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Green Hell Review

Green Hell

Developer: Creepy Jar
Publisher: Creepy Jar
Platform: PC
Release Date: 5 September 2019
Price: $24.99 USD/$35.95 AUD – Available Here

Video Review

Overview

Green Hell drops players in the middle of the unforgiving Amazon rainforest with nothing but their wits to help them survive. The game is marking its departure from Steam Early Access with the brand-new story mode that will introduce players to the newly expanded map. Players will take on the role of anthropologist Jake Higgins as he embarks on a quest to find his missing wife Mia.

Story

The story in Green Hell is short but sweet. After a quick tutorial and introduction, players are tossed into the rainforest and expected to survive. The story is told through walkie-talkie conversations with Mia and drug-fueled visions. The plot’s pacing is tied to the player’s willingness to explore, as new areas unlock more conversations. While many of the twists are predictable, the story is delivered in a poignant manner. Although Jake is an anthropologist, the writers tend to avoid exploring the relationship between the locals and the rest of the world, opting to focus on Jake and Mia. It works well as it allows the writers to generally avoid sticky topics that would require a lot more time to fully explore than Green Hell is able to offer.

Gameplay

On the spectrum of survival game difficulties, Green Hell falls on the more difficult end of the spectrum due to its emphasis on realism. Developers Creepy Jar consulted with survival experts to develop the game, so players who thumbed through the pages of survival manuals like John “Lofty” Wiseman’s The SAS Survival Handbook will recognize some techniques in the game.  

The game treads a fine line between a realistic experience and enjoyable gameplay. Unfortunately, Green Hell often falls on both sides of the line. The game is unforgiving in a good way. Players are never king of the jungle in Green Hell, but rather bouncing from just surviving to barely thriving. Mistakes like sprinting through the forest without paying attention is punished with a variety of poisonous creatures. Players must take a more methodical approach to the game; carefully planning their actions, being mindful of danger, and being prepared.

Combat is brutal. The hostile locals are almost as powerful as the player and large hostile animals are vicious. The only reliably safe way to score a kill is a headshot with a bow, but even that is no easy task as drawing the bow eats into the player’s stamina. Additionally, human enemies are more than happy to tilt the odds in their favour by swarming the player. Usually, the best way to survive combat is simply avoid it all together.

Green Hell excels at creating a constant struggle for resources. Unlike most survival games’ food and water meters, Green Hell opts for a more in-depth approach requiring a balance of all three macronutrients and water. Players will constantly be scavenging for food. Food decays over time, though cooking and drying can preserve food for a longer period of time. The spawn rate is low enough that staying in one spot isn’t feasible either, rather the game prods players into creating multiple bases or making expeditions around the map every other day or so to ensure a steady supply of food and materials. I much prefer this approach to survival games, as many often turn into technology tree grinds in the late game with the introduction of farms and other shortcuts.

The manual save system is frustrating considering death lurks around every corner. The game does not save when the player sleeps. It relies on the player remembering to save the game manually while in a shelter. Losing an hour or two of progress because you forgot to save is absolutely infuriating. Considering perma-death games are now an option, I think maintaining the current four save slots plus adding an auto-save slot that triggers every time the player goes to sleep would have been a better solution.

The inventory is visualized through a backpack, with different types of items stored in different pouches. Actual management is done Resident Evil style, with players needing to fit their items within a limited physical space. Additionally, players must also manage how much physical weight they carry, less they be slowed down to practically a crawl. Creepy Jar’s implementation gives inventory management a realistic feel that works well for the game but filling bowls with water is a frustrating ordeal. Once the backpack is open, players can grab items and move them around. Opening the backpack locks the camera angle. The angle can only be changed by dragging with right click. When the player has something in the hand, the camera no longer responds to right clicks. Players are simply forced to shuffle blindly in the direction of their fire so they can drop the bowl filled with dirty water in the cooking slot. The process of fetching water to boil gets especially bad once buildings are constructed.

The crafting system feels a lot clunkier compared to inventory management. Building physical structures is handled best by the crafting system. Players use the notebook to place down a blueprint in the world and then fill in the required materials. It works great save for an issue with partially constructed blueprints disappearing from the world with no refund if a player leaves the area for a few days. Constructing carried items is more troublesome. Players need to open up the backpack and then the crafting table separately, then drag over individual items. The only way to check the ingredients in the recipe is to close the crafting menu and open the notebook. It’s an unwieldy system, especially for those of us with goldfish-like memory. An argument can be made that the item crafting system is attempting to be as realistic as possible but using a blueprint system like the physical structure system would be a more realistic and less annoying.

The controls are decent. The key bindings are kept close to the traditional FPS layout with only a few extra keys for menu management. The key binding options are flexible for the minority of users not using WASD layouts. Inventory management is mouse dependent as most options are accessed through the right click menu. The mouse movement feels a little flighty, as if there is some sort of mouse acceleration or some other modifier. It doesn’t feel as precise or controllable as the average FPS game. Hit boxes are usually on the generous side though, so it’s possible to get used to the mouse after a while.

Visuals

Green Hell does an excellent job of creating a realistic Amazon Rainforest survival experience. The UI is minimal and immersive. Trees tower high above the player. The ground is incredibly lush with small shrubs, bushes, and saplings. There is enough ground cover to camouflage poisonous insects and reptiles from a distance, which plays a big role in forcing players to slow down when going off the beaten path. The heavy ground cover can make finding items on the ground a little difficult at times, so a slightly more generous item highlighter that emphasizes a few items near the mouse instead of one at a time would make life a little easier.

Audio

Green Hell offers a decent audio experience. The sound effects are good and create a cacophony of natural sound. Most animals have a unique sound that an experienced player will be able to distinguish. The biggest issue with the sound effects is the engine itself. The directional sound isn’t dead accurate, but it works well enough for tracking animals. The engine really struggles with properly distinguishing distance. The volume of sound effects suddenly increases in stages instead of smoothly increasing as players get closer. The effect is unnatural. It can also interfere with gameplay at times as it makes it more difficult to hear venomous animals like rattlesnakes while on the move.

Overall

Green Hell occupies a niche in the popular survival genre. Its attempt at a realistic survival experience puts the developers in the challenging position where they must carefully balance realism with entertaining gameplay. In the end, Creepy Jar gets many things right. They create a convincing Amazonian survival experience that is challenging yet fulfilling. On the other hand, there are also several bewildering gameplay decisions that makes the game needlessly awkward. Survival game fans looking for a challenge will likely be able to overlook the game’s oddities and find an enjoyable hardcore experience.

Capsule Computers review guidelines can be found here.

Fairy Tail JRPG Announced by Koei Tecmo and Gust

Fairy Tail‘s manga ran for such a long time and unlike other series, it saw very few games being released. Well that will be changing soon as Koei Tecmo and Gust have announced that they are making a new RPG game based on the manga series and they are planning on releasing it in 2020 for the PlayStation 4, Nintendo Switch, and PC.

Few details about the game are known at this time but from the trailer below, it does seem that the game will be taking place after the time-skip. We also see that characters such as Natsu, Lucy, Erza, Gray, and Wendy will at least be playable characters but with such a massive number of characters available, it will be interesting to see just how many will be appearing.

Raging Loop Coming to PC in December

Usually when a visual novel is announced for Western release a PC version is almost guaranteed but when PQube announced that Raging Loop would be heading to the West, no PC version was planned. Now the company has announced that they are indeed planning on bringing the psychological horror story to PC but it will be coming out a month and a half later than other versions as it will be releasing on December 5th instead of on October 18th and October 22nd in Europe and North America for the PlayStation 4 and Nintendo Switch.

To go along with this announcement the developer also released a new trailer for Raging Loop that showcases the mind games and gameplay elements of the visual novel. Both newcomers and seasoned visual novelists will be happy to find an extremely convenient feature. A comprehensible flowchart accessible at any point during the game. The paths that have already been explored are marked with conclusive symbols, helping you to easily identify and experience unexplored parts of the game.

Plants vs. Zombies: Battle for Neighborville Announced for October

Its been a few years now since Plants vs. Zombies: Garden Warfare 2 was released and now EA and PopCap Games are reviving the series once again in shooter fashion with the newly announced Plants vs. Zombies: Battle for Neighborville which will be releasing on the PlayStation 4, Xbox One, and PC. A digital-only early access “Founder’s Edition” is already available for $29.99 though a full retail launch will be happening on October 18th.

Players will unravel the threats of three free-roam regions, including the familiar central location of Neighborville Town Center, as well as adventuring through the outer edges of Neighborville in the hot and dusty Mount Steep, and the lush and strange Weirding Woods regions. At the core of Plants vs. Zombies: Battle for Neighborville is the game’s emphasis on thrilling multiplayer gameplay. Players can battle it out with 20 fully customizable character classes, including returning favorites like Peashooter and Chomper, along with some fresh new faces such as Night Cap, a master of the shadows, and the funky disco queen Electric Slide.

The character roster also includes a Team Play class for each faction, Oak and Acorn, and Space Cadet. Additionally, players can join forces and kick some grass in split screen couch co-op and online co-op across every mode, whether it is battling through flourishing free-roam regions or jumping into battle in six different multiplayer modes.

AI: The Somnium Files Physical Release Delayed One Week in North America

Sometimes being too popular isn’t a good thing, especially when a more niche game manages to catch on when a publisher wasn’t expecting it. Such is the case with AI: The Somnium Files as Spike Chunsoft has announced that the physical PlayStation 4 and Nintendo Switch versions of the game will now be releasing a week later on September 24th due to the “increased demand and manufacturing delays.”

The digital versions of AI: The Somnium Files will still be releasing on September 17th for both consoles as well as PC though it is worth noting that the physical release of the game in Europe is still set for September 20th.

Warriors Orochi 4 Ultimate Adds Ryu Hayabua to Roster

Last week it was announced that Warriors Orochi 4 Ultimate would be heading to the West and now Koei Tecmo and Omega Force have announced another new playable character that will be joining the already massive roster. The new addition to the roster, alongside the previously announced Gaia and Joan of Arc, is Ninja Gaiden’s Ryu Hayabusa.

Warriors Orochi 4 Ultimate features new storyline paths and even a new ending as it uncovers why Zeus formed his anti-Odin coalition and the true purpose of Loki. Throughout the new narrative and side stories, gamers will discover a host of fantastical new magic abilities and Sacred Treasures to light up every level as history’s greatest warriors take on swarm after swarm of fearless enemies. Warriors Orochi 4 Ultimate is currently set to be released in the West in February 2020 for the PlayStation 4, Xbox One, Nintendo Switch, and PC.

Atelier Ryza’s New Battle System Highlighted

Koei Tecmo and Gust have released a new trailer for Atelier Ryza: Ever Darkness & the Secret Hideout showcasing how the combat system in the game is a bit different this time around. As you’ll see in the video below the game features a faster paced battle system that will allow players to use Action Orders to activate their party members’ attacks and use special attacks to deal massive damage, a few of which are highlighted.

Atelier Ryza: Ever Darkness & the Secret Hideout is currently slated to be released on the PlayStation 4, Nintendo Switch, and PC on October 29th in North America and November 1st in Europe.

Alawar Premium is Set to launch their Single Player ‘First Contact,’ on September 19th

The Single Player Version of the Previously Released Multiplayer Game ‘I am Not a Monster’ Will Fully Release on Sept 19th.

I am not a Monster, a title developed by Cheerdealers under the publisher Alawar Premium is set to release their highly anticipated single-player called ‘First Contact’ on September 19th. The new single-player will be a free update for those who own the original multiplayer game, and if new players decide to jump-in this coming “free weekend” going on tomorrow September 6th until the 9th on steam, they’ll luckily get the new single-player update upon release. 

Upon full release, the new single-player campaign edition will feature 8 playable characters (you will play all 8 during the game on different levels), 40 unique levels, and approximately 10 hours of gameplay.

“Captain Laser, a famous hero of space battles, is once again invaded by vicious monsters… he fights them off, protecting all the passengers and starship crew. There’s something different about this battle, though; it just doesn’t feel the same to him; there is more than meets the eye… As the narrative continues, he will soon learn the true nature of these monsters, thus revealing hidden secrets about the other passengers.” – Stanislav Stepchenko, Producer, Cheerdealers

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There’s Still Time for Current Owners to Grab the Current Beta: 

The beta is still currently live now leading up to the Sept 19th, 2019 full release. All current owners of the original ‘I am Not a Monster’ (multiplayer) can access the beta via Steam. Press members and other influencers are free to play and review the beta as long as they mention the version of the game they are playing. 

The owners of the multiplayer version can choose to play the beta when launching the game. Those who don’t own ‘I am not a Monster,’ can get the First Contact beta by subscribing to the newsletter at https://iamnotamonster.com/ 

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What to expect in the current closed beta: 

  • 6 levels
  • 7 characters
  • Turn-based battles
  • Introduction to the plot
  • Survey after the beta

Follow us socially and online for continued updates: 

Steam Page: https://store.steampowered.com/app/826600/Im_not_a_Monster/
Website: https://www.iamnotamonster.com
Twitter: https://twitter.com/notamonstergame
Facebook: https://www.facebook.com/notamonstergame

Alawar Premium is a Midcore Gaming Division of Alawar Entertainment

Founded in 1999, we specialize in the development, publishing, and distribution of casual games, reaching players all over the world. The company has published over 350 casual games, including leading downloadable and mobile brands like Farm Frenzy and The Treasures of Montezuma, on more than 15 platforms. In addition to game development and publishing, Alawar manages the worldwide digital content distribution, including distributing its games through its own websites and partners. For more information, visit: www.alawar.com and to learn more about Alawar Premium and their growing portfolio of games, visit here: https://company.alawar.com/en/

CREA-TURE STUDIOS DROPS NEW SESSION EXTENDED “10 TRICK LINE” SKATEBOARDING GAMEPLAY FOOTAGE

CREA-TURE STUDIOS DROPS NEW SESSION EXTENDED “10 TRICK LINE” SKATEBOARDING GAMEPLAY FOOTAGE

Long-awaited skateboarding game will be available for $19.99 on Sept. 17 via Steam Early Access

MONTREAL Sept. 6, 2019 – creā-ture Studios has released new extended gameplay footage of the upcoming skateboarding game Session. The new video showcases the free flowing nature of the game at the Brooklyn Banks with a sample “line,” several tricks strung together in quick succession. Additionally, several professional skateboarders have recently revealed their involvement with Session, including the likes of Donovan Strain, Dane Burman and Ribs Man.

Session will be available for Windows PC via Steam Early Access for $19.99 on Sept. 17, 2019. The Xbox One version will follow later in October on Xbox Game Preview. The final game is expected to officially launch in early 2020.

Inspired by the golden era of skateboarding, Session lets players experience what skateboarding is really like — an incredible culture where there are no goals other than expressing your creativity and achieving success through hard work, perseverance and a bit of madness. The PC early access version of Session will include true stance-stick controls: each “stick” controls one foot to replicate real skating while highlighting the difficulty of “switch” tricks. The skateable environment is a 1:1 scale of New York focused on lower Manhattan, featuring the legendary Brooklyn Banks and surrounding Financial District.

For more information on Session, be sure to follow creā-ture on Twitter, Instagram and Facebook.

About creā-ture Studios

Here at creā-ture Studios, located in the surroundings of Montreal, Canada, we try to do things differently — not because we have to, but simply because making games doesn’t seem to be what it used to. Formed by guys who got sucked into the AAA industry for probably too long, we strive at getting back to what video games are to us. More than a product, a creā-tion, the achievement of an art form envisioned into something fun and interactive! Our goal is to bring high-quality, detail-oriented, entertaining, creative and original games to niche markets and to serve them the best we can with an inspiring mindset, creating games that will meet the needs, quality standards and requirements of the people who play them. At the end of the day, it needs to be legit and fun. For more information, visit http://www.crea-turestudios.com.

AWARD-WINNING HORROR TITLE ‘REMOTHERED: TORMENTED FATHERS’ AVAILABLE NOW ON SWITCH

TRUE TERROR FOLLOWS YOU EVERYWHERE ON NINTENDO’S FLEXIBLE SYSTEM

Catania, Sicily, September 6, 2019 — Darril Arts and Stormind Games are proud to announce that the critically-acclaimed Remothered: Tormented Fathers will provoke anxiety again now that it is available on the Nintendo eShop. This gripping and tensed survival horror experience has garnered much praise since its initial release and is now one of the few games in the genre to grace the Switch’s library. Nintendo Switch layers can finally get their hands on the perfect psychological horror adventure today on the eShop for 29.99 USD/EUR.

Remothered: Tormented Fathers puts you in the role of Rosemary Reed, who is looking into the disappearance of a young woman named Celeste. As Rosemary searches Celeste’s childhood home her investigation comes to a halt when Richard, Celeste’s adoptive father, refuses to cooperate. Rosemary does not relent and returns to the home after dark to continue her investigation but finds herself trapped and stalked by its twisted inhabitants. 

Remothered sticks to classic, tense survival horror gameplay with modern polish. Your protagonist never becomes a monster-slaying machine, you will always have to carefully weigh your options between stealth, combat, and escape. Rich, psychological terror will grip you at every turn driven by the deep plot and sound design that has won its creators over 11 awards since its release. (GOTY 2018 – Rely on Horror, Best Indie Game 2018 – Eurogamer, Best Italian Game 2018 – Italian Video Game Awards)

Remothered: Tormented Fathers Key features

  • Many ways to survive – Misguide your stalkers with the endless combinations of game dynamics: stealth, action, strategy, hide & run. Use your skills to block them in another area of the house. Attack your enemy and make your items more powerful by spiking them. Carefully study the behaviour of your stalker and his path. Don’t get too close to your enemy, and when they are getting close to you, if possible hide.
  • Psychological plot – Characters in the story are everyday people who turn into scary monsters.
  • Movie-like cutscenes – Thanks to his impressive direction, Chris Darril created a story rich of complex life-like characters.
  • Audio clues – Use the 3D audio sound effects to understand when your stalkers are getting closer.
  • No health bars – Your body is the only way to understand how you are doing.
  • Realistic puzzles – Environments and characters have been conceived to be realistic and believable.
  • Real-time loading – Explore the mansion without worrying about empty moments or boring loading times.
https://youtu.be/jhmb9PWAtEs

Supporting Assets and Links
Nintendo eShop: https://www.nintendo.com/games/detail/remothered-tormented-fathers-switch/
Twitter: https://twitter.com/remotheredgame
Facebook: https://www.facebook.com/remothered/

About Darril Arts
Darril Arts is a digital arts entertainment company focused on stories designed with the aim of enriching the game and animation industry supply by offering a range of multimedia products that can be fully classified as seventh and eighth art. 

About Stormind Games
Stormind Games is the Marketing-First Italian video game development studio specialized in premium story-driven titles for PC and consoles. Since their foundation, in 2016, they can count on their own in-house development department, made up of experienced 3D artists, developers, and designers who all had the chance to previously prove their skills in the production of CGI movies and video games.