Sony Interactive Entertainment Australia is excited to announce that ahead of this weekend’s huge fight, UFC 271 is currently available to pre-order on PlayStation 4. Fans can get ready now by logging on to PlayStation Store to prepare for the event when it kicks off this Sunday, 13 February at 2:00PM AEDT. 10% discount applies to pre-orders with PlayStation Plus.
This Sunday’s epic match will see a clash between Nigerian-born New Zealander, Israel “The Last Stylebender” Adesanya and New Zealand-born Australian, Robert “The Reaper” Whittaker. Two years ago, Adesanya stopped Robert Whittaker in his tracks in front of a record crowd in Melbourne’s Marvel Stadium. Will this weekend’s match see Whittaker avenge that defeat? It’s truly a must-see event.
Getting ready for UFC 271 is simple and the perfect way to watch it is through PS4 Live Events. Head to PlayStation Store now from your PS4 console and search for “UFC 271”. PS4 owners can pre-order the pay-per-view event today. And that’s it: you’re all set!
Purchased content will appear in ‘My Videos’ App on the PS4 dashboard and a handy timer countdown will keep you informed as to when the event starts. You’ll be able to watch the live stream as soon as the event starts.
PlayStation Live Events are a great way to watch your favourite events on your PS4 console, live or on-demand, with no subscription and no commitments.
SQUARE ENIX UNVEILSVOICE OF CARDS: THE FORSAKEN MAIDENTO RELEASE ONFEBRUARY 17
Experience a Brand-New Adventure in the Voice of Cards Franchise fromNieR Series Creator YOKO TARO
SYDNEY (Feb. 8, 2022)– SQUARE ENIX® today revealed Voice of Cards®: The Forsaken Maiden, the latest addition to the unique Voice of Cards card-based RPG franchise, which will be available digitally for the Nintendo Switch™ system, PlayStation®4 console and PC via Steam® on February 17, 2022. Voice of Cards: The Forsaken Maiden is a standalone experience that both new players and fans of Voice of Cards: The Isle Dragon Roars, can enjoy, and is told entirely through the medium of cards.
Players can escape to an illustrated world presented in the medium of cards with the Voice of Cards series’ second release, brought to life once again by the creative team behind the beloved NieR® and Drakengard® series, including Creative Director, YOKO TARO (Drakengard series, NieR series), Music Director, Keiichi Okabe (Drakengard 3, NieR series) and Character Designer, Kimihiko Fujisaka (Drakengard series). Set on a remote chain of islands that have been protected by the Maidens for generations, the turn-based adventure will have players follow the protagonist to save the people of the island as they face the threat of destruction. In this touching tale set in a world of melancholic beauty, players will set sail for the high seas, together with Laty, a girl who failed to become a maiden.
For fans of YOKO TARO , a bundle set based on YOKO TARO’s other works will be available for purchase, which includes the Voice of Cards: The Forsaken Maiden game and several themed DLC items* that unlock in-game content, such as:
Puppet’s Costume – An additional design for Barren, Laty and Lac’s outfits**
YoRHa® Emblem – Replaces the design on the backs of the cards with the YoRHa emblem**
2B Avatar – A 2B-inspired design for the player avatar, which can be used on the world map
Machine Lifeform Table – A machine-lifeform-themed design for the game table**
Resistance Jukebox – Allows you to change the BGM to music that evokes the memory of the androids who fought to the death for the sake of humanity**
Pixel Art Set – Replace all character and enemy illustrations with pixel art**
*The items sold in this set will be available for individual purchase after the game release.
**The appearance will not change in some sections.
Fans who pre-order Voice of Cards: The Forsaken Maiden on the Nintendo Switch™ system or STEAM® will receive the “Whale of Fortune Pattern” DLC, which unlocks a card design featuring a legendary whale said to bring good fortune, and the “Ocean Tile Table” DLC, which unlocks an ocean-themed design for the game table.
Voice of Cards: The Forsaken Maiden will be available for digitally for the Nintendo Switch™ system, PlayStation®4 console and PC via Steam® on February 17, 2022.
Pre-order is now available for Nintendo Switch™ system and Steam®.
Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. Square Enix Ltd. also has a global network of leading development studios such as Crystal Dynamics® and Eidos Montréal®. The Square Enix group of companies boasts a valuable portfolio of intellectual property including: FINAL FANTASY, which has sold over 164 million units worldwide; DRAGON QUEST®, which has sold over 83 million units worldwide; TOMB RAIDER®, which has sold over 85 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Ltd. is a London-based, wholly owned subsidiary of Square Enix Holdings Co., Ltd.
DRAKENGARD, DRAGON QUEST, EIDOS, EIDOS MONTREAL, FINAL FANTASY, NIER, SPACE INVADERS, SQUARE ENIX, the SQUARE ENIX logo, TAITO and TOMB RAIDER are registered trademarks or trademarks of the Square Enix group of companies. Nintendo Switch is a trademark of Nintendo. Steam is a registered trademark of Valve Corporation. “PlayStation” is a registered trademark of Sony Interactive Entertainment Inc. All other trademarks are properties of their respective owners.
Dying Light 2 Stay Human Hits Nearly 275K Concurrent Steam Players, Over Half-Million CCV
Techland’s action-RPG sequel hits #23 on All-Time Peak Most Played list
Wrocław, Poland — 8 February 2022 —Dying Light 2 Stay Human released Friday, 4 February. Media on Metacritic and OpenCritic have shared their thoughts about the ambitious post-apocalyptic open world title from Techland, scoring the game strongly on all platforms
During its first weekend, Dying Light 2 Stay Human earned more than 25,000 reviews on Steam, with 81% positivity. Also, with 274,983 peak active players at one moment, Dying Light 2 now sits at 23rd place on Steam’s “Most played games” list, All-Time Peak!
During the launch week, Techland tracked a peak viewer count of 512,000 CCV watching Dying Light 2 Stay Human on Twitch and Youtube*. Across all platforms, gamers watched Dying Light 2 content for 18,333,000 hours*!
To celebrate a successful launch, Techland kicked off another contest for Dying Light 2 Stay Human fans, and the grand prize is a powerful, customized PC (RTX 3090 FE + i9-12900k) created by PC gaming masters Nate Gentile—tech, design, modding, and hardware enthusiasts who create computer science content to entertain, teach, and advise! Visit Techland’s Twitter account to learn more about the contest rules. *Source streamhatchet.com analytics
Dying Light 2 Stay Human, published by Techland, is out now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S.
Dying Light 2 Stay Human is a story-driven open-world action role-playing game, a sequel to the critically acclaimed Dying Light published in 2015, which has been played by over twenty five million people all over the world. This time players are visiting the City – mankind’s last stronghold in the fight against the virus. Developed parkour mechanics enable players to explore the vast open world and master tactical combat. This lost civilization, a world set in the modern dark ages, requires creative approaches to finding items and crafting gear. Gameplay shifts during a day and night cycle, so players can dare to plunder abandoned lairs of the infected at night and discover the dark secrets of those in power by day. Players must choose which side they want to take and write their own story.
About Techland
Founded in 1991 in Poland, Techland is a renowned independent game developer and distributor for all leading platforms, including PC, Sony PlayStation, and the Xbox family of devices. Techland is best known for the original Dead Island games, the Call of Juarez series, and the Dying Light franchise, a global phenomenon played by over 20 million unique players to date. To top that, Techland’s experienced teams allow the developer to work on two of its own AAA titles at the same time. Comprising over 400 professionals across three offices in Poland, the company is committed to delivering unforgettable experiences and using the latest technology for innovative entertainment, which includes the proprietary C-Engine. For more information about the company itself, visit the official website at: www.techland.net.
All product titles, publisher names, trademarks, artwork, and associated imagery are trademarks, registered trademarks, and/or copyright material of their respective owners. All rights reserved.
CRAFT MEDIEVAL WINE AND RENDER RUSTIC HOSPITALITY IN LATEST NOBLE FATES UPDATE
Your Kingdom Has Visitors! Welcome New Guests – Offer Hospitality and Build Your Reputation. Run an Inn, Build a Tavern, Make Wine and More During Extended Sale
SEATTLE, WA – February 7, 2022 – After a successful Early Access launch, veteran developer Xobermon LLC released its first major Noble Fates update today, giving players the chance to make wine, build taverns, and manage inns — generating revenue from the people who visit their kingdom. Additionally, since Noble Fates’ launch in December 2021, the 3D fantasy kingdom-management sim’s Community has been incredibly busy, building a stunningly diverse array of houses, forts, castles, and more. See screenshots in the link below!
Best of all, Noble Fates is available now in an extended sale on Steam Early Access for $19.99, a 20% discount off the full retail price ($24.99). There is no time to make wine like the present!
New Hospitality Features:
Manage an Inn: Become the epitome of hospitality by offering beds, rooms, or entire buildings for rent. Meet customer expectations and satisfy the needs of delegates to build inter-Kingdom relations or shortcut the recruiting process to grow your mighty kingdom.
Five-Star Accommodations: Address a lodging need that scales with Nobles’ Prestige. That straw bed might be enough for an unskilled recruit, but your most prestigious Nobles will need a nicely appointed home of their own to be satisfied.
Build a Tavern: Design an inviting home-away-from-home with comforting fireplaces, then sell food and drinks to generate additional income. Tap into new decoration items such as a modular table to build a gathering place the kingdom can be proud of.
Grow Grapes, Craft Wine: Cultivate and harvest grapes, craft and sell wine. Use the Winery to transform them into a quick fix for comfort. Careful though, your constituents might imbibe too much and pass out drunk!
Food and Drink Management: Master the new Food and Drink Management tool to reserve the fine meals for your nobles and leave the scraps for the serfs.
Inspired by the depth and fun of Rimworld and the brutal clash of ambition, intrigue, and violence from Game of Thrones, Noble Fates charges players with building a kingdom worthy of lasting recognition. Build, craft, farm, mine, hunt, defend – even command from the sky, or take control in third person. Your story goes where the people, your actions, and their reactions take it.
###ABOUT XOBERMON LLC Xobermon is a Seattle, WA-based development team founded by Chris Willoughby, former lead engineer of ARK: Survival Evolved and the State of Decay 1 and 2 team, and Matt Kaplan, whose work was featured in HoloLens and Forza, among others. Noble Fates is their first game on Steam PC.
Explore a bizarre hand-drawn world troubled with fear and emotional distress
Milano, Italy – February 7th, 2022 – Studio Cima is excited to announce that its upcoming narrative adventure game, The Perfect Pencil, is in development for PC and Nintendo Switch.
With combat and platforming elements taking inspiration from action-adventure games such as Hollow Knight and psychological depth of the characters, typical of games like Celeste and Limbo, this combination is beautifully wrapped in a hand drawn art style. The Perfect Pencil aims to challenge players to comprehend and face uncomfortable situations that stem from their fears and anxieties – a topic very much in the zeitgeist of today – as part of a wholly engaging experience.
As you walk through mind-bending landscapes, the significance of the locales will start to become clear. The world is full of meaning, the characters are metaphors and personifications, and not everything is as chaotic as it looks. This land mirrors emotions, represents psychological reactions to fear and reflects human moods. The journey of the main character is also a reflection of his personal growth and throughout his journey players will face decisions that challenge their perception of the human psyche.
Engaging and unusual interactions, challenging choices, surprising exploration and fast paced combat will keep the gameplay interesting throughout whilst the narrative reveals itself. This game has its own language full of humour and allegories which it uses alongside immersive gameplay, to speak intimately to the player.
“I’m so proud and excited to finally announce The Perfect Pencil, a project made with love, attention and commitment,” says studio director Stefano Rauzi. “It was born from the idea of telling a personal story of psychological struggle, through interaction with peculiar and multifaceted characters. The video game medium gives the opportunity to create an immersive experience that I hope will allow the players to confront and discover something about themselves while building their own personal path. The Perfect Pencil is our attempt at creating a unified narrative experience that encapsulates a vulnerable, beautiful element of the human condition.”
About Studio Cima Based in Italy, Studio Cima was born in April 2019 from an idea of Stefano Rauzi, following an artistic path that started with drawing and painting leading to videogames. Through the years collaborators have joined to give the right importance to every aspect of its first game “The Perfect Pencil” and to develop this project in the best possible way. Studio Cima aims to keep creating, through the videogame medium potential, interesting and narratively engaging adventures that explore human nature.
When I was young and playing my Pokémon Game Boy titles, I would imagine the games in a bigger scope than what they were. I think all kids at that time did, as thinking of a large Pokémon game that mirrored the anime allowed us to fill gaps within the experiences with our own imagination. Game Freak have obviously tried to deliver a bit of that in prior generations with the 3DS’ X and Y, as well as Sword and Shield for the Switch, but many felt like the franchise played it safe and stuck to basics a bit too much. Pokémon Legends: Arceus is the next in line on the Pokémon proving ground, which changes things up by removing technology so fans can go knee deep into some Sinnoh lore. Does it deliver a satisfying immersion, or does this detour from the norm prove to be a rocky one? Let’s find out.
Story
The plot in Pokémon Legends: Arceus is familiar, but still very different from what we are used to. Players take control of a protagonist that falls from the skies in the Hisui region due to a mysterious force. After meeting a new Pokémon professor and a few new friends, you set out on a journey to fill a Pokédex, while taking on missions for the Galactic Team as a member of the Survey Corps. Yeah, it really does throw you into it that fast, but due to it still being Pokémon, it is not very hard to get associated with this world quickly.
The narrative is interesting, and the deepest Game Freak has ever plunged into their own lore. That is because we are now back in time before modern technology existed within the Pokémon universe. This is a period where discovery is above competition, where players must deal with the nuances of crafting to obtain their tools for their own adventures and advancement. For the first few hours, I will admit, I was a bit taken back as I missed that age-old formula. Part of me really enjoyed the different pace here as the standard set of tropes for even spin-off titles are gone, but once the game reaches a point, that becomes forgivable as the game expands and gets its own legs through its over-arching narrative involving the legendary Arceus, who is intertwined into the fabric of the experience in every way.
There is a lot of care in in the plot and setting here, as any seasoned Diamond and Pearl player will be able to have a ton of those little “ah-ha!” moments as NPCs speak of the many myths and legends of their current time, which were once pieces of one-line dialogue where locals would ramble about when they spoke about the history of Sinnoh. That makes the discovery portion of things feel important and, what Pokémon Legends: Arceus is all about.
Gameplay
There was a moment where I knew I had fallen for Pokémon Legends: Arceus’ gameplay. I just started my journey, and was provided with some Pokéballs, along with my Rowlet. I saw a Bidoof and chucked a ball at it, managing to capture it instantly. That was cool enough, but within a couple of minutes I came upon a common Shinx, who seemed ready to attack. I couldn’t catch him, as he was too irritated to capture. I swapped to my Pokémon, and tossed out my Rowlet. A battle sequence immediately ensued. No pre-battle animation or loading, just right into the battle, ready to go. I was already in awe of the seamless flow, and then noticed I could move and call commands to Rowlet while my own movement was occurring. I smiled in glee and continued the battle until weakening the Shinx, before capturing it and continuing forward. It’s kind of silly that this was where Arceus had me hooked, but that little sequence felt bigger than that. It was the first time I felt Pokémon had finally evolved and moved one step closer to that vision we have always had for it for the past 25 years. This wasn’t just some random addition to a game; this is how my friends and I played Pokémon on the playground with toys when we were kids. Yes, the gameplay here is great.
I mentioned earlier that the tropes are not the same for Pokémon Legends: Arceus compared to your usual main entry that we see annually. I think I should clarify that as despite what prior hype may have made it out as, this title is a spin-off, as even though you pick a starter and hear the usual spiel from a professor, this is not that type of Pokémon game. I would honestly line up Arceus closer to the likes of Pokémon Colosseum or XD than I would something more traditional, as it falls just enough outside of that line to be a completely different experience than what most would be accustomed to. Sure, the mechanics of battles and leveling are still enough to make it feel familiar, but I feel that setting your expectations correctly with this one is needed before going in, especially with all the hype that has surrounded it since its announcement last year.
The term spin-off shouldn’t deter anyone from understanding the massive scope here, as even though it isn’t as free as one could imagine, the areas within the Hisui region are large and vast, brought to life by the species of Pokémon that inhabit it. The main objectives are based around the Pokédex, with the player having to go out and capture Pokémon for the professor. To do this, you now need to keep an eye out for materials to craft into tools, as keeping a stock of Pokéballs is almost mandatory. Luckily, farming rocks, acorns, gems, and so on comes easy to any explorer as there is plenty to find as you search each area. Items can also be obtained for healing and stat boosts as well, adding a way to keep a well-balanced team – even if you may not be utilizing your Pokémon for frequent battles.
Players now must gain ranks instead of badges by basically filling a meter that kind seems slow to fill at first. Each Pokémon you catch increases this and completing a Pokédex entry (which usually comes with three of the same species) means you can feel to catch repeats without wasting time, as you are rewarded with more “Star Rank” experience for doing so. Side quests are also found almost everywhere, with NPCs asking you to fetch or craft them an item, or even a Pokémon that may end up helping you later. For example, one villager may need a Geodude to start gardening. After he gets that ability, he will slowly be able to build up his own space – which will be able to be utilized for greater goods down the road. It’s an effective ecosystem that makes exploration satisfying, even if there may be a bit of repetition and tedium tied into the wait for the progression to occur.
Outside of exploration and quests for side or story purposes, two other objectives act as a great reason to press forward and unlock more areas. Alpha Pokémon are simply stronger versions of their species, and usually come at a much higher level than anything else within the area. This means that you may have to use up your entire team to conquer one, but they are worth it with the bounty they bring. These Pokémon have moves that only are available to themselves, so capturing an Alpha will give you a great advantage on the field. Defeating one in battle also brings a ton of rare loot as well, which can greatly shift the game’s difficulty in your favor if you are struggling in a more advanced playing field. Noble Pokémon are based more around the narrative, with these Pokémon acting as actual bosses that must be purified before conquering. You can do this by battling them in a challenging format, throwing balms at the target when they are stunned or weak. Sure, it isn’t exactly the most creative boss encounters, but they do add a lot of reason to grind for the sake of progression.
If I had any issues with Pokémon Legends, it wouldn’t be the gameplay or general mechanics. I do think that sometimes the game can drag a bit at periods, but that also may be more of a preference issue for the quests available. My main snags came in the form of the game’s odd menu layout and button mapping. I think for years, we have gotten used to running with “B” and opening menus in specific ways, so maybe this is just me – but having the character crouch with that said button and each bag and menu having different layouts to do almost the same options became a headache quickly. In this bag, you use R to go through the top tabs and Y to open missions. The map you need to use B to open this portion and go through tabs with A. I just never got used to it and found it to be an unnecessary annoyance. There is a lot of game here so that isn’t a deal breaker, but for a game with so much leaning on familiarity, the menu navigation choices just came off as a little odd.
This is a Pokémon game at the end of the day, and one could probably get an infinite amount of time with the game and still have plenty to do as that core concept of “Gotta Catch ‘em All” still is present. With online missions, mystery gifting, and discovery of everything else riddled within, replay value here and be endless if you let it as Pokémon Legends feels like a project built with a long future in mind.
Visuals
Pokémon Legends may be the newest game of the franchise to date, but it certainly doesn’t look like it. In ways, the game looks darker and maybe even muddier than prior titles. Most character models resemble that of a mix of what we saw within Pokémon Sword and Shield and even the 3DS titles. Framerates can also be a bit messy with the environment, as grass and water clips in and out of existence commonly. That said, it still holds steady where it matters as I never noticed the Pokémon themselves with slowdown or choppiness when in battle as animations were always consistent and fluid. Would I have liked to see something closer to what we received with New Pokémon Snap? Sure, as those visuals were bright and warm. Sinnoh is a cold land, however – and with all this content you just must accept that what you see here is serviceable enough for this adventure.
Audio
I really dug the soundtrack. Sure, it sounds like general fare at first, but as you explore, music changes dramatically from area to area, with atmospheric tunes that capture the mood of the creatures around you. Pokémon have their typical cries and voice acting isn’t really a thing, but again – I don’t think the audience this was intended for will mind that all too much due to the focus on the core experience.
Overall
Pokémon Legends: Arceus is truly something unique for this franchise. This world is a history lesson Pokémon style, with new mechanics and innovations that are ready to move the namesake forward for the better. In a game built around discovery and exploration, it manages to open new windows to what was once background lore, adding innovative mechanics and features that makes Pokémon feel fresh and exciting. Despite some shortcomings, Pokémon Legends has enough content to keep players busy for hundreds of hours, all while paving the way for what is sure to evolve into its own series with endless possibilities.
Capsule Computers review guidelines can be found here.
The concept of dating a Lovecraftian horror may not be the freshest idea, in fact an entire light novel series and anime adaptation were created around the concept but what if these horrors were played a bit straighter and were placed inside of a dating game instead? That is the concept that Sucker for Love: First Date aims to skewer in its own unique way as the game puts its own quirky twist on horror comedy where, as long as the date ends with a smooch, who cares if the world comes to an end.
Story
Players step into the shoes of something of a fancy man who appears to be popular with the ladies but the only one for him happens to be something he has only heard in his dreams, the name Ln’eta. After collecting tons of cult paraphernalia and getting scammed countless times looking for a Necronomicon to make his dreams a reality, it seems like he has finally struck gold. Almost literally. Rather than obtaining a book bound in human flesh and written in blood a vivid pink book with golden pages appears on his doorstep filled with rituals meant for summoning and surviving a date with one of the elder gods who just so happens to be the Cthulhu-like girl of his dreams.
After managing to succeed in summoning Ln’eta to his room, the player quickly terrifies even an elder god by saying that he has doomed all of humanity for a kiss. Of course, even though she is initially a bit hesitant about the arrangement, as long as players complete the necessary rituals to make themselves a bit more appealing and set the mood, a world ending smooch may just be waiting for them.
Sucker for Love: First Date ends up being a roughly paced pseudo visual novel that finds a fine balance in horror and comedy for its tone while still trying to sprinkle at least a little bit of romance in the middle of things. While we won’t go into too much detail to avoid spoiling how various events play out, it is clear as players progress through the game that the “first date” aspect truly hits home as many of the character interactions that the protagonist has with Ln’eta and the other two eldritch girls that can potentially be smooched only feel like they are scratching the surface. In a few cases this is primarily due to the nature of the game itself and its fairly short nature, but it would have been nice to see some elements of these characters explored just a bit further, especially since there happens to be quite a lot of potential here that is thankfully left open.
As mentioned, the pacing for Sucker for Love is a bit on the rougher side of things as there are three fairly short chapters in the game, with the third needing to be unlocked by completing various easy tasks in previous chapters, but the majority of the actual endings and events take place in the middle chapter. These interactions serve as some of the best parts of the game, especially since players can trigger some fun events depending on how things play out, the order in which some rituals are performed, and their past actions in the game. This does leave the finale to feel a bit like a letdown even if it does end up as the real culmination of nearly every aspect that Sucker for Love has going for it, drawing horror, romance, and comedy together into one truly perfect scene.
Gameplay
For the most part players will find that Sucker for Love: First Date doesn’t really play like an average visual novel as many of the standard mechanics and even quality of life elements are non-existent. There is no ability to drop the text box or rewind dialogue and even the ability to save the game has been removed and replaced with a frequent enough checkpoint system that can be loaded from the main menu or any fail state. It is a bit unfortunate however that things such as ending CGs or unlocked endings cannot be rewatched once obtained.
Now that that is out of the way, what Sucker for Love does focus on heavily is the aforementioned rituals. Players will need to interact with various items in their apartment to complete a ritual to advance, though there rarely is a fail state should a mistake be made. Instead players will simply be told if something is out of order though even this is a bit inconsistent as game overs can happen randomly through improperly performed rituals as well. Performing these rituals in the correct order will generally lead players towards the most straightforward ending in a character’s route but with three chapters and multiple endings in each, it is up to players to experiment a bit and figure out just what they can do to see everything that Sucker for Love has to offer.
That being said, even with this bit of experimentation it shouldn’t take players too long to see most of what the first two chapters in the game have to offer before making their way to perhaps the most challenging chapter, the unlockable third and final one. While we will still avoid details here, it is worth noting that this third chapter throws the game mostly into an entirely different genre as rapid rituals must be performed to solve randomized challenges that are thrown the players way. Unfortunately it is here that many of the game’s bugs begin to rear their head as properly completed rituals can still result in a loss of health even when taking on multiple at the same time. This wouldn’t be too much of an issue if it weren’t for how frequent issues like this would arise and the fact that the challenge must be restarted from the beginning each time.
Visuals & Audio
Now before we go anywhere else, it should be mentioned that Sucker For Love: First Date is not an erotic game by any means. In fact nearly every character in the game is as covered up as possible outside of a certain third unlockable entity and even that can barely be considered as fan service. Instead what is presented to players are some gorgeous looking character designs that strike the right balance between cute and horror, though fans of monster girls may be a bit more forgiving on that scale. It is worth noting that players are given a couple moments of teased fan service though acting on this immediately leads to a chuckle-worthy bad end. Along those same lines there is some gore that will be present throughout various moments in the game and while things aren’t taken to an extreme, those sensitive to such things should be a bit wary.
As for the voice work, all of the characters with the exception of the protagonist are voiced fittingly enough with the best stand out really being Ln’eta and the second dateable character which works quite well given that both of them have the most lines in the game as a whole.
Overall
Sucker for Love: First Date takes its Lovecraftian dating premise and runs with it about as far as a horror comedy can go while still trying to subvert player expectations a bit. For the most part this works incredibly well as a talented voice cast make these characters shine and their interactions throughout the story, as short as it ends up being, are great but unfortunately many of these elements are kept at a surface level while the ritual mechanics quickly become routine with only a bit of spice at the end.
Capsule Computers review guidelines can be found here.
Updates to The Contract, New Details on GTAV for PS5 and Xbox Series X|S, and More
As the GTA Online community continues to grow stronger with each passing year, we would like to take this opportunity to thank everyone for playing with us across 2021, whether through the high-speed thrills of Los Santos Tuners, chasing down Dr. Dre’s lost tracks in The Contract, or just causing havoc in Freemode with friends. As we enter our third console generation and with much more to come in 2022 and beyond, here is a look at just some of what’s on the way.
The Contract – Short Cuts to Short Trips and More
The Contract brought GTAV’s story into present-day GTA Online as players helped Franklin Clinton set up his celebrity solutions agency and track down hip-hop mogul Dr. Dre’s lost, unreleased music, along with an array of new gameplay including Security Contracts, Payphone Hits, and the ability to step into the shoes of Franklin and Lamar for the Short Trips co-op story missions.
To ensure everyone can easily experience the fun of Short Trips, players will soon be able to access Short Trips directly from the Jobs menu without completing The Contract’s story missions. And keep an eye out for official versions of Dr. Dre’s tracks from The Contract hitting your favorite music streaming service today.
A New Generation for GTAV and GTA Online
With the GTAV community stronger than ever, Grand Theft Auto V and Grand Theft Auto Online will come to the PlayStation 5 and Xbox Series X|S platforms this coming March 15, bringing the blockbuster open-world experience to players on the latest hardware. We sincerely appreciate the entire community’s support over the years as the game now heads into an unprecedented third console generation.
Grand Theft Auto V and GTA Online for PlayStation 5 and Xbox Series X|S features new graphics modes with up to 4K resolution, up to 60 frames per second, texture and draw distance upgrades, HDR options and ray-tracing, as well as offering the technical advancements of the latest console generation with faster loading times, immersive 3D audio, platform-specific features like advanced haptic feedback, and much more.
PS4 and Xbox One players eager to continue their journey on the newest generation of hardware will be able to transfer both their GTAV Story Mode progress and their current GTA Online characters and progression to PS5 and Xbox Series X|S with a one-time migration at launch.
Plus, a new standalone version of GTA Online for PlayStation 5 and Xbox Series X|S will debut at launch — available for free for the first three months to PlayStation 5 players — making it easier than ever before for new players to experience everything GTA Online has to offer.
Improvements to GTA Online
GTA Online for PS5 and Xbox Series also includes a range of improvements including the ability to skip the GTAV Story Mode prologue before entering Online, and an all-new GTA Online Tutorial. New GTA Online players will now enter the Career Builder, with instant access to their choice of one of four illicit businesses — Biker, Executive, Nightclub Owner, or Gunrunner — and a sizable GTA$ windfall to help select a property, high-end vehicle, and the firepower required to kickstart their enterprise. Returning players will also have the option to restart their character and take advantage of the Career Builder at any time.
The PS5 and Xbox Series X|S versions of GTA Online also include the new Hao’s Special Works auto shop, located within the LS Car Meet, which will allow players to upgrade select vehicles (5 new vehicles and 5 existing vehicles at launch) for elite driving performance that takes full advantage of the upgraded power of new console hardware.
What’s Next
With the unprecedented longevity of GTAV, we know many of you have been asking us about a new entry in the Grand Theft Auto series. With every new project we embark on, our goal is always to significantly move beyond what we have previously delivered — and we are pleased to confirm that active development for the next entry in the Grand Theft Auto series is well underway. We look forward to sharing more as soon as we are ready, so please stay tuned to the Rockstar Newswire for official details.
On behalf of our entire team, we thank you all for your support and cannot wait to step into the future with you!
MICROIDS REVEALS SIFU’S PHYSICAL EDITIONS WITH A NEW PUNCHY TRAILER
Coming out May 3rd 2022, pre-orders for the Vengeance Edition on PS5 & PS4 are now open
Sydney, Australia, February 5, 2022 – Studio Sloclap and publisher Microids are thrilled to unveil the content of Sifu’s Vengeance Edition alongside a new kick-ass trailer! Following their multiplayer hit Absolver released in 2017, Sloclap’s second game Sifuwill be an artful and true-to-combat Kung Fu game exploring themes of revenge and redemption! Crafted by Microids, the Vengeance Edition launching on May 3rd, 2022, is now available for pre-order.
Discover the content of the Vengeance Edition, now available for pre-order!
This edition will include:
An exclusive SteelBook®
Sifu’s standard edition for PlayStation®5 or PlayStation®4
‘The Art of Sifu’ artbook
The original game score (digital)
3 lithographs
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About Sifu
Featuring the gripping intensity of classic Kung Fu films with realistic and raw combat, Sifu tells the story of a young Kung Fu student who has spent their life training for a day of reckoning after the brutal murder of their entire family by a mysterious assassination squad.
Sifu’s unique gameplay sits in the crossroads of two established and popular genres, mashing the intensity and timeless thrill of beat’em up with the gripping design of 3D action games. Set against a detailed backdrop of a fictional Chinese city, you will uncover an ancient mystery via a series of difficult confrontations that will test your skills to their limit! To overcome the odds that are heavily stacked against you, you’ll need to rely on your mastery of Kung Fu and on a magical pendant that will revive you after death. The cost of magic is dear, however, and you will age significantly every time you come back to life. Time is the price you will pay for your revenge. The game’s exquisitely hand-drawn art style pays tribute to Kung Fu film classics where themes of revenge and redemption are timeless tales, all perfectly blending with Sloclap’s martial arts gameplay expertise. Sifu offers a unique approach to martial arts and its themes, making this game a true initiatory journey.
Notes for Editors:
Sifu will be released digitally on PlayStation®5, PlayStation®4 and PC (Epic Games Store) on February 8th, 2022. The Vengeance Edition for PlayStation®5 and PlayStation®4 will be released on May 3rd 2022.
About Microids Microids is a French video game publisher. Founded in 1985, Microids’ editorial strategy now focuses on 4 major areas: adventure games, racing games, retro gaming and games inspired by iconic titles. By collaborating with renowned studios and authors (Pendulo Studios, Eden Studios, Benoît Sokal, Paul Cuisset, Philippe Dessoly and Pierre Adane), Microids has become a major player in international video games. Taking inspiration from legendary titles, including Asterix & Obelix, and Titeuf, Garfield, Fort Boyard, XIII and Blacksad, Microids reaches a wide audience and creates original adventures which give gamers the chance to play as some of their most beloved characters.
About Sloclap
Sloclap is an independent game development studio founded in 2015. Comprising of more than 50 team members, the studio’s core focus revolves around martial arts combat games for PC and consoles. The studio’s debut project Absolver was released in August 2017 on PC & PlayStation 4, followed Xbox One version in January 2019 and achieved a player base of more than 3 million people around the world. The studio’s sophomore title, Sifu, is currently in development for PC and consoles and is due to come out in 2022.
One of Far Cry‘s signature phrases comes from the third game in the series, with Vaas explaining that the definition of insanity is doing the exact same thing expecting things to change and well, with Far Cry 6’s DLC it appears that Ubisoft is going that route. Far Cry 6‘s latest piece of DLC, Pagan: Control once again follows the same footsteps as the first piece of content, only this time instead of placing players inside the crazed mind of Vaas we find ourselves inside the cold calculating head of Pagan Min, facing down his past thoughts and demons in yet another roguelike experience that changes little from the first DLC.
Story
Now although it has been many years since Far Cry 4 was released, it is worth noting that various plot details and the ending to the game will be discussed as it pertains to various events that occur within the DLC so those who have yet to play the original should be wary.
Pagan Min envisions his family having a happy meal around a dinner table only for that happiness to be disturbed by an individual that looks just like him, claiming that it is who he really is. Pagan finds himself tasked with undergoing a series of trials to recover three pieces of a golden mask to restore his self-image. In rather interesting fashion, since Far Cry 4 offered players with a variety of ways to approach the game’s ending, both between the far superior secret ending and the choice given to players at the end of the actual game, Control has to play something of a balancing act when it comes to describing exactly what is happening with Pagan.
Could these be the final thoughts upon death or simply a horrific nightmare that Pagan has yet to wake up from? Either way Pagan: Control gives players a deeper look into the history of Pagan’s rule over Kyrat, his conflict with the Golden Path, and even some extra insight into his personal relationships with Ajay Ghale’s mother and other key figures. These moments may not be quite as interesting as learning about the twisted tale of Vaas but can still be rather informative, especially since more than a few memories reveal just how Pagan became the man he ended up being in Far Cry 4. In similar fashion to the first DLC, there are a few small variations to the game’s ending including a bonus scene should players complete a run on the hardest difficulty though this time around the reveal, while surprising given the circumstances, feels far less worthwhile.
Gameplay
Mechanically Pagan: Control plays almost the exact same as Vaas: Insanity as players are tasked with retrieving three pieces of an object, this time a mask to restore Pagan’s “Image,” all while earning currency that can be used to purchase various things that will help unlock permanent upgrades to Pagan’s arsenal. This time around the currency is “respect” and while a few unlocks have been changed around a bit, such as automatically marking targets when nailing a headshot, most remain the same with players needing to unlock additional weaponry through challenges on the map and upgrading the weapons at the locker should they feel the need, as well as perk slots that can be filled when various perks are obtained from slain enemies or opened chests.
Once again, everything in Pagan: Control must be completed in one life. Death or even quitting outside of a safe room will result in players losing all progress in collecting the mask, any respect they have earned (unless a limit perk is unlocked), and perks they have obtained in their current run. In similar fashion, everything will still remain revealed on the map with players still being able to know the location of any challenges, core missions, and even memory locations should they need to re-complete them. To lower the replayability further, outside of the weapon mods being slightly different each run the weapons themselves remain the same every time, meaning that if the shotgun isn’t to your liking this time, it won’t be getting any better. The gunplay is still as solid as ever but it is unfortunate that the roguelike elements are kept to a bare minimum here and very little has been changed between DLCs.
Obtaining the mask pieces in Pagan: Control once again places Pagan against some of the bigger moments in his life and it must be said that these are at least far more varied than they were in the first piece of DLC. In a way this was both surprising and a bit of a let down as at least one of these encounters felt far too simple to be treated as one of the three core missions players must complete. That being said, the side activities such as memories and delusions of Pagan’s mind are just as interesting and unique as one would expect. This includes the irony of climbing an upside down tower and a bit of replay value through certain memories that can only be seen once per run and will change depending on player choice and are some of the best highlights of the DLC.
Visuals & Audio
Whereas Vaas’ mindscape was bloody and often made no sense, Pagan’s is filled with gilded statues, prideful visages of the man himself, and glorious looking buildings set against a backdrop filled with enemies that this time take on the appearance of the Golden Path and some nearly untouched looking animals. The map this time around does appear to be even smaller than what was offered in the Vaas DLC but, as mentioned before, there is some more variety to be had here when it comes to exploration.
One must truly compliment the fact that the voice acting for Pagan Min remains as strong as ever with Troy Baker returning to reprise the role as he fits the character perfectly. Other characters are handled nicely enough though, as mentioned, a few scenes do feel a bit phoned in.
Overall
Far Cry 6‘s second piece of DLC brings us Pagan: Control in what still remains a fairly solid roguelite FPS that focuses once again on a charismatic villain but unfortunately happens to retread far too much of the same ground as the previous DLC. While offering new story context for fans of Pagan is great, barely expanding on any of the roguelite elements remains a troublesome pattern that makes this DLC worthwhile for fans of Pagan but mostly a retread for those who have already seen Vaas: Insanity.
Capsule Computers review guidelines can be found here.