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Mega Man 11 Review

Mega Man 11

Developer: Capcom
Publisher: Capcom
Platforms:PlayStation 4 (Reviewed), Switch, Xbox One, Windows
Release Date: October 2, 2018
Price: $29.99 USD – Available Here

Overview

Mega Man has been through a lot over the years. The blue bomber has been revived, cancelled, and at the center of conversation due to how passionate his hardcore fans have been. With that fanfare comes Mega Man 11, Capcom’s most recent entry that looks to bring the hero back to form in an experience close to the roots of the franchise. No longer in a “true” 2D realm, can Mega Man still provide enough substance for relevancy this generation? Let’s find out.

Story

It is a true return to form for the narrative within Mega Man 11 as Dr. Willy returns yet again with eight new bots and a brand new scheme. Utilizing technology that was created with Dr. Light years ago dubbed the Double Gear System, our antagonist now has access to foes with forbidden technology, so it is up to Mega Man to use that power against him and save the world yet again with a few new tricks. As usual, the plot is secondary, but long-time fans are sure to love the familiar vibes this little journey has to offer as there is still enough quirk and camp to provide a chuckle during this intense journey through each Robot Master’s realm.

Gameplay

The formula for Mega Man 11 really hasn’t changed too much over the years. We still have eight different bosses, with one Robot Master set at the end of each stage that must be defeated and have their tech absorbed so Mega Man can get a needed boost to progress. Of course free will is also still a thing, as players can go about this adventure to their own liking, choosing the stage that would provide the best rewards to move forward. With that said, this game does not hold back and has a steep learning curve to newcomers. It isn’t surprising to find out that this is a difficult experience, as Mega Man has always been a trial and error experience since its birth. This time however, stages are much more unforgiving, to the point that it can make one question if the game is set with an artificial level of difficulty in order to prove challenging to veterans.

There is no doubt that the gameplay generally feels the same as platforming requires players to use proper timing, precision, and be fully aware of their environment if they ever want to move forward during the game. At times, even on “Newcomer”, this feels less natural than past entries, as some hazards cause death so quickly it can be down right maddening, as if the environments themselves are not fully compensating the particular foes on the screen. That isn’t really a complaint as much as it is an observation, as I legitimately enjoyed the fluidity that the game offered. It can be satisfying chaining together foes and tackling mid-bosses that are fun. Sometimes however, the checkpoints provided seem a bit out of balance with the stage, meaning most players will be restarting from earlier points – even after surpassing what may have already been a difficult portion of a stage.

The most interesting mechanic comes new to this franchise, which is the tech known as the Double Gear System. This allows Mega Man to utilize specific techniques with greater power for short bursts, overcoming hard obstacles with a bit more ease. This also plays well into the timing, as if you use the Speed Gear at the wrong time, it can end in a quick death. The Power Gear adds a nice shot as well, but also weakens our hero after use – so true strategy is needed in order to move onward successfully with these additions in tow. The bosses themselves are mostly great. In particular, Acid Man may be one of the finest battles within the game outside of a few brilliantly place mid-bosses, as the meet-up offers one of the funnest encounters we have had in a while that is sure to test even the most seasoned of vets.

Visuals and Audio

The big changes may come more visually. Now in a 2.5D realm, Mega Man 11 takes advantage of our own need to upgrade visuals and adds a lot of color and animation to the experience, which mostly proves to be stunning. I can say that Mighty No. 9, which was flogged by fans for its visuals has a lot in common with this aesthetic, but 11 has a lot more color and general detail within its worlds, which definitely makes it feel far more refined and pleasant to look at.

The soundtrack is pretty great. Sure, we may not have reached the same quality as legendary titles like Mega Man 3 in terms of music, but I definitely can say that the beats within are both as memorable and pleasant as any of the entries within the past decade, so fans can at least know that there is something for long-time usage to savor here. The sound effects are equally impressive, with familiar chirps and effects creating a familiar atmosphere for players to parade in. Should the sound of 11 gotten a bit more of a modern upgrade to match the visuals? Sure, but what is here is fine, and most will more content with the melodies and general audio staying close to the roots of the main line of games.

Overall

Mega Man 11 brings back our hero to modern platforms, and Capcom’s efforts can be applauded as there is a great adventure here that lives up to the namesake. While the difficulty can feel padded or even artificial at times, the feel of the overall experience certainly captures the same magic we would expect, and delivers Capcom’s prime mascot in mostly true form. Mega Man is one of those mascots that I feel we have had that doesn’t need a new release to stay relevant. With the release of his character in Smash and the amount of outcry fans have had to simply see the blue bomber and friends again, it is obvious his existence no longer is dependent in his past work. However, there is a decent game here and while it will not make Mega Man greater, it does offer a nice bit of new content to a franchise without doing any damage.

Subdivision Infinity DX Takes Off on Nintendo Switch, PlayStation 4, Xbox One, PC in Early 2019

Subdivision Infinity DX Takes Off on Nintendo Switch, PlayStation 4, Xbox One, PC in Early 2019

SYDNEY, NSW – Oct. 2, 2018 – Subdivision Infinity DX, the immersive and pulse-pounding sci-fi 3D space shooter from developer Mistfly Games and publisher Blowfish Studios, will blast onto Nintendo Switch, PlayStation 4, Xbox One, and Windows PC in early 2019.

Step into the cockpit of an intergalactic fighter and explore the great expanses of outer space. With more than 40 engaging story missions and sidequests spanning several star systems, Subdivision Infinity DX is an action-packed journey brimming with dogfights, boss battles, and more set against the stunning wild outer reaches of the cosmos.

The story begins when contractor Sgt. Jed Riddle is brought in to investigate a mining facility that has mysteriously gone radio silent. A tense shootout ensues, leading Riddle to take a closer look into what exactly is going on and the dark secrets lurking in the shadows.

Beyond the core narrative and exhilarating feeling of piloting a nimble spacecraft on the fringes of the galaxy, Subdivision Infinity DX features an array of optional content to allow players to explore the stars to their hearts content while taking on bounties, mining asteroids for rare minerals, unlocking new ships, and crafting increasingly powerful upgrades along the way.

“Exploring outer space in Subdivision Infinity DX is an absolute blast,” said Ben Lee, founder, Blowfish Studios. “We look forward to allowing players to live out their sci-fi fantasies in the game when it launches for PC and consoles early next year.”

Blowfish Studios will showcase Subdivision Infinity DX at PAX Aus 2018 alongside other titles from the publisher’s catalogue. The game will support English and Russian language options.

To learn more about Subdivision Infinity DX, please visit the game’s official webpage.

About Mistfly Games
Mistfly Games is a Moscow-based game developer featuring veterans of the Russian game development scene. Subdivision Infinity is their debut title.

About Blowfish Studios
Blowfish Studios is a Sydney-based Australian independent game developer and publisher. The team strives to release original multiplatform games with diverse feature sets that appeal to a broad audience, and to have fun in the process!

To learn more about Blowfish Studios please visit the team’s website.

Claim the Throne 16 Oct. in Tactical RPG Exorder on Nintendo Switch

Claim the Throne 16 Oct. in Tactical RPG Exorder on Nintendo Switch

Price Drop on Steam, PC-Nintendo Switch Crossplay

WARSAW, Poland – 2 Oct., 2018 – Exorder, the fantasy turn-based tactical RPG from Fat Dog Games and Solid9 Studio, will rule Nintendo Switch on Oct. 16, 2018.

Command Princess Beyla and her army in Exorder’s single-player campaign to learn the ropes or vanquish foes in competitive multiplayer scenarios. With more than 10 distinct battle units featuring quirky, whimsical skills, Exorder provides a combat experience that’s easy to pick up but will take time to master and climb the ranks in global leaderboards.

Strike up a challenge in one of eight skirmish maps. Confront foes in online matches through carefully planned turns; one wrong move can send allied units to their doom. Engage friends regardless of their platform locally or online, as Exorder’s crossplay capabilities enable Nintendo Switch and PC players to wage war with no limitations.

Exorder is a fantastical tale for all ages. Follow a delightful cast through a troubled kingdom seeking peace once again. Adventure in a brilliant, charming world full of bright, vibrant colors and cheerful tunes.

“Through Exorder’s development, it was always important to us that it felt like a rewarding experience to our players, regardless of platform, location or time invested,” said Darek Skrzypkowski, CEO, Fat Dog Games. “That’s why we made sure to tear down those common multiplayer barriers to make combat easy and enjoyable for newcomers and veterans alike.”

For more information, please visit Exorder’s official website, join its Discord server and follow Solid9 Studio on Twitter and Facebook.

Exorder is currently available on Windows, Mac and Linux via Steam for $12.99 USD and supports English with subtitles available in Polish. The game will be available digitally for Nintendo Switch for $12.99 and require Nintendo Switch Online for multiplayer. The Steam price will drop to match the console price point of $12.99 USD / €12.99. 

About Fat Dog Games
Fat Dog Games is a Polish publisher dedicated to bringing the highest quality games to players and streamlining the publishing process for indie developers, giving them the opportunity and resources to focus full time on the development of their projects.

To find out more, please visit the Fat Dog Games website.

About Solid9 Studio
Solid9 Studio is a small team of developers with experience at companies including Samsung Electronics that draws inspiration from videogame classics. The team’s goal is to recreate that nostalgic feel through immersive experiences that players will fall in love with.

Ultimate Fishing Simulator will also be for PS4, XONE and Switch

Ultimate Fishing Simulator will also be for PS4, XONE and Switch

In 2019, Ultimate Fishing Simulator will be released on consoles – announced Ultimate Games S.A. The Nintendo Switch version will be launched in the first quarter of 2019. The game will appear in the fourth quarter of next year on PlayStation 4 and Xbox One. Ultimate Fishing Simulator, which recently debuted on PC, is the best-rated fishing game in recent years.

Ultimate Fishing Simulator is the works of two Polish companies – Bit Golem and Ultimate Games S.A., which also serves as the publisher. The game appeared in Steam Early Access in November 2017 and the final premiere was August 30, 2018.

“The PC version of the game has been very well received – after leaving Early Access almost 90 percent of reviews published on the Steam platform were positive and in total, i.e. also counting reviews given during Early Access, the percentage of positive reviews now reaches 81%. Equally positive were reviews in which the point ratings are typically within the 8/10 range and even higher. It can be concluded that Ultimate Fishing Simulator is best-rated fishing game in recent years” says the CEO Ultimate Games S.A., Mateusz Zawadzki.

As the publisher announced, Ultimate Fishing Simulator will appear on current generation consoles. First, the game will be released on Nintendo Switch (Q1. 2019) and later on PlayStation 4 and Xbox One (Q4. 2019).

“In the next coming months, we will focus on converting Ultimate Fishing Simulator for consoles, obviously taking into account the specificity of individual platforms, to offer console players the highest possible quality. At the same time, we are working on paid add-ons that will also be available on consoles. The first of these is an add-on introducing a whole new fishery and additional species of fish – we are planning the premiere of this DLC on the Steam platform to end 2018. In total, there will be five different add-ons that will be released every quarter” explains the project manager at Ultimate Games S.A., Rafał Jelonek.

In Europe and the United States, Ultimate Fishing Simulator will be released for consoles not only in digital form but also as a boxed product.

The main features of Ultimate Fishing Simulator:

  • 7 locations (fisheries) modeled on real locations and 2 winter season fisheries;
  • differentiated fishing techniques (e.g. spinning, bottom and fly methods);
  • sea and ice fishing;
  • several dozen types of fish;
  • photorealistic water, dynamic weather change system;
  • boats (e.g. yachts and motorboats);
  • skill development system and trophy room;
  • additional view from the perspective of the bait;
  • extensive multiplayer modes;
  • fishery editor.

 Ultimate Fishing Simulator (Steam):
http://store.steampowered.com/app/468920/Ultimate_Fishing_Simulator/

Basic information:
Ultimate Fishing Simulator
Genre: recreational, simulations, sport
Producer: Bit Golem, Ultimate Games S.A.
Publisher: Ultimate Games S.A.
Languages: English, German, French, Spanish, Italian, Portuguese, Russian, Turkish, Korean, Chinese, Japanese
Launch dates: Sept. 28, 2018 (Steam), Q1 2019 (Nintendo Switch), Q4 2019 (PlayStation 4, Xbox One)

Depth of Extinction Review

Depth of Extinction

Developer: HOF Studios
Publisher: HOF Studios
Format: PC (Reviewed)
Release Date: 27 Sep 2018
Price: $19.99 – Available Here

Overview

In a futuristic world filled with violence, there is only one thing you can count on: a neverending horde of killer machines. There are probably some other things I’m missing such as overpopulation, pollution, food shortage but let’s focus on killer machines in this game. Let’s see what Depth of Extinction has to offer that we can’t find in other strategy RPGs. I’m hoping there more than just killer robots!

Story

As one might imagine, killer robots and murder and carnage are also a good opportunity to make a quick buck. Aside from murderous machines, you’ll encounter a couple of other factions, gear up with 115 different weapons and improve your characters through eight unique classes. The story is served in short bursts and it is as cliche as you might expect, something about you being the sole defender of humanity’s last standing government and saving the world before it’s too late. It’s a bit thin but what can you expect, I imagine the most meat of the game is in the next section.

Gameplay

Yep. In these kinds of games, gameplay is what makes them or breaks them. With Depth of Extinction, gameplay is a tangled web of every turn-based strategy element thrown in for good measure. It’s all there but nothing really stands out enough to catch your attention. It is imperative to take note of the environment, use cover whenever possible, pick the best weapon for the situation and take note of permadeath since of course, the game would have it. Considering that last bit, one might expect that the game would be somewhat fast-paced and you wouldn’t wait for more than a minute to get back in the action after being wiped over and over and over again. What can I say, dying is something you’ll have to get used to here. After the first few levels, the difficulty cranks up and enemies are unforgiving. Every action needs to be carefully calculated, even though most of the time you’re just gambling and hoping for the best. So what’s the play incentive here? To be perfectly honest with you, it’s hard to find one.  Soon enough you’ll notice the same old maps, only with shuffled rooms and different enemy positions. Everything takes too long, from moving around to shooting. Instead of the good old “just one more turn” feeling,  it’s more of a “is it over already” scenario.

Visuals

It’s clear that the game was made on a tight budget. The voice acting is passable at best and the level design is uninspiring. There is some variety with enemy designs and a whole lot of weapons at your disposal but all of that is lost through repetitive maps. And on a personal note, the UI design looks (and feels) like it was made for a future smartphone or a tablet port in mind. Playable characters look too much to one another that sometimes I had trouble telling them apart.

Audio

Out of everything said so far, the biggest (and only positive) surprise so far came from the soundtrack. You are accompanied with some amazing synth tunes that lift up the overall score (but sadly, not enough to save it from mediocrity). After ten minutes or so, the first thing I did was to run to the Steam store page and see if there is maybe a link to the official soundtrack. Sadly, there wasn’t. Before all hope was lost, I did manage to find the whole OST on Soundcloud and I can say now that composer Kim Lightyear has a new fan.

Overall

While I was anything but impressed with Depth of Extinction, it is clear the game was a labor of love and made by devs who are big fans of X-COM series and FTL. But good intentions alone weren’t enough. I could only recommend this to the hardcore RPG strategists but even then, know that you’re entering an incredibly challenging and painfully slow experience.

Capsule Computers review guidelines can be found here.

Dragon Quest XI: Echoes of an Elusive Age Review

Dragon Quest XI: Echoes of an Elusive Age

Developer: Square Enix
Publisher: Square Enix
Platforms: Playstation 4 (Reviewed), Windows
Release Date: September 4, 2018
Price: $59.99 USD – Available Here / $89.95 AUD – Available Here

Overview

Dragon Quest is all about tradition. Despite a lot of evolution within the genre, the granddaddy of them all has offered up its change with spin-offs and side offerings, rather than trying to re-invent the wheel. Perhaps that is why the franchise is so successful in Japan, where one country treats each new release as a holiday of sorts. Either way, We now have Dragon Quest XI: Echoes of an Elusive Age fully translated and out in the west, featuring a few firsts for the namesake. With a fresh look, brand new narrative, and all the slimes you can crush, does the eleventh main entry in the series live up to its history? Let’s find out.

Story

You are the luminary. A silent protagonist who is to save the world from an evil force. Due to being the yin to the big evil’s yang, the world begins to turn on our hero, as his existence spells inevitable doom for everyone. After meeting a few allies and even followers, it is up to you to bring peace to the world while finding out more about yourself, which will allow you to save the world. Yes, it is a generic, JRPG plot, right down to the memory lapses and orphan theme our main character provides. That said, there is a light air that follows this plot, and that what makes the whole journey so endearing and fun to play.

Our cast of characters are lovely. While the Luminary is rather one-dimensional and even forgettable, the rest of the beings within paint a whole tale with a ton of charm and rich personality. Each character has their own backstory that becomes more realized as you progress, such as twin sisters Serena and Veronica, the flamboyant fighter Sylvando, and the mysterious yet loyal anti-hero Erik, who honestly helps begin our focus point for the narrative. There are a ton of interesting folks to speak to, and a decent amount of party members that bring our tale alive and make the world feel like an immersive journey, rather than a write off. Like any good JRPG, Echoes of an Elusive Age also features books and other lore that give us a history, with minor Easter Eggs and other findings that deliver a bit of fan service for long-term fans. If you are all for things staying the way they were, then this is an experience for you as you can’t get more Dragon Quest than what this new entry has to offer.

Gameplay

The gameplay within this title is well-polished, with slightly new options to give it a unique identity within the Dragon Quest line of games. While Dragon Quest XI retains the turn-based combat from its predecessors, the battle system has been altered this time around, allowing players to move freely within a circle that contains all participants of the battle. To be honest, moving doesn’t add a ton of depth to the experience as moves still come on the same turn-based format, with stats picking the next up to fight, but I definitely can tell a difference in general feel due to the minor update. Another addition is the “pep” mechanic. After taking so much damage, players can team up to perform a special maneuver that at times, all four characters on the battlefield can do a massive attack, buff, or healing technique. It can take time to master your pep gauge, but in the latter part of the game, your pep becomes more important due to the incline in difficulty.

I say difficulty, but Dragon Quest XI isn’t too difficult. Sure, there are moments within that a team that hasn’t been through a grind can hit a snag, but for the most part, it is easy to level up because the combat is both easy and fun, with silly monsters and campy side-quests that offer up a delightful way to get stronger. Progression is also enjoyable due to the accessible skill trees for each character, allowing you to go your own path based on the weaponry you have equipped. This means that each play-through can feel different from the next. Speaking of that, the harder difficulties within the game can definitely add a challenge, as even a more equipped team in New Game+ can suffer through an immense challenge as enemies receive large buffs and altercations to make the player go about the experience in a different fashion in order to survive.

It isn’t just about combat, though. This world is huge and is a blast to explore. Players can obtain collectibles and items that are hidden around every corner, and the world begs to be explored due to how many activities are available to partake in. Players can seek out casinos to farm cash, join tournaments, hunt for medals, and so on to keep busy in-between the main story, and that is putting it lightly as every single town seems to provide some new locales to visit and sink into for hours at a time. It is because of this hefty amount of content that most players should have at least 100 hours to bite off here, as this may be the most refined and significant experience that this franchise ever offered. It is like the player gets a ticket to another life, and in my opinion, it has been too long since the genre has felt this layered.

Visuals and Audio

Visually, Dragon Quest XI is a stunner. Not because of the models or even the general cutscenes, but instead due to the usage of bright color and heavy animation. Even NPCs are constantly busy shuffling about, providing an inviting atmosphere that feels alive and fluid. The battle animations are also beautifully crafted, with PEP abilities that stand out and sing, providing a simple reward of presentation for being able to land a rare attack. Sure, some may say that some of the visuals are dated or the textures in the overworld are a bit flat, but as someone who grew up with this series, I think it has evolved more than enough visually to get a pass as this really is about as far as you can push that art style in this universe.

As far as audio goes, the biggest stand-out is the voice acting. Dragon Quest XI has a lot of voice acting, and that does a lot to give characters their little personalities. That said, there are some performances that are stronger than others and the Luminary not speaking much can be a bit of a drawback, but we definitely get a lot of speaking parts here, as well as a ton of dialogue in general that players can take in as they progress. The soundtrack is Dragon Quest. Sure, there are some changes and slight remixes to classic tracks, but from churches to title screens, you really cannot get more Dragon Quest than the music on fully display here.

Overall

Dragon Quest XI is not a treat, but instead a full course meal that is sure to satisfy fans for years to come. The game is large and boasts a ton of content, while keeping its knees deep in its own traditions and values. It is rare when any franchise stays true to itself and sure, one could critique the inability for Dragon Quest to change it up or get a facelift, but with such refined combat and heavy substance, why bother? This series has its spin-offs, alternative takes on its own lore and so on, and if Dragon Quest XI: Echoes of an Elusive Age is able to provide us anything definite, it is that you don’t have to evolve to grow. Fans of traditional takes on a genre that is still looking to find itself will be at home here, as Dragon Quest has its welcome mat laid out for all of us that want to beat up some slimes, level up, and go through it all yet again.

8 CIRCUIT STUDIOS LAUNCHES DIGITAL TOKEN SALE FOR THEIR METAVERSE-POWERED GAMING UNIVERSE

8 CIRCUIT STUDIOS LAUNCHES DIGITAL TOKEN SALE FOR THEIR METAVERSE-POWERED GAMING UNIVERSE

SEATTLE, WA (OCTOBER 1, 2018) – 8 Circuit Studios, formed by industry veterans with over a century of combined experience at leading companies such as Nintendo, Microsoft, and Capcom, has today launched the public sale of their 8 Bit Token (8BT) on the Ethereum blockchain. The Token sale signifies a major step in building the metaverse, a digital online universe of universes, where buyers of the 8BT will be among the first to participate in this massive gaming ecosystem. 8 Circuit Studios is one of the first game companies to actively begin construction of a living metaverse that allows partnered developers and publishers to create shared experiences and assets for gamers to use in other own metaverse-powered games. By using the Ethereum blockchain, 8 Circuit Studios is able to create, attribute and safeguard digital assets, including 8BT and in-game property such as starships, weapons, gear, and more — that you can own and store, in a secured virtual wallet.

8 Circuit Studios is currently developing Project Genesis, the first metaverse-enabled game built completely from the ground up to take advantage of the blockchain and its capabilities to manage and store player-owned digital assets. Project Genesis, set for release on PC and consoles in 2019, will offer players a triple-A level sci-fi starship combat and FPS experience, where players will battle one another for control of the space lanes.

By visiting  http://8circuitstudios.io, you can learn about and purchase 8 Bit Tokens, and become an early adopter in the metaverse economy.

“Today, with our token sale, we are continuing to build upon our previous successes in blockchain development to demonstrate the incredible promise of the metaverse,” said James Mayo, President of 8 Circuit Studios. “8 Bit Tokens will be a key to opening the nascent metaverse. You’ll be able to use them to create your own avatars, acquire and lay claim to property, and obtain items that are imbued with special properties. We’re very excited to take this huge step forward in the creation of a truly shared game experience.”

For more information about 8 Circuit Studios, visit https://8circuitstudios.com.

For the latest, up-to-date news, connect with 8 Circuit Studios on Discord, Twitter, Facebook, and YouTube.

About 8 Circuit Studios

8 Circuit Studios is a game development company started by the collaboration between veteran game developers and blockchain enthusiasts. Taking advantage of the unexploited opportunity to harness the power of blockchains, 8 Circuit Studios is creating an ecosystem that unlocks new possibilities and symbiotic relationships between gamers, developers and publishers. 8 Circuit Studios’ key innovation is Smart Game Objects, which allow unprecedented new ways for gamers to interact with their games. Alien Arsenal: Battle for the Blockchain, available on Google Play and the App Store, is the first title to take advantage of this technology, while Project Genesis is currently in development for PC.

Weedcraft Inc Announced: A New Tycoon Game Explores Marijuana as Big Business 

Weedcraft Inc Announced: A New Tycoon Game Explores Marijuana as Big Business 

Sparking up on Steam in 2019

AUSTIN – OCTOBER 1, 2018 – Casual stoners Devolver Digital and wake-and-bake enthusiasts Vile Monarch (Crush your Enemies, Oh…Sir!) announced the burgeoning legal pot industry’s first fully fledged tycoon game: Weedcraft Inc. Coming to PC in 2019, Weedcraft Inc explores the business of producing, breeding and selling weed in America, delving deep into the financial, political and cultural aspects of the country’s complex relationship with this troublesome and promising plant.

Would-be Mary Jane moguls will need to prioritize resources carefully as they manage the production and distribution of their weed. Cultivate killer plants, cross-breed them to create unique strains of the devil’s lettuce, hire and manage a growing staff, and be prepared to take on the competition. As in real life, the business of bud presents plenty of opportunity along with a plethora of problems. Decide when and where to take on extra risk to maximize profit, but be careful, the cops and politicians are all working their own angles.

An important, controversial topic presented in an insightful and detailed manner, Weedcraft Inc presents a challenge to those would rule the reefer offering a series of diverse scenarios and unique characters to work with (or around) as your budding empire grows. Whether you choose to hobnob with politicians, pay off the po-po, fight for medical marijuana rights or work the legal system, it’s all in the name of the sticky icky and your cutthroat corporate profits.

Weedcraft Inc hits PC in 2019.

For a contact high, hit up weedcraftgame.com and follow @DevolverDigital and @VileMonarch on Twitter.

Steam Page: https://store.steampowered.com/app/622720/Weedcraft_Inc

Forza Horizon 4 Review

Forza Horizon 4

Developer: Playground Games
Publisher: Microsoft
Platforms: PC, Xbox One (Reviewed)
Release Date: October 2, 2018
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

The Forza series has been an annual franchise that racing fans have been able to enjoy over the course of many years now as the series has remained fresh by alternating their releases across the more track oriented Forza Motorsport series and the open world Forza Horizon series. Last year we saw Forza Motorsport 7 bring a number of new improvements to the racing mechanics and graphical improvements to the gorgeous series and with Forza Horizon 4 looking to add even more variety to an event that already had plenty of various events to experience, is this new entry worth your time?

Gameplay

Following the fictional Horizon Festival that takes place every year, the event this time has shifted from Australia to the countryside of the United Kingdom with plenty of historic looking architecture and the city of Edinburgh to race through. Playground Games has made sure to pack basically everything that a racing fan could hope for in this open world racing extravaganza as far as events go and while there are a number of bigger manufacturers such as Mitsubishi and most Toyota vehicles are absent this time around, there are still more than four hundred and fifty cars for players to get behind the wheel of.

While it is true that a large number of these cars do end up feeling similar for the most part, players can add more customization to their cars through body adjustments that change the outward appearance of the car and adjust their stats, potentially unlocking new customization options as well, especially in regards to the tires since a large number of new options are available in this regard, though big adjustments can still be made through the tuning system that allows hardcore players to really make adjustments to their favorite vehicles and get the most out of their rides. The biggest difference between most vehicles comes into play when you begin to drive off-road or venture out during some of the rougher driving seasons in Forza Horizon 4.

Perhaps the biggest addition to the Forza Horizon formula this time around is Playground Games’ addition of seasons to the game. This means that players will be able to race and see the world in Spring, Summer, Autumn, and Winter and have to deal with all of the ramifications that these seasons have on the roads, outside of potholes. This means that not only does the actual look of the countryside change but some new paths will open up, especially with winter freezing over some of the water, as well as special skill tasks that can be done while driving are added depending on the season. Racing around during Summer will see players dealing with the least amount of issues though you’ll need to worry about more problems and slick roads in Spring and Autumn while Winter basically gives the entire world a new way to handle, potentially changing up your entire racing roster to best handle snowy roads.

Once players begin the game they will find themselves in an extended prologue of sorts that sees them go through each of the four seasons with each season requiring a certain amount of “influence” before advancing to the next one. Once this prologue is finished players will be given access to the core “Forzathon” world where seasons will instead pass at a weekly pace. Every week at a specific time the game will transition from one season to the next and bring along with it a number of new challenges that are specific to each season as well as brand new events that occur every hour. There are even a number of multiplayer specific events such as infection and other style events that pop up here and there throughout the world.

While players will be able to see plenty of other racers’ drivatars around during the prologue, the main part of the game will feature the most at one time as over seventy other players can find themselves in a world at one time. This makes for an extremely lively experience, especially in regards to special events that see players working together to finish a shared goal during live events while playing online. In interesting fashion, players will not have to worry about griefing of any kind as driving around in exploration mode sees all drivatars being incorporeal in nature, giving players a chance to see each others’ cars and special liveries that they may have spent time working on, without worrying about crashing into each other randomly.

Of course if you want to play offline this option is available, though there is no real reason not to play online with others thanks to the aforementioned anti-griefing measures and the fact that every element of the game, including rewinding, finding hidden barns containing abandoned cars, smashing influence boards, racing through speed traps, drifting challenges, and more, are all available still while online. That being said, the game also will seamlessly flow players from an online mode to an offline mode if internet or server problems arise. Almost every race that players can take part in can be done solo where you race against AI drivatars taken from the world, against friends, or simply against others that want to partake in an event at the same time, allowing for players to race their way at any given time with no real limitations outside of the weather system.

As for the actual driving experiences, players will find there are all different kinds of races to take part in, be it street racing at night, racing through the countryside in some off-road rallying, or simply driving through the country roads. Add to this a number of special events such as drag racing and being able to create your own events through the use of the Horizon Blueprint mechanic as well as take part in races designed by other players, there will always be something to do. This includes a number of extremely special feeling Showcase events that see players racing against other special vehicles be it dirt bikes, trains, or even a Halo themed event. There are even little story elements that players will unlock through the game that see them taking part in “Horizon Stories” that involve them performing various races, jumps, or other tricks to complete a story segment that adds a nice little touch to a game that has featured no stories in the past besides advancing through the festival.

The title also features a little bit of extra driver customization since players can choose from a number of standard characters that can then be equipped with various pieces of clothing that they can unlock while playing the game. These clothes don’t really have any effect on how you race, same in regards to special horn sounds you can unlock, but do allow for players to express themselves in an extra way, especially in regards to the various dance moves and poses that you can choose to have equipped and performed during the race load times and winner’s podium.

Visuals & Audio

While I cannot account for just how authentic the actual world design of Forza Horizon 4 happens to be compared to the actual city of Edinburgh and its surrounding landscape it is clear that Playground Games made sure to create an incredibly realistic and highly detailed world for players to race through. Be it fields used for farming, woodlands filled with various hills, jumps over rivers, and more, mountainous regions to try and climb and smaller villages to travel through, there is plenty to see in this game and that doesn’t even touch upon how gorgeous the seasonal changes happen to be. The environmental changes are simply stunning between seasons and breath new life into the world every time the seasons change and while it may be rather rapid seeming during the prologue, the week long transitional period is a fitting period of time to enjoy each season in the main game.

As for the cars themselves, players have numerous options for painting them as well as applying various livery designs to the outsides of them with the community already creating some stunning designs ranging from other video game themed to itasha style anime cars. Of course, the actual interiors of these cars are also lovingly recreated with a stunning attention to detail should players choose to drive from a cockpit point of view rather than from a third person angle.

The voice work for the game is fitting though players shouldn’t really expect anything exceptional here as most of the voice work is simply to introduce players to races and move things along while occasionally chatting over the radio. The radio stations feature a standard mix of songs that, at least for me, didn’t really stand out in any special way outside of offering plenty of different modern genres to enjoy and some classic music if you are feeling fancy.

Overall

Playground Games has once again hit it out of the park by delivering a racing experience you simply cannot find anywhere else. Forza Horizon 4 takes everything that made the previous entry enjoyable and added even more on top of that to create a beautiful world that changes regularly to keep players feeling refreshed and eager to get back behind the wheel and try out their favorite races while driving a massive array of vehicles to see just how each one manages to handle the different seasons.

 

The Bard’s Tale IV: Barrow’s Deep Review

The Bard’s Tale IV: Barrow’s Deep

Developer: inXile Entertainment
Publisher: inXile Entertainment
Platform: Windows
Release Date: 18 September 2018
Price: $34.99 USD – Available Here

Video Review

Overview

After a 14-year hiatus, inXile Entertainment (Wasteland 2) is going back to The Bard’s Tale franchise. In a slightly confusing numerical system, inXile is returning to the old setting of Skara Brae after acquiring the full rights to the series, thus the slightly confusing numerical jump between 2004s The Bard’s Tale to 2018’s The Bard’s Tale IV. The new game fuses a modern first-person perspective with the franchise’s classic dungeon crawling action.

Story

Things are not well in Skara Brae. The fanatical Fatherites have taken over the city. Their Paladins are terrorizing the locals with their oppressive rule. The non-human races are under siege as machinations are underway to drive a massive rift between them and the humans. Our heroes will rise in this chaotic environment to bring peace to Skara Brae.

The Bard’s Tale IV: Barrow’s Deep offers solid writing. The plot is interesting and drives the action forward, even for younger players who are new to the long running franchise. The world is nicely fleshed out, with plenty of side content and background lore.

Gameplay

The Bard’s Tale IV: Barrow’s Deep is a first-person dungeon crawler along the lines of the Legend of Grimrock series. The game offers four classes, each with its own skill tree and a variety of specializations to build the perfect character. Since each class can only carry four active skills, players will need to build parties more so than individual characters. While character progression in The Bard’s Tale IV strikes a good balance between depth and accessibility, the lack of confirmation for spending skill points and not having a method of resetting skills is extremely frustrating. It seems like hiring new mercenaries is the game’s alternative to skill resets, but it makes it hard to get attached to characters knowing the only way to adjust skills is to get rid of them. The lack of confirmation windows for spending skill points makes accidental clicks a real possibility, which simply makes the lack of skill reset worse.

Combat is incredibly satisfying in The Bard’s Tale IV. The four classes offer distinct gameplay styles. Success hinges on strategic use of the entire party as players only have a limited number of actions per turn and most abilities carry cooldowns. The small four by four combat grids and limited ranges adds just enough complexity to combat that will challenge the player’s tactical ability without turning the game into a full-blown strategy RPG.

The level design is very good. Dungeons offer a solid mix of puzzles, riddles, and combat. The puzzles and riddles are usually creative and are just difficult enough to get the brain going a bit. These are not puzzles that will leave players banging their heads against the keyboard. Often times, most puzzles can be brute forced after a reasonable period of trial and error. I really like the Elvish weapons that uses puzzles as part of the process to improve the weapons stats. It’s a novel idea that adds a little more challenge than looting thirty wolf pelts to increase the strength by one.

Where the level design falls flat is the stealth portions of the game. Many areas are locked away by high level enemies or require players to sneak past difficult fights. The stealth system is incredibly bare bones, as players need to be just outside of aggro range to determine the difficultly level of the fight. Additionally, it’s hard to estimate the exact aggro range of enemies, making it even harder to sneak past certain areas. The stealth system really is no fun considering failing to sneak by will almost always send players back to the last save point.

The game’s difficulty level occupies a decent middle ground. Players are not able to mindlessly plough through the game with little concern for strategy and character management, but at the same time aren’t wildly punished for every little mistake either. The difficulty level can be tweaked a bit with the flexible save system. Players are only able to create permanent saves at special save altars. Ones outside of town can be destroyed for an experience point bonus at the cost of being forced to trudge further back if the player fails. It’s a neat risk/reward system that pays tribute to old school sensibilities with a slightly modern twist. For the really hardcore, a legacy mode is in the works to amp up the challenge.

The controls are decent for the most part. Things are kept relatively simple with straight forward keybindings and easy point and click mechanics. There are a few fumbles though. If keybindings are adjusted, some menus are not updated with the correct binds. Sometimes targeting enemy backlines with large enemies hogging space in the front row can be a bit tricky as the available hitbox is very miniscule.

Visuals

Visually, The Bard’s Tale IV: Barrow’s Deep is a bit of a mixed bag. The art style shoots for realism with a slightly cartoonish touch. The style seems to be unevenly employed as characters tend to look a little bit more cartoony than everything else. Character textures feel rather low quality, which clashes with the more natural looking environments. The animations are generally very wooden, especially facial movements.

Considering the dated looking graphics, The Bard’s Tale IV runs horribly. The game suffers from painfully long load times, and once loaded in, the game still experiences some ugly texture popping while everything continues to load. The load times were bad enough that I chose to keep most of the save game pillars instead of destroying them for experience simply to avoid the extra two to three minutes for each reload when I failed to beat a fight. Unfortunately, the only real way around this issue is to load the game on an SSD. The game also suffers from bad frame rate drops when looting containers and loading into new areas. inXile Entertainment is aware of The Bard’s Tale IV’s severe optimization issues and have released two patches since launch to improve the situation. While there have been some gains, the game still runs poorly at the time of publishing this review.

Audio

The Bard’s Tale IV: Barrow’s Deep offers a good audio experience. The sound effects are solid, though nothing really stands out. The voice acting is generally strong, with only a few flops. The music is where the game really shines. The soundtrack is composed of Gaelic style music, with performances by leading artists. The decision to skip over traditional video game scores in favour for a worldly sound makes the soundtrack unique and absolutely memorable.

Overall

The Bard’s Tale IV: Barrow’s Deep is a solid first-person dungeon crawler marred with a lot of frustrating technical issues and a few silly quality of life decisions. Many of these issues are in the realm of patchable, and many of the technical issues are on inXile Entertainment’s high priority list. However, until these issues are fully addressed, it’s hard to recommend The Bard’s Tale IV.

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