DARK SOULSÔ: REMASTERED WILL BE PLAYABLE ON MAY 11th AND 12th WITH THE NETWORK TEST
Dark Souls fans will need to mark these dates on the calendar as BANDAI NAMCO Entertainment Europe today announced the Network Test client schedule for the upcoming DARK SOULSÔ: REMASTERED. In May and during 2 days, Xbox One and PlayStation®4 players will be able to discover the treacherous land of Lordran! Network Test on Nintendo Switch™ will arrive later.
Specific schedule is below as players need to register and download the game in advance:
May 2nd 00:01 CEST: Network Test client will be deployed and downloadable for players.
May 8th 11:59 CEST: Network Test client is not available for download anymore.
May 11th-12th: First players will be able to access the network test and tread on Lordran’s lands, meet their inhabitants and fight their treacherous ennemies. Network test schedule is below:
BANDAI NAMCO Entertainment Europe S.A.S. part of BANDAI NAMCO Holdings Inc. is a leading global publisher and developer of interactive content for platforms including all major video game consoles, PC and mobile. The company is known for creating and publishing many of the industry’s top video game franchises, including PAC-MAN™, TEKKEN™, SOULCALIBUR™, DARK SOULS™, NARUTO™, NARUTO SHIPPUDEN™, Dragon Ball, GALAGA™, RIDGE RACER™ and ACE COMBAT™. For more information please visit www.bandainamcoent.eu
AMBUSH OF THE IMPOSTERS DLC FOR SWORD ART ONLINE: FATAL BULLET RELEASED
BANDAI NAMCO Entertainment Europe haev released the first DLC Ambush Of The Imposters for SWORD ART ONLINE: FATAL BULLET on PlayStation®4, Xbox One, PC Digital via STEAM® and other distributors. The DLC features a brand-new story arc with a new dungeon and boss battle.
Ambush Of The Imposters also includes:
New playable characters: Dyne, Yamikaze and Musketeer X
New game mode Bullet of Bullets: With their customized characters, players can fight Kirito and other characters in this new offline mode
4vs4 Deathmatch Multiplayer Mode (available in Hero Battle and Avatar Battle): Now Players can fight in teams of four against each other without Boss enemy.
New story, new dungeon and new boss enemies are also available
Members of the Epic Reward Club will receive a special offer to celebrate the release of the DLC. Registered players on PlayStation 4 will get a Sinon Alo Costume for free. Visit the Epic Reward Club to register and get the exclusive costume!
Ambush Of The Imposters is part of the Season Pass for SWORD ART ONLINE: FATAL BULLET which will also include future DLCs. SWORD ART ONLINE: FATAL BULLET is available on PlayStation 4, Xbox One, PC Digital via STEAM® and other distributors.
About BANDAI NAMCO Entertainment Europe S.A.S. BANDAI NAMCO Entertainment Europe S.A.S., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive entertainment for all major video game consoles, iOS, Android, and online platforms. The company is known for creating and publishing many of the industry’s top video game franchises including PAC-MAN™, GALAGA™,TEKKEN™, SOULCALIBUR™, ACE COMBAT™ and DARK SOULS™. BANDAI NAMCO Entertainment Europe is the premier publisher for anime based video games including NARUTO SHIPPUDEN™, DRAGON BALL™, and ONE PIECE™. More information about the company and its products can be found at http://www.bandainamcoent.eu or www.facebook.com/BandaiNamcoEU
Rockstar Games released a brand new trailer for the upcoming open world cowboy game Red Dead Redemption II. The trailer sets the stage for the game. It’s 1899 and the Wild West is almost tamed. The last of the outlaw gangs are holding onto their old ways of robbery, banditry, and murder as government-run law enforcement becomes the norm. Based on the trailer, it appears the outlaw gangs are not the only ones struggling with the change as the townspeople also must struggle with being unable to take the law into their own hands.
Red Dead Redemption IIis set to launch on PlayStation 4 and Xbox One on October 26, 2018. This is Rockstar’s first game to be built with the latest generation of consoles in mind.
It has been announced that Shining Resonance Refrain will be released in North America and Europe on July 10th with the title launching for the PlayStation 4, Xbox One, Switch, and PC on that date. All launch copies of the title will be “Draconic Launch Editions” that will feature a collectible metal slipcase featuring artwork of Excella, Sonia, and Kirika.
Shining Resonance Refrain is a remaster of the original Shining Resonance that was previously released as a PlayStation 3 exclusive in Japan and when it is released in the West it will include dual audio options plus all of the DLC that was released for the original game. Also included in this release is a new “Refrain Mode” that will unlock the Imperial Princess Excella and Dragonslayer Jinas as party members.
To go along with this release date announcement Sega has also released a character trailer that you can check out below.
Tripwire Interactive released Killing Floor: Incursion on PlayStation VR today. Already out on Steam for HTC Vive and Oculus Rift, Killing Floor: Incursion is a single-player or two person co-op FPS.
The game features the first narrative story campaign in the zombie franchise. Players take on the role of an elite Horzine Security Forces Soldier sent to discover the Zeds origins. Along with the story campaign, Killing Floor: Incursion offers the Holdout mode that challenges players to survive as long as they can against infinite waves of Zeds.
Killing Floor: Incursion was designed exclusively for VR platforms. The game features motion controls, 3D UI, and a wide variety of weapons to slaughter hordes of Zeds.
The PlayStation VR version is getting all post-launch content from the HTC Vive and Oculus Rift versions plus a new timed exclusive Holdout map called The Crucible. It’s available now on the PlayStation Store for $29.99 USD.
Frostpunk is a survival city builder. The game follows a small crew of migrants who travel north to start a new city after an ice age freezes London, England. After settling down by a coal generator, players must guide their small city through sudden drops in temperature, civil unrest, and dwindling supplies. To survive, players will need to make tough decisions that will test their own moral compass in a world where there are no good choices.
Story
Frostpunk is set in a grim steampunk world. For a city builder, Frostpunk offers quite a bit of storytelling. At launch, the game comes with three scenarios with their own story. The day to day trials of the city is told through citizen dialogue and events, while the world’s lore is fleshed out through scouting around outside the city.
11 bit studios has crafted a fantastic story for Frostpunk. The game’s Hope and Despair gameplay mechanics are tied nicely to the game’s story. Frostpunk’s advertising pushed the idea that the game would test player’s morality and that there are no right or wrong decisions. While it isn’t perfect, Frostpunk is one of the better examples of the moral grey zone that people actually deal with in every day life. There are plenty of decisions that are morally cut and dry, but even those come at a heavy cost as resources are always stretched thin. While lesser in numbers, there are some more morally ambiguous decisions in the game with no right or wrong answer, such as deciding whether to allow a man facing amputation to die as he wishes or forcibly amputate the limb. 11 bit studios does good job providing players with options that will constantly have them wondering if they made the right decision.
Gameplay
Frostpunk is a city builder with the threat of failure constantly hanging above the player’s head. The ever present cold is the game’s main driver for resource management. Players must keep their citizens warm with coal fired generators or risk illness, amputations, or death. Citizens are a limited resource and can only be replenished with new survivors. Every citizen unable to work means a smaller workforce, and the effects are felt in almost every aspect of the game. At the same time, keeping a healthy workforce is only half the battle. Keeping the people hopeful about their future and warding off despair is just as important. A poorly timed event can spread the fear of impending doom through the population, while uniting the people behind a common cause can keep spirits high even in the face of plummeting temperatures.
Frostpunk’s juggling act is made a little easier with its Book of Laws. Players can implement decrees to address a certain problem in the society. Often times, these decrees come with a moral quandary like deciding to implement child labour or spend precious resources to provide day care. Issuing a stream of decrees is an absolute must to survive the early game. The Book of Laws and its moral challenges is one of Frostpunk’s unique features, and I’m disappointed to see it fade in importance and use in the late game.
The difficulty curve in Frostpunk is not smooth at all. There are clear points in the scenarios where the difficulty level suddenly jumps. Disruptive events are a good way to keep things interesting, but the sudden jump in difficulty and the predictability of the events are boring and a bit frustrating. The high jump in difficulty makes it extremely challenging to survive the event without prior knowledge and preparation. The pre-scripted events in the scenarios mean the game’s current replay value lies in playing scenarios over again until players can figure out the right path to overcome the impending events.
Frostpunk’s UI is decent, though it could use a few improvements. Every important function for buildings is easily accessible. The menus are simple and laid out in a logical fashion. I like how the game handles road construction. Since all buildings need to be connected to the generator by a road, the UI provides players with a button to immediately jump into the road construction menu. There are a few hitches. Road placement can be a little flaky at times. The warning for resource piles being used up is small and out of the way, which can kill efficiency. The building menu’s categories could be taller for easier access, as I found myself constantly overshooting. The overworld scouting UI feels a bit clumsy, as it requires some clicking to send a team on their way, explore, and then get them moving once again. I feel using a drag and drop system and then having teams automatically exploring at their destination would make for a much smoother experience
Overall, Frostpunk’s city building gameplay is a tense, but enjoyable play. Outside of the disruptive events, the game is well balanced. The constant struggle for survival as temperatures become progressively colder is an enjoyable challenge. Frostpunk’s replayability is a work in progress. There are only three scenarios on release. While some difficulty options can be tweaked, it is still no replacement for a sandbox mode that provides randomized events and challenges. The extremely large spikes in difficulty will not be for everyone. Those who will prefer the puzzle like approach to solving scenarios will likely enjoy Frostpunk more than those who prefer gameplay that emphasizes flexibility and thinking on their feet.
Visuals
Frostpunk’s art style is a dark spin on classic steampunk. The game’s artwork is superb. The inhabited areas are a dark, dirty mix of greys and blacks that are lit up by splashes of oranges. These areas contrast wonderfully with the bright white snow. While not immediately noticeable, the game has a surprising amount of detail. Citizens trudge their way through the snow to hunt late at night or stream into the town square for an early morning meeting. The character and building design is fitting for Frostpunk’s setting, with its dilapidated buildings and heavily bundled citizens.
Audio
Frostpunk delivers an enjoyable audio performance. There is very little voice acting, but what is there is excellent. The sound effects work well for the game. The music is subtle, providing a good accompaniment to the gameplay without being intrusive.
Overall
Frostpunk is a solid, albeit slightly flawed survival city-builder. The game’s lore is excellent, and the moral dilemmas it offers transcends the usual good and bad dichotomy that video games tend to offer. The gameplay is decent, though not everyone will like the scenario’s puzzle-like nature due to the sudden difficulty spikes. As of publishing, there are only three scenarios and no sandbox mode, which makes replayability a little tricky. Even with its warts, city-building fans should give Frostpunk’s grim world a try.
Capsule Computers review guidelines can be found here.
After spending four years in Early Access, Endnight Games has finally released The Forest1.0. The survival horror game was among the early cohorts of Steam Greenlight titles in 2013.
The 1.0 update sports a hefty change log, featuring a ton of bug fixes, game optimizations, quality of life adjustments, and new content. Most notably, the end game has been completely revamped and a new alternate ending has been added to the game. Endnight Games plans on continuing development on The Forest, with cheat controls for multiplayer servers coming soon.
The most intriguing part of the 1.0 announcement isn’t the launch itself, but rather The Forest’s VR reveal. The VR version is scheduled to launch on May 22. The VR version will have a 3D UI and supports motion controls for chopping down trees. Endnight Games will be giving all owners of The Forest free access to the VR version. It is not entirely clear if the VR version will be a separate title or be a setting in the base game.
The Forest is available now onSteam for $19.99 USD.
Many years have passed since we last saw Kratos take down nearly the entire Greek pantheon in his quest for vengeance and now the series has returned with quite a few shifts in dynamic. With Kratos now traveling through a realm filled with Norse mythology, wizened by age, and accompanied by a son of his own, how does this brand new God of War turn out?
Story
While eight years may have passed since God of War III, far more time has passed for Kratos as we see him now settled in a wintry wilderness where a young boy accompanies him as he chops down a marked tree only to use it as part of a funeral pyre. With this task completed and their next goal set, Kratos is certain that the boy, Atreus, isn’t ready for the journey but that all comes to an end when a mysterious stranger appears and forces Kratos into taking his son on a journey to fulfill his wife’s final wish.
It is immediately clear from the somber beginning that the tone for God of War is far different from the rage fueled travels that fans have become familiar with. Instead we are given an incredibly touching and character developing story that touches upon a man that has learned to, at least mostly, control the anger that used to rule his life, and accept his new life and teach his young son Atreus to not follow such a path.
In fact, the father and son dynamic of Kratos and Atreus is the most central part of the storyline and most of the focus is spent on showing how the relationship between these two evolve as more of Kratos’ past is revealed to the young boy and the true nature behind everything comes to light as they continue their journey. Of course this means that there are plenty of darker moments but don’t worry, the game still has a bit of comedic relief in the form of some comedic side characters that appear throughout the title.
There are plenty of unique twists and turns that appear throughout the story as well as additional bits of side-lore that touch upon various elements of Midgard mythology. It is also worth noting that while the game does find itself a solid pace for its storytelling, often sprinkling plenty of action sequences in-between the longer story sections that feature Kratos and Atreus talking with one another or with a side character who reveals more of the plot. This balance is a nice touch that makes God of War an easy to come back to title, especially since this story will clearly continue.
Gameplay
The changes in tone for God of War’s storyline is far from the only change that this game has undergone as not only has the camera angle swapped to a more common over the shoulder look but the combat system has been refined and slowed down a bit compared to what fans may remember of the series. Players can still easily perform plenty of combo attacks but this time around the primary weapon happens to be the powerful Leviathan Axe as well as bare-knuckle brawling while Kratos uses a shield or simply dodges incoming attacks to defend himself.
The Leviathan Axe allows players to chain together various light and heavy attacks and can also be used as a long range weapon by throwing it at foes. Thanks to its boomerang style of being able to be recalled at will, the weapon can even be chained together with his unarmed combos allowing a punching combo to swap into an axe one by recalling the axe and even striking your target at the same time. As for the defense aspect, Kratos’ shield can withstand most attacks and can be used to parry incoming blows to leave foes open for counterattacks when timed correctly.
The Leviathan Axe can be upgraded in various ways through the use of XP gained from foes and collectibles as well as using “Hacksilver” (in-game currency) to power up other elements of Kratos’ equipment. This gives the game some light RPG elements as players will be able to unlock additional combo strikes and equip various runes to the axe that allow for special attacks to be performed with cooldowns. This also carries into the fact that players can purchase or find various pieces of armor for both Kratos and Atreus to raise their stats and unlock additional abilities. Continuing on with the combat system, players will find that the game has done away with mostly all of the quick time events that happened to plague the original series.
Instead each foe will now have a stamina bar of sorts as well as their main health bar. Strikes with the axe deal damage primarily to an opponent’s health while unarmed combat depletes their stamina. A stunned foe can then be grabbed with a simple press of R3 and either executed if they are weak enough or thrown into other foes. Another element of combat happens to be Atreus as he can be ordered to fire arrows into enemies. Foes can be tripped up by arrows and are heavily stunned when hit by them, allowing for easier access to the brutal takedowns fans know and love, even if they can be a bit repetitive at times.
When it comes to level exploration and puzzle solving, God of War takes another break away from the series standard. The level system in God of War happens to be far more open than previous entries and while it is not “open world” there happens to be plenty of content hidden away to keep players on their toes. There are numerous hidden treasures, pieces of lore, various side-quests to take part in, and even optional boss fights available in these levels that players can often find themselves returning back to once they get far enough in the game.
This level of content makes God of War a jam packed game with plenty of content to enjoy and thanks to the puzzle solving mechanics that make use of the Leviathan Axe’s ability to freeze objects and the use of Atreus in solving puzzles intuitively, traveling these environments and solving their mysteries always feels rewarding. Combine this with a game that feels satisfyingly challenging on normal difficulty, and offers even harder options for those who want to challenge themselves, and it is clear that Kratos hasn’t lost a step with age.
Visuals & Audio
Within seconds of beginning the game it will become immediately clear to anyone playing the game that Santa Monica Studios was willing to push the PlayStation 4 as far as they could to creating an incredible looking game. The amount of detail put into almost every little element, be it the gorgeous looking environments to the character models, is gorgeous looking and filled with life. The amount of small touches that any other title would easily overlook have been applied here with shocking detail. Battles with even basic enemies can feature level destruction and rarely feel boring despite an initially slow combat system but when this game wants to dial up the action, it really pushes thing to new heights in ways you’ll have to see to believe.
As far as the voice work goes, Kratos does have a new voice actor this time around but it fits his new demeanor while the rest of the characters also feature fitting voice actors that work well with the tone this game takes. The soundtrack is filled with stellar sounding pieces of music that mix together great orchestral pieces with singing that sounds like it mimics the Norse languages of old.
Overall
God of War may be a departure from many elements that the original series featured, but this departure has left it open to grow into so much more. The bond and character interactions between Kratos and Atreus weave flawlessly into the new Norse mythology that is featured this time around and the combat mechanics that make use of the new Leviathan Axe as well as Artreus’ actions make for a fun new system that may take a bit to get used to but ends up being just as enjoyable and enticing as before, making God of War a game that has changed but almost entirely for the better.
After teasing Shadow of the Tomb Raiderin March, Square Enix has thrown back the curtains as promised. Eidos Montreal is taking the lead on development, with a team staffed by veterans from the previous two Tomb Raider games. Crystal Dynamics is also working on games using the Marvel license, which explains the change in developers.
Shadow of the Tomb Raider follows the latest chapter in Lara Croft’s ascent to becoming the Tomb Raider gamers have come to know and love. The game is set on the eve of the Mayan apocalypse, where Lara must master the jungle, the tombs, and her own destiny to prevent the end of the world.
Shadow of the Tomb Raider is set to launch simultaneously on September 14 for PlayStation 4, Xbox One, and Windows. This will be the first title in the rebooted Tomb Raider franchise to do so.
Pre-orders are available now. All pre-orders will offer 48 early access to all buyers. Three special editions will be available alongside the base game. The Digital Deluxe Edition will come with the base game, the soundtrack, and extra weapons and outfits for Lara. The Croft Edition will come with everything in the Digital Deluxe Edition along with the Season Pass. The Ultimate Edition has all previous bonuses plus a statue, flashlight, and bottle opener.
As someone battling depression for more than a decade, I’m strongly skeptical whenever I encounter games covering that topic. Mostly because they’re usually made by creators who have poor or zero understanding of how depression actually works. That often leads to an inaccurate or simplified depiction of it which only results in (despite good intentions) more misconceptions. So I usually completely write it off knowing it will likely make me upset and disappointed. Being personally invested in it, my view on it is “either do it right or don’t”. With that said, every once in a while a game appears where its art style or description makes me cautiously optimistic. That is why I decided to give The Thin Silence a chance.
Story
On the surface, The Thin Silence is a narrative puzzle adventure following the path and recollections of Ezra Westmark. Not much will be revealed at first since the game gives you the bare minimum of information. There are some hints from scattered notes of a civil war and the immense guilt Ezra feels due to the events he experienced. Anything more will be revealed by progressing through the levels while solving puzzles, hacking terminals and crafting useful tools to help you on your way up. Going higher and higher is our goal since the game finds us starting at a rock bottom – literally. It is a pretty clear allusion to depression, starting from the absolute low (aka mine shaft in the game) and slowly climbing up while learning more about yourself.
Gameplay
Occasionally, you find various gadgets on the ground that can be used independently or combined with other gadgets to create a new item. For example, combining hook with boots you found earlier will result in climbing boots. The puzzles start fairly simple, climb up to pull a lever or push some crates to progress to the next area. Later on, with the addition of new gadgets, the size of levels expands as well. It is also after such expansion of levels that I noticed the game is missing any sort of run or spring button. Ezra has only one walking speed and the sluggishness of it is easily noticed in the larger areas or especially when you have to redo a section. Yes, you can mess up some puzzles (or die even) which is why the developers added a handy reset button. Holding it will place you at the start of an area/puzzle until you get it right.
Visuals
If there is one word that could be used to describe the art of the game, it is minimalistic. Your pixelated blurb of a character has just enough to resembles a human form. The starting areas in The Thin Silence are pretty grim and monochromatic. The color palette expands as you progress up, a metaphor for slowly climbing your way out of depression and noticing new colors – new ways to appreciate life. Mine shafts are later replaced with bright landscapes and colossal mountains. A slow and unexpected shift from claustrophobic opening to more room to breathe in the game. Again, a not so subtle reference to something obvious that the game is exploring.
Audio
While I initially didn’t expect much here I was pleasantly surprised by the amount of work put in the audio in The Thin Silence. At first, there are some minimalistic ambient sounds encountered in the mine shaft, such as the occasional wind and water dripping from stalactites. The sound ambient is later followed by the haunting and tense piano chords. As expected, the ambient audio changes later to something lighter as you go up but the sharp & heavy piano is always with you to keep you company.
Overall
The Thin Silence is a game that doesn’t give you everything on a silver platter. You’re told at the start what the game is about but you need to walk the distance to get the bigger picture. The Thin Silence is not so much about the destination as it is about the journey. That one thing that either breaks us or makes us. That journey where all of the experience and lessons (good and bad) shaped us into a person that we are now. For what’s it worth, The Thin Silence is not a game that will resonate with everyone. The topic of it is not something that everyone will be able to connect with or find a game appealing due to it. And that is perfectly fine. However, I can say now that it is one of the few games that demonstrated understanding and mature approach to the topic. The exploration of depression here is slow yet sincere. It succeeds in taking the full advantage of the game medium and minimalistic art style to educate us all about depression, regardless if we can connect to the topic directly or not.
Capsule Computers review guidelines can be found here.