost two years, following an impeccable race which also saw the Frenchman being awarded Driver of the Day. Different luck for Dani Bereznay, who despite a promising start with his best qualifying of the season, starting P5 in Suzuka, saw his race spoiled by on-track mishaps, eventually finishing twelfth.

Double points were the reward at the end of Round Eleven, hosted by the iconic Autódromo José Carlos Pace in São Paulo, Brazil. A great team effort and a good strategy allowed Nico and Dani to add precious points to the team’s tally, crossing the chequered flag in the Top Ten following an eventful race with changing conditions.

It was Tomek Poradzisz’s time to get back behind the wheel for the twelfth and final round of the season, the Abu Dhabi Grand Prix. The Polish rookie made his first Q3 appearance of his F1 Esports career, lining up P8 on the grid, with teammate Longuet starting P14 due to some technical difficulties that affected his qualifying session. It wasn’t an ideal race for the team, with both drivers struggling and eventually finishing P11 and P17 respectively.

Despite the rocky season finale, the points scored during the tenth and eleventh rounds allowed Nico, Dani and Tomek to successfully secure fifth place in the 2022 F1 Esports Series Pro Championship, showing great progress throughout a strong season.
 
Round Ten: Suzuka
Nico Longuet (car number 40): 1st
Dani Bereznay (car number 15): 12th

Round Eleven: Brazil
Nico Longuet (car number 40): 4th
Dani Bereznay (car number 15):7th

Round Twelve: Abu Dhabi
Nico Longuet (car number 40): 11th
Tomek Poradzisz (car number 37): 17th

Cameron Cowell, Team Principal: “That’s a wrap for the 2022 F1 Esports Season. There have been lots of highs and lows. For starters, Tomek’s performance in Event Two, going from P20 to P10 was memorable. Dani found his form again over Events Three and Four, managing to hit Q3 in every race he participated in as well as scoring a good amount of points for the team. Of course, Nico getting a beautiful P1 in Japan has been the best highlight of the season. He has had an outstanding year, and we all thoroughly enjoyed seeing him race. As a team we set out to achieve Top Five in the Constructors’ Championship and we have achieved that. I just want to say a big thanks to our drivers as well as the team for the continuous support. Bring on 2023!”

Nico Longuet: “That’s it! The season has come to an end and I’m very satisfied with the overall outcome. We had some troubles in Event One and struggled to settle in at first, but we improved throughout the whole season by scoring more points event after event. Our goal was to finish in the Top Five Constructors before this event, and we managed it beautifully, with a great win in Japan and double points in Brazil. My teammates showed great performances and improved each day, and they pushed me to be better as much as I pushed them. It has been a challenging season; the gaps were insanely close, and we gave it our all. Now, it’s time to take a small break, but not for too long: league racing will be back soon. Thank you for the support and see you next year!”

Dani Bereznay: “The season just ended, and I miss it already! Over the last six months, since the beta release of F1 ’22, we practiced every single day to get every bit of performance out of ourselves. Now, our hard work has been rewarded. We had a tough start, a Top Five finish didn’t quite seem within reach at the beginning of the season, but we made it! This is a great improvement from last year as a team, first, and for myself individually as well. The last two events were huge steps forward to where I want to be compared to where I was over the last two years, and I’m really proud of this development. I already can’t wait to face the challenges of 2023 to move forward on this road.”

Tomek Poradzisz: “My first ever season in the F1 Esports Series Pro Championship came to an end, and whilst it was a very tough experience, I am super proud of the progress I have made since the first event. I accomplished the goals I had set for myself before the season and got plenty of valuable experience that I intend to carry over to future seasons. The most important thing is that we finished in a very strong P5 as a team and have improved with each event, so much so that we were pretty much one of the top teams in the last one. There are several positives to take from the past three months, and I think we can all be super proud of the job we’ve done. Now, the goal is to carry this momentum going into 2023 – we are definitely not done yet, as there is so much more to achieve.”

About Sauber Group of Companies:

The Sauber Group of Companies is composed of two operational entities: Sauber Motorsport AG, which operates and manages the Alfa Romeo F1 Team ORLEN; and Sauber Technologies AG, which focuses on third-party business in the areas of advanced engineering, prototype development and additive manufacturing, in addition to full and model-scale testing in the factory’s state-of-the-art wind tunnel and ground-breaking innovation in the field of aerodynamics. The companies collaborate closely and share know-how to apply the expertise of more than 500 dedicated individuals at the headquarter in Hinwil, Switzerland, to all internal and external projects. Since its founding in 1970, the passion for racing has been at the heart of Sauber.

For more than 50 years, the innovative Swiss company has been setting standards in the design, development and construction of race cars for various championship series, such as Formula One, DTM, and WEC. Following its own Formula One debut in 1993, Sauber Motorsport AG has established one of the few traditional and privately held teams in the sport. The company launched a long-term partnership with Alfa Romeo in 2018 and, as it celebrates 30 years of competition in Formula One, it enters the 2022 championship under the team name Alfa Romeo F1 Team ORLEN.

River City Girls 2 Review

River City Girls 2

Developer: WayForward
Publisher: WayForward, Arc System Works
Platforms: PlayStation 4 (Reviewed), PlayStation 5, Windows, Xbox One, Xbox Series X, Switch
Release Date: Available Now
Price: $59.95 AUD / $39.99 USD – Available Here

Overview

After much anticipation from fans – and some delays – River City Girls 2 is finally here. The core gameplay from the first game remains the same but RCG 2 builds and expands upon it by a significant amount. The combat system was revamped, the number of selectable characters in the main quest was increased to six – while the original had only two – and the map is much bigger overall. It’s clear to me that RCG 2 is a better game than its predecessor but how good is it on its own?

Story

River City Girls 2 is a direct sequel to the River City Girls. After defeating the final boss, Misako and Kyoko go back to their normal lives or so they thought. The patriarch of the Sanwakai family isn’t happy to hear that one of their own was beaten up by a pair of school girls, so he decides to take things personally.

The story retains the first game’s light-hearted and humorous tone. Important plot points are told using manga panels and they are often funny. I couldn’t avoid having a big smile on my face while watching how Marian – the damsel in distress from Double Dragon – became a muscular badass. The writing in general is light-hearted and fun. RCG 2 never takes itself seriously and that’s reflected in the character designs and goofy dialogues that are always trying to poke fun at something. It’s also chock-full with references to old Technos – the creators of River City Ransom – games. Important characters from Double Dragon, Combatribes and many other titles appear in a variety of ways even as common enemies. It’s a delightful trip down memory lane for fans of Technos’ portfolio such as me.

Gameplay

RCG 2 plays fundamentally the same as RCG. The player still has to traverse River City while beating down thugs and helping people. The explorable portions of River City increased exponentially and so has the amount of side-questing that you can do; these sometimes involve minigames that directly reference the River City Ransom franchise such as dodgeball. Exploring is also more varied with some areas having two or three floors in the same screen. A lot of hidden characters and passages fill the stages for a nice change of pace from all the brawling. The problem that comes with having so much to do and see in this game is the excessive time spent looking at loading screens. It takes between 4 to 7 seconds to load a new area on a base PlayStation 4, and the player is required to backtrack a lot between areas that many times take a bit more than two seconds to traverse if you’re just rushing through. If there’s something that harms the pacing of a beat ‘em up is a lot of downtime. It also dampens your desire to do side-quests, unless you have the patience of a saint.    

The combat has a lot of freedom to it. Each of the six characters has a huge repertoire of moves that are unlocked by leveling up or by simply buying them at the Lee brothers’ dojo. The controls respond well enough, but it would feel much better if the game ran at a higher frame rate. RCG2 currently runs at something close to 30 FPS and the performance also chugs down hard at certain points where a lot of effects are displayed.

Compared to the first game, it’s much easier and fun to follow with attacks after a launcher. You can bounce enemies for days before they land or even pursue your enemy in the air before finishing with a piledriver, for example. The partner system was also improved. Now, besides recruiting normal enemies, you also have the option to hire more powerful ones. It’s a lot of fun smacking multiple characters at once and calling in your buddies to extend the combo even more.

Boss battles are fun, and each one has a unique pattern that you must overcome before you can continue to deplete their HP. Most of these patterns are simple and easy to deal with. One boss in particular has a very nice surprise in store for fans. RCG2 isn’t really a difficult game. The only perceived difference for me while switching between normal, tough and nightmare difficulties was an increase on the damage output of enemies and especially stage hazards.

Visuals

If you’ve played the first RCG, you probably already know that this sequel looks almost exactly the same. To clarify, RCG2 uses sprite work to compose its characters and backgrounds. Many of the previous game’s assets are reused here. Some areas seem to be expanded, while others are completely new. This same notion also applies to the animations. Multi-layered areas are sometimes confusing which makes it a bit hard to discern if a layer is in the front or in the back but these are minor complaints. Overall, RCG2’s sprite work is detailed and a lot of work and care were put into animating the characters’ ample move set.

Audio

Megan McDuffee returns as a composer and singer. Her songs have a distinct melody to them, and they make for a nice contrast to the simpler tunes that can be heard throughout the game.  Sound effects are also a mix between modern and classic 8-bit fare. The dialogues are plentiful in this game, and as far as I can tell, they are all voiced. This time you can choose between English and Japanese voice-overs which is a huge plus: Which one you’ll choose will depend on your preferences since both VOs are very well-done.

Overall

Wayforward did a nice job on River City Girls 2. It’s a bigger and better game than its previous iteration. Unfortunately, RCG2’s technical constraints detract a lot from the overall experience. There are indications that at least some of these issues are getting addressed soon. I truly hope that that’s the case, as I’d even start a new save to enjoy the game in its proper form.

Capsule Computers review guidelines can be found here.

ARK Winter Content: Survival of the Fittest Returns + 2 New Trailers

RAPTORCLAUS DELIVERS HOLIDAY GIFTS! ARK EXPANDED STORY CONTENT UPDATE, WINTER WONDERLAND EVENT NOW LIVE, & UPCOMING LAUNCH OF ABERRATION FOR SWITCH & SURVIVAL OF THE FITTEST!

‘Tis the season to bring ARK goodies for the holidays! The ‘Winter Wonderland’ in-game event makes its annual return running now through January 5, during which ARK survivors can grab boosted rates, loot-filled presents, and collect 12 new chibis from this epic winter-themed extravaganza.
The ARK Winter Wonderland event is the very first in-game event for Nintendo Switch players after last month’s reboot of ARK: Survival Evolved, bringing content parity with PC and console ARK players. A solid 2023 roadmap of ARK content updates is planned, including parity with all traditional in-game events as well as the release of the ARK: Aberration Expansion Pack on December 26, which brings an elaborate underground biome system with exotic new challenges for Switch players to face. Watch the ARK: Aberration Switch gameplay trailer HERE

October’s reboot for ARK Switch players revealed an Expanded Story Content Update which is now available for PC, Xbox, and PlayStation players. The story update includes a series of new intro and ending cinematics for each ARK map, as well as the arrival of the community-requested Scorched Earth Ascension cinematic! Finally, the patch revisits older content and gives it fresh experience by adding in new voiceovers from David Tennant (as Sir Edmund Rockwell) and Madeleine Madden (as Helena Walker & H-LNA) to the game’s Dino Dossiers, Explorer Notes, and the epic Aberration showdown with element-addicted Rockwell! Watch the Expanded Story Content Update trailer HERE

To end the year on a dino-high, PC players of ARK can jump into the Survival of the Fittest Crossplay Prototype starting on December 23. Re-evolved from the ground up with redesigned mechanics, survivors will strive to be the last one standing in this competitive dino-battle mode. Stay tuned for information on console launch dates in the future.

ARK: Survival Evolved is available on SteamEpic Games StoreXboxPlayStation, and Nintendo Switch. In ARK, players are stranded naked, freezing and starving on a mysterious island where they must hunt, harvest, craft items, grow crops, and build shelters to survive. Use skill and cunning to kill, tame, breed, and ride dinosaurs and primeval creatures. Team up with hundreds of players online or try solo survival in offline play.

For the latest updates, join the ARK Survivor’s conversation on Discord, follow us on Twitter, like us on Facebook, subscribe to us on YouTube, visit our website at playark.com and watch us tame ‘n train leviathan dinosaurs on Twitch.TV.

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Early Access Sign-Ups For Game-Changing Multiplayer Tech coherence Open Now

Free credits available for developers that sign-up now with release 0.10 ahead of more news next year

December 16th, 2022 – For developers who sign up for free to try the 0.10 release of coherence’s new game-changing multiplayer technology before January 15, 2023, coherence is offering double the credits to run their multiplayer projects for the first three months of 2023. This Early Access phase and the extra credits gives developers a great opportunity to find out for themselves how this fully-featured toolbox for developing, testing and running games in the cloud revolutionizes multiplayer game development.

coherence is the first network engine that a designer can use with zero need for coding, offering a powerful set of tools that allows developers to have working multiplayer prototypes running in a matter of minutes. It is open, easy-to-use, and highly scalable, offering everyone from the world’s biggest studios, to small indie teams, a highly-intuitive and streamlined way of creating, testing and deploying networked games.

Check out the new coherence video:

coherence currently offers full Unity integration, with the option to scale automatically with just a few clicks in the Unity editor, expert tools that give developers full bandwidth control, a flexible architecture that supports peer-to-peer, client-server, persistent virtual worlds, state replication, input-based synchronization or any combination of the above, with full authority control and more.

coherence is completely free to use during local development. Details on pricing for online services will be announced soon, but pricing will always remain fair and developer friendly.

Opening coherence to everyone with this 0.10 release and offering free credits for developers to try it out for themselves is just one step on the route to delivering a powerful network engine to the world. Expect more news on the roadmap, Unreal compatibility and pricing for coherence ahead of a full commercial launch early next year.

About coherence
coherence is a network engine, a platform, and a series of tools and plugins for your favorite game development environment built to democratize the way developers make connected experiences. Our mission is to give any game developer, regardless of how technical they are, and scope of game,  the power to make a connected game.

The Callisto Protocol Review

The Callisto Protocol

Developer: Striking Distance Studios
Publisher: Krafton
Platforms: PlayStation 4, PlayStation 5 (Reviewed), Xbox Series X/S, Xbox One, PC
Release Date: Available Now
Price: $69.99 USD – Available Here $99.95 AUD – Available Here

Overview

With a brand new studio to work with, the possibilities for what Glen Schofield could create were endless but when you take the director of the original Dead Space and give him plenty of freedom, what better way to make a fresh splash than to stick with what you know, sci-fi horror with plenty of blood and guts in space. This brings us to The Callisto Protocol, the first release from Striking Distance Studios. With The Callisto Protocol offering a fresh new experience with excruciating attention to graphical detail, is this new take worth your time or merely a retread of Schofield’s original sci-fi horror?

Story

Nearly three hundred years in the future, Jacob Lee is transporting a fresh set of cargo from the “United Jupiter Company ” on Jupiter’s moon Callisto when his ship is boarded and forced to crash land back on the frozen moon. Despite the fact that the crash was entirely out of control and the only other survivor happens to be the one that forced them to crashland, Jacob finds himself wrongfully imprisoned as an inmate at the Black Iron Prison that serves as the only functioning structure on Callisto.

After having a CORE implant brutally installed on the back of his neck, Jacob awakens from his stupor only to find that something has gone incredibly wrong in the prison. Not only have fires broken out everywhere with malfunctioning security robots and bodies scattered around, nearly everything that is still moving is now a twisted biophage monstrosity out for blood. Escaping from his cell and teaming up with a fellow prisoner, Jacob must do whatever he can to survive the twisted mutations that have overrun the facility.

The Callisto Protocol is light on story and even worldbuilding as players will spend most of their time barely interacting with characters before something goes wrong and they are quickly ushered off to the next location. In fact, many moments that see Jacob potentially spending time talking with a character are interrupted by him simply falling into a pit requiring the player to then travel, once again, to the next area for a brief interaction until the last section of the game. Jacob himself is a mostly blank slate despite a solid performance by his voice actor and he does have some trauma that makes infrequent appearances though the writers do try to add some form of actual development in the last hour of the game. These developments do give Jacob some extra personality as well as reveal various motivations about what is happening but these happen far too late to change much.

This is something of a significant issue with The Callisto Protocol’s story development as the entire game provides only the minimal level of detail about what is happening in Black Gate before rushing through with a plot dump right at the end of the game that attempts to explain not only everything that has happened but also expand the game’s world at the same time. This issue isn’t helped by the fact that, even when finding every audio log available, the collectibles provide barely only a bit of context outside of a few significant recordings. These recordings can only be listened to while stuck in the menu screen rather than playing automatically when acquired or allowing players to walk while they play which is an odd decision since on the PlayStation 5 the audio plays through the DualSense controller’s speakers. 

What storyline is provided in The Callisto Protocol, including the final developments, happen to be fairly predictable and the game even ends on a note that is just leading right into the already planned DLC or, hopefully, more fleshed out writing in a sequel. It is also worth noting that, while horror can be subjective, The Callisto Protocol is simply not scary. The development team has done their best to create eerie halls and environments for players to travel through but the gloriously grotesque appearances of the biophages fall on the side of simply being gross and not scary while the poor attempts at jump scares are not frightening in the slightest with there being almost no build-up to actual horror or even tension, which is a disappointment considering what fans have come to expect from Glen Schofield’s history.

Gameplay

In many ways The Callisto Protocol will feel incredibly similar to fans of the Dead Space games as it utilizes a number of elements found in the game. This includes the use of a small health bar displayed on the back of Jacob’s neck alongside a battery indicator for his telekinetic GRP device, the ability to stomp downed enemies and crates to obtain money, ammo, and health, and of course the aforementioned telekinesis ability that has seen significant improvements. The major difference here however is that rather than focusing entirely on firearms, The Callisto Protocol leans heavily into melee combat instead for nearly every enemy type.

While players will obtain two different pistols, a mini-shotgun, full combat shotgun, and eventually even an assault rifle while progressing through the game the primary weapon for players will be Jacob’s stun baton. Every enemy in the game, outside of one type that can spit long range acid and an explosive type, will rush at Jacob and players must sway out of the way of their attacks and follow their dodges up with a combo attack of their own. Initially it may be difficult to get used to this combat style as dodging isn’t as intuitive as one would hope but once players get the hang of it, the game rewards an aggressive playstyle by making sure to keep the pressure on the monstrous biophages that appear before Jacob. As such, it is a little hard to be afraid of something by the third time the player has charged at an enemy to take them down. To add some extra offense players can bring their currently equipped gun up for a quick trick shot at the end of a light or heavy combo attack. This may not feel necessary early on but becomes vital later on once more enemies begin to swarm the player, especially once enemies begin to “mutate” into stronger forms once they are near death and a proper gunshot will put a stop to them.

The higher focus on melee combat gives The Callisto Protocol a unique feel and comes off as one of the game’s greatest strengths but also begins to fall apart later in the game while also preventing the game from actually feeling scary. While fighting biophages can feel incredibly weighty with satisfying swings crushing through bone and slicing off limbs, especially once the stun baton is given a few upgrades, the fact that players will almost always be running at an enemy to take them down or squaring up with a foe means that there is no chance to actually scare players and even cheap jumpscares are quickly met with a electrified baton edge and dispatched just as quickly. In fact, the game introduces a number of stealth areas where Jacob can sneak around blind enemies, dispatching them with stealth kills if players choose. Oddly enough, these “stealth” kills happen to be loud and brutal to the point that it is a surprise they don’t actually alert these blind enemies while walking too fast will.

As for the latter half of the game, The Callisto Protocol often raises difficulty simply by throwing more biophages at Jacob and while many times multiple enemies will simply wait around for their chance to attack, they can also take quick swipes, explode, grab Jacob, or shoot acid and, even with the game’s helpful assist features turned on to make combat a bit easier, the game’s dodge mechanics simply fail to work properly. Along these same lines, while players are meant to always be able to dodge an enemy’s first strike if they are pushing the analog stick correctly, the system sometimes does not work and when this happens multiple times against the game’s bosses this simply becomes frustrating rather than enjoyable.

Speaking of bosses, The Callisto Protocol only features two actual bosses of any kind. The first is a mini-boss that players will fight multiple times in different arenas, capable of killing the player in one or two blows and restarting the fight over from scratch while the final boss of the game is a bit more detailed and gives players more of a chance, it also deals plenty of damage in a single blow. This results in less of a “survival horror” feeling to gameplay and more of a gamble hoping the game’s dodge will work properly or simply running to keep distance from these bosses. It is also worth noting that while the game’s guns are meant primarily as back-up weapons in The Callisto Protocol, these boss fights rely almost entirely on using firearms to deal damage using either the GRP to throw explosives with melee taking a complete backseat.

Outside of using the game’s meaty melee combat and simple guns that have an incredibly slow “quick-swap” system, the GRP system will often give players quite an advantage in most standard fights. Rather than simply being able to throw items around an area, the GRP now can grab a living enemy and throw them around the area. This can be used to simply grab an enemy and drag them over, leaving them wide open for a brutal melee combo but it is best used to throw enemies into the many stage hazards that are scattered around most areas. These range from spikes to impale them on, spinning blades or grinders to turn them into pulp, and simply pits that erase them from existence. This makes the GRP an extremely useful tool and while it does require a recharge or use of a battery players can once again upgrade it in various ways to make it far more reliable.

Unfortunately no matter how players improve their gear in The Callisto Protocol, there is currently no way to actually take that progress forward in a New Game+. Currently it has been announced that this mode will be added into the game sometime in the future but the lack of a New Game+ in a title where players can upgrade their weaponry is a big disappointment, especially given the game lacks any actual replayability as a result. This is due to the title featuring an incredibly linear level design with only a few small detours that may contain an item chest or a recording and little else. Along these same lines, there are zero puzzles of any kind in the game with the only collectibles being the aforementioned audio logs.

It is worth noting that while the PlayStation 5 handles The Callisto Protocol the best of all current platforms, it is not without its fair share of issues. These range from simple graphical bugs that see an enemy killing Jacob with an arm it no longer has or teleporting across the room while in the middle of an animation to more annoying issues. These tend to involve enemies that either end up getting stuck inside of the floor or wall and on multiple occasions. One type of enemy, a spider-like biophage, also had the tendency to phase through the walls and ceilings at times making them particularly difficult to target.

Visuals & Audio

It must be said that The Callisto Protocol is probably one of the best looking PlayStation 5 games around and easily pushes the console to the max when it comes to graphical performance. The character models are incredibly detailed with life-like facial scans for its main characters and constant reactions to the environment around them as well as great facial animations that perfectly portray the emotions the characters are feeling. Traveling through a sewer filled area will leave muck and slime on Jacob’s jumpsuit that will dissipate over time and traveling through the harsh weather can have snow build-up on his armor. Bloody fights can feature Jacob just coated head to toe with blood spatter and this doesn’t even touch upon the gruesome looking death animations. Jacob can die in a number of bloody ways, usually involving a few limbs being separated from his body and all of these are delightfully gory, though perhaps a few run on a little too long considering they are unskippable.

The performances by the voice cast in the game are handled quite well despite the simplistic nature of the plot that they have to work with. It is also nice to note that the game does feature some great sounding enemy snarls and growls as they emerge to attack. Along these same lines the company has done a nice job creating some great atmospheric sounds for most areas in the game, helping to create a somewhat creepy atmosphere from time to time, especially since the title makes great use of 3D audio to help convey where enemies may be coming from.

Overall

The Callisto Protocol is a ridiculously good looking game with some incredibly satisfying melee combat that, once players get the hang of it, flows quite well however it begins to fall apart in larger encounters and the title’s few boss battles. With a straightforward level design and no puzzles, the focus is on taking down the countless gruesome foes that attack Jacob and seeing just how brutally they can kill him but its simplistic and predictable storyline, lack of actual horror, and any kind of replayability make it one that has plenty of room for improvement as the ground work here is solid, but lacking in many regards. 

Capsule Computers review guidelines can be found here.

Need for Speed Unbound Review

Need for Speed Unbound

Developer: Criterion Games
Publisher: Electronic Arts
Platforms: Xbox Series XPlayStation 5PC (Reviewed)
Release Date: 2 Dec 2022
Price: – $69.99 USD – Available Here $109.95 AUD – Available Here

Overview

Another year, another Need for Speed title. As many of you (probably) do, I also have a lot of history with this franchise. High school years and Need for Speed Underground….my first job and Need for Speed Carbon, bought my first console and tested Need for Speed Pro Street on it. It seems like this series has been around every relevant milestone of my life. The series also had its ups and downs, but you can’t deny one thing – it always wanted to try something new.

What we have now is a new entry called Need for Speed Unbound. A fresh art style, fresh characters, and a new story. Let’s see if another venture into the unknown will pay off for this title.

Story

Let me ask you something; when was the last time you genuinely paid attention to the story for any of the Need for Speed games? The only one I can somewhat remember is the one from Need for Speed Most Wanted and that’s mostly because of that BMW M3 GTR. Every other had the same old gimmick of climbing up the ladder, proving themselves, taking down rivals, evading cops, and being the very best racer in….whatever big city you’re in at the moment.

Need for Speed Unbound is no different in that regard. The only exception is that a star of the show (besides you) is a cell-shaded version of an American rapper A$AP Rocky, although if you ask me the real star of the show is his custom Mercedes 190 E (which you can get if you beat him later in the game). Everything else is the same old formula of beating everyone else before facing a sudden but inevitable betrayal from someone close to you, then beating some more odds stacked against you ad finally coming out on top. Eh, what can I say. Not great, not terrible.

Gameplay

While most of the creativity was spent on visuals (more on that later), the core of the gameplay has remained pretty much the same. If you played any of the previous Need for Speed games, you know what to expect. Aside from easy-to-spot story missions, you also have a bunch of collectibles around the map in the form of speed traps, breakable objects (billboards, bears), drift zones, speed runs, and so on.

One thing that takes a lot of time to get used to is the drift mechanic during races. Turning corners without breaking and holding that direction will shift you into a hard drift turn which can be quite helpful at tight corners but also a bit also somewhat problematic when you just want to gain some speed – and a random mild turn is there to just completely kill your top speed and acceleration. At least you get some nitro whenever you do such a drift corner maneuver, so there’s that. As for the rest of it, car controlling is quite improved compared to Need for Speed Heat and there is more freedom when it comes to customization – especially regarding full-body kits.

Visuals

The cream of the crop. The icing on the case. It’s no secret that during promotional videos for Need for Speed Unbound the visuals were taking the spotlight. So what are we talking about here? Well, most of the cars are cell shaded as well as your playing character and everyone else you meet in the campaign. Also during braking, cornering, jumping, and boosting your car might get temporary visual effects in form of colored smoke or wings. It is purely visual and has no effect on gameplay and depending on how you customize those effects, it can range from barely noticeable to heavily distracting. Imagine a 6 player race and all of those visual gimmicks light up as all of you enter a tight corner. Points for trying out something new, I guess.

Audio

And now….the soundtrack. A bit of everything is thrown into the mix here. The official soundtrack for Need for Speed Unbound is certainly eclectic if anything. There are some French tunes, a bit of Russian, and as you might expect, a couple of tracks from A$AP Rocky. Is the soundtrack good? I can’t say quite yet even though I put more than 20 hours into the game so far. It doesn’t sound bad but it takes some time to get used to it. It’s like EA wanted to play it safe at the same time while trying something new with their song selection. The result is a tracklist that might only “click” with you while you’re halfway through the campaign.

Overall

I feel like my opening line of the review could also serve well as a perfect closing line. Another year, another Need for Speed title. Cause that’s what pretty much all of it is. The gameplay went through minor tweaks compared to the previous title, and the story is tacked on and merely there so you don’t feel like you’re going aimlessly from point A to point B. The visual gimmicks might serve their purpose for some cool screenshots but most of the time they stand out as you play, and not in a good way.

It’s all more of the slightly same. I could only recommend it if you feel like playing some fresh racing title and perhaps you’re suffering burnout from Forza Horizon 5. Does this game offer anything new? No, and it doesn’t really feel like it’s trying to. Might give it a chance so you can get behind the wheel of that gorgeous Mercedes 190 E. What you get from this game is based on how much you expect and my honest advice would be to keep your hype and expectations low and you’ll be just fine.

Capsule Computers review guidelines can be found here.

Into the Dead: Our Darkest Days Brings Acclaimed Series to PC in 2024

Scavenge, struggle, and survive in zombie-infested urban environments

WELLINGTON, NZ – Dec. 16 – Leading games developer and publisher PikPok® today announced that development has begun on the PC-first title Into the Dead®: Our Darkest Days, a new installment in the highly successful Into the Dead franchise.

Texas, 1980. Walton City has fallen to a zombie outbreak, and escape is the only chance for survival. Into the Dead: Our Darkest Days is a side-scrolling shelter survival game that tasks players with guiding a group of desperate survivors from refuge to refuge in an attempt to get everyone out of the city alive. 

Scavenge for supplies, craft tools and weapons, fight off the dead, and keep moving as the zombie threat closes in. While their experiences will lead survivors to gain new skills, players will also need to manage their physical and psychological needs because in this world, there are no second chances — and death is permanent. 

Experience personal stories of tested morality and humanity in a dynamic urban landscape that changes with time. Into the Dead: Our Darkest Days will bring a new level of depth to the Into the Dead experience, challenging both newcomers to the series and seasoned veterans alike to ask: how far will you go to survive?

“The Into the Dead franchise has enjoyed incredible success over the last 10 years,” said Mario Wynands, CEO of PikPok. “That can be attributed to our willingness to keep innovating, focusing on delivering an exceptional player experience, and always striving to bring new fans into the ever-expanding world of Into the Dead.”

Our Darkest Days will be a journey into a new type of zombie game for PikPok, and we are going deeper into our established world by exploring the physical and psychological effects of the loss of humanity both in our zombies and in our survivors. This exploration — along with a unique combination of gameplay mechanics — is an exciting and motivating development challenge for PikPok, and we feel confident it will offer something really different to fans of zombie survival experiences. Through Early Access on Steam we are looking forward to working closely with the community to create a game that not only meets but exceeds their expectations.”

Into the Dead: Our Darkest Days is set to enter Early Access on Steam in 2024.

About PikPok

PikPok® is a leading developer and publisher of critically acclaimed games across PC, console, and mobile. We give players rich gaming experiences with intuitive gameplay, highly polished art, and immersive audio design. Our 200-person strong team across New Zealand and Colombia have created the Into the Dead® series, the Rival Stars® franchise, the BAFTA-nominated Super Monsters Ate My Condo™, and the critically acclaimed Shatter® and Shatter Remastered Deluxe®, plus many more.

3D platformer Kukoos: Lost Pets is available now for adventurers of all ages

Set off on a delightfully zany quest for the whole family

Sydney, Australia – Dec. 16th, 2022 – Just in time for the holidays, the Kukoos are here to brighten up your day. Kukoos: Lost Pets, the latest title from publisher Modus Games and developer PetitFabrik, is now available on PlayStation 4, Nintendo Switch and PC. Pick up Kukoos: Lost Pets from your favourite physical and digital storefronts.

When the Kukoo Tree is taken over by brainwashed pets, players will have to lead the rotund residents of the famed tree on a journey to save their home. Alone or with a friend in co-op, explore distinct, colorful landscapes in this whimsical adventure full of platforming and problem-solving that both veteran and new players alike will enjoy. See the game in action in today’s brand-new launch trailer:

Watch the launch trailer here:

Take control of a diverse cast of characters as you work to save your vibrant world and restore peace to the Kukoo Tree. With a balanced experience that features unlockable stages for heroes looking for extra challenge, Kukoos: Lost Pets offers an engaging journey that will make you bounce with joy.

A digital release for PlayStation 5 and Xbox consoles will follow in 2023.

For more information on Kukoos: Lost Pets and Modus Games, visit www.modusgames.com or follow @modusgames on TwitterFacebookInstagram and Discord

About Modus Games
Modus Games is one of the fastest-growing video game publishers in the world. The label prides itself on providing AAA publishing services to talented developers across the globe. Modus Studios is a full-service development studio supporting creators of inspired interactive entertainment. For more information, visit www.modusgames.com.

About PetitFabrik
PetitFabrik is an award-winning Brazilian game studio based in Manaus, the heart of the Amazon Rainforest. Since 2007, the company has been developing games, animated series and other ground-breaking projects uniting entertainment and technology. Their main focus is to make amazing games with challenging mechanics, and charming characters within their own unique worlds.

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Civilization VI: Great Negotiators Pack Now Available

Civilization VI: Leader Pass – Great Commanders Pack Now Available!

The next DLC pack for Civilization VI: Leader PassGreat Commanders – is now available! Lead your troops to victory with the Great Commanders Pack, which includes Tokugawa (Japan), Nader Shah (Persia) and Suleiman the Magnificent (Ottoman Empire). Specific details about the Leaders themselves are below.

Tokugawa (Japan)

Tokugawa Ieyasu was a brilliant military and peacetime strategist who founded the Tokugawa shogunate following the Battle of Sekigahara that ended Japan’s chaotic Sengoku period. His in-game Sakoku agenda, inspired by the edict of the same name made by his grandson, means he dislikes Civilizations that have conquered other Civilizations’ original capitals.

New Ability: Bakuhan

  • (Base game) International Trade Routes receive -25% Yield and Tourism, but Domestic Trade Routes provide +1 Culture, +1 Science, and +2 Gold for every Specialty District at the Destination.
  • (Base game) Cities within 6 tiles of Japan’s capital receive +4 Amenities and after researching Flight receive +1 Tourism for every District.
  • (Rise and Fall & Gathering Storm DLCs) International Trade Routes receive -25% Yield and Tourism, but Domestic Trade Routes provide +1 Culture, +1 Science, and +2 Gold for every Specialty District at the Destination.
  • (Rise and Fall & Gathering Storm DLCs) Cities within 6 tiles of Japan’s capital are 100% loyal and after researching Flight receive +1 Tourism for every District.

Nader Shah (Persia)*

A slave who went on to declare himself Shah, Nader was a skilled military commander whose successful campaigns and conquests made him the richest man in the world. Named for his elite infantry musketeers, his Jazayerchi agenda means he likes Civilizations with lots of land units and dislikes those with few land units.

New Ability: Sword of Persia

  • +5 Combat Strength attacking full Health Units.
  • Cities not founded by Nader Shah receive +2 Faith and +3 Gold on Domestic Trade Routes.   

Suleiman the Magnificent (Ottoman Empire)**

As the tenth Sultan of the Ottoman Empire, Suleiman personally led Ottoman armies and enacted major reforms to Ottoman law. He was also an accomplished poet and patron of the arts who oversaw a golden age of cultural development. As a result, he likes other Civilizations that are currently enjoying their own Golden Ages.

New Ability: The Magnificent

  • +15% Science and Culture when in a Golden Age.
  • +4 Combat Strength when not in a Golden Age against Civilizations who are also not in a Golden Age.

Civilization VI: Leader Pass is a new season pass that adds 18 new playable leader selections to Civilization VI. Civilization VI: Leader Passcontent will be delivered via six DLC packs scheduled for release through March 2023*** on Windows PC via Steam and Epic, MacOS via Steam and the Mac App Store, and iOS via the App Store. For more details on Civilization VI: Leader Pass, visit www.civilization.com

*Requires Persia & Macedon Scenario Pack to play.
**Requires Gathering Storm expansion to play.

*** Estimated release dates, subject to change. Leader Pass content will be automatically delivered in-game as it is released

Note: Base game required to access Civilization VI: Leader Pass Great Commanders content. Base game required to access Civilization VI: Leader Pass content. Some prior DLC required to play some content included in the Leader Pass.