Tindalos Interactive and Focus Home Interactive released a new trailer today for Battlefleet Gothic: Armada’slatestDLC. The video introduces the Tau Empire, an alien civilization looking to expand their territory and bring enlightenment to other civilizations through the philosophy of Grater Good. The Tau Empire’s fleet are masters of long range engagements, able to strike enemies from afar with powerful weapons and then pummel the survivors as they attempt to close the distance.
The “Tau Empire” DLC costs $6.99 USD on Steam and is free to all who purchased the game during the Early Access phase and those who bought the game within the first two months of release.
2K Reveals Mafia III – The World of New Bordeaux – Combat
2K and Hangar 13 today released Mafia III – The World of New Bordeaux – Combat, the latest in a series of videos detailing a variety of exciting features in Mafia III.
In Mafia III – The World of New Bordeaux – Combat, learn how Lincoln Clay owns the battlefield against Sal Marcano and the Italian mafia in New Bordeaux. From stalking enemies and executing covert takedowns, to brutal all-out assault with guns blazing, Lincoln does whatever it takes as he dismantles the Marcano family.
Mafia III will be available October 7, 2016 for PlayStation®4 computer entertainment system, Xbox One and Windows PC. Mafia III is rated PEGI 18. For more information on Mafia III, subscribe on YouTube, follow us on Twitter, become a fan on Facebook and visit http://MafiaGame.com.
Warhorse Studios and Koch Media Sign Global Co-Publishing Deal For ‘Kingdom Come: Deliverance’ Larkspur, Calif. – September 29, 2016 – Warhorse Studios and Deep Silver, the publishing label of Koch Media, are pleased to announce a collaboration to publish the medieval role playing game Kingdom Come: Deliverance. With this exclusive co-publishing deal, Kingdom Come: Deliverance is reaching the next important milestone to distribute the game, with the release date remaining in 2017.
“This is a great opportunity to bring Kingdom Come: Deliverance to more players around the world. Our best competence is to create an outstanding game. With Koch Media as a strong partner we will now have the chance to reach an even wider audience,” said Martin Frývaldský, CEO of Warhorse Studios.
Koch Media will publish the game physically and digitally for PlayStation®4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, as well as the physical PC versions under its Deep Silver label. Warhorse Studios will remain responsible for the worldwide PC digital distribution. All versions, PC and consoles, will share a common release date, which will be announced in the near future.
“We appreciate that Warhorse Studios went its own way and realized a strong and powerful vision by mobilizing a vast community on their channels. We are now looking forward to being part of the next phase, to publish Kingdom Come: Deliverance on consoles and to help in the retail distribution of PC copies,” said Dr. Klemens Kundratitz, CEO of Koch Media.
Kingdom Come: Deliverance is a single-player, first person, open world RPG. Set in 1403 Bohemia in the medieval Holy Roman Empire, the game is rich with historically authentic characters, themes and warfare.
Platform: PlayStation®4, Xbox One, PC
Genre: RPG
Developer: Warhorse Studios
Co-Publishers: Deep Silver, Warhorse Studios
ESRB: RP
Release Date: 2017
MEDIA
The latest videos, renders, artworks and press assets for Kingdom Come: Deliverance are available at http://press.kingdomcomerpg.com/
About Warhorse Studios
Warhorse Studios is a young independent game developer studio from the Czech Republic, Prague. It was founded by Daniel Vávra, creator of Mafia and Mafia 2, and Martin Klíma, formerly of ALTAR (Original War, UFO:* trilogy). The studio contains a mix of experienced game industry veterans, with dozens games published and millions of copies sold, and young guns from all around the world.
In January 2014, Warhorse launched a Kickstarter campaign for a realistic medieval RPG game called Kingdom Come: Deliverance. It ended up being the third most successful project, according to the number of backers, in 2014. With an initial goal of £300,000, we finally gathered over £1.1M. Warhorse Studios was also named among the World‘s TOP10 Most Innovative Companies on Kickstarter of 2015 by Fast Company.
About Deep Silver
Deep Silver develops and distributes interactive games for all platforms. The Deep Silver label means to captivate all gamers who have a passion for thrilling gameplay in exciting game worlds. Deep Silver works with its partners to achieve a maximum of success while maintaining the highest possible quality, always focusing on what the customer desires.
Deep Silver has published more than 200 games since 2003, including its own brands like the open world extravaganza Saints Row, the zombie action franchise Dead Island, and the grim post-apocalyptic future of the Metro series. Deep Silver also owns the development studios Deep Silver Dambuster Studios in Nottingham, UK; Deep Silver Fishlabs in Hamburg, Germany, and Deep Silver Volition based in Champaign, IL, USA. For more information please visit www.deepsilver.com
Koch Media is a leading producer and distributor of digital entertainment products (software, games and films). The company’s own publishing activities, marketing and distribution extend throughout Europe and the USA. The Koch Media group has more than 20 years of experience in the digital media business, and has risen to become the number one distributor in Europe. It has also formed strategic alliances with numerous games and software publishers: Bethesda, Capcom, Kaspersky Labs, NC SOFT, Sega, Square Enix and Tecmo-Koei, etc. in various European countries. With Headquarters in Planegg near Munich/Germany, Koch Media owns branches in Germany, England, France, Austria, Switzerland, Italy, Spain, the Nordic regions, Benelux and the United States.
All product titles, publisher names, trademarks, artwork and associated imagery are trademarks, registered trademarks and/or copyright material of the respective owners. All rights reserved.
Telltale Games had their hands full when it came to bringing the Batman franchise to their standard episodic format but with the release of the first episode last month, the company managed to establish a new story that instantly managed to provide an interesting twist to the standard narrative. With the second episode, Children of Arkham, now available does Batman: The Telltale Series manage to capitalize on this hook and progress in a satisfying manner?
Story
Just like every review of ours that covers an episodic title, this review will mention certain events that took place during the first episode of the series, especially in regards to a major event at the end of the episode, so those who have yet to complete Realm of Shadows should do so before continuing.
In many ways Batman: The Telltale Series kicked things off with a number of new little twists to the storyline. Not only is Oswald Cobblepot a childhood friend of Bruce Wayne but he is also a younger and far more capable looking man than fans are generally familiar with and it also revealed that the Wayne name isn’t exactly as pristine as one would have thought. With rumors and then a confirmation that Thomas and Martha Wayne were indeed connected to the crime and corruption in Gotham, Bruce was left reeling.
Children of Arkham picks up with Bruce attempting to remember exactly what happened during the tragic event that took the life of his parents. Through doing so he remembers that it was far more than a mugging and learns that they were instead targeted by their fellow partners in corruption. The problem is, the very people that he needs to talk to in an effort to learn more about his past are the very people who are now being targeted by his old friend Oswald, now going by the moniker of Penguin, as his talk of revolution goes into full swing.
Without going into too much extra detail in an effort to avoid spoiling various revelations and surprising turns of events that take place in this episode I’ll just say that a new mastermind rears its head and even more damning evidence of the Wayne’s corruption appears but we’ll leave it at that for now so players can experience these as they unfold. This episode serves as more of a development period than one where players take a whole lot of action on their own, leaving Bruce as more of a reactionary character this time around and less of a detective/vigilante.
One element that does come into play is a unique aspect that I hope shows up in future episodes and that is choosing between tackling an upcoming section as either Bruce Wayne or Batman. As Batman players can freely use his intimidating presence and threats to gather information, but this information may vary wildly from what the cunning Bruce Wayne might learn through smooth talking his way to the info as well as harm the appearance of Batman being seen as something of a hero. Making this choice and going through with certain concessions that may need to be made help vary the story development enough to warrant more than one playthrough, giving players a chance to feel like their decisions matter this time, especially when it comes to the final choice in the episode.
This episode does run a bit shorter than the first one and as mentioned earlier, Bruce spends most of his time reacting to events but that doesn’t mean it is a dull episode by any means. While certain events do play out in a fairly predictable manner, such as the expected developments of Selina being a wildcard romantic possibility and the complete overpowering of the Gotham PD by Penguin and his men, thanks to the writing showing Bruce Wayne and his Batman persona as two sides of the same coin rather than separate entities entirely, the introduction of a new threatening villain, and the hints as to what is to come thanks to the player’s decisions leaves me rather excited to see where things can go from here.
Gameplay
Similar to the previous episode players should come into Children of Arkham expecting quite a lot of stylized action sequences as the fights in this episode remain incredibly well choreographed. As usual these fights play out through quick time events though only one of them makes use of the “bat symbol” finishing move to complete the fight. The return of a planned sequence of events to take out an embedded set of enemies also returns and the addition of an extra element helps spice things up a bit here.
Actual exploration is kept to a bare minimum this time around which is rather disappointing since there are no real aspects of puzzle solving or detective like sequences in this episode, though thanks to the way things play out players will hopefully see how important their decisions are in future episodes, especially when it comes to Bruce/Batman’s relationships with Selina and Harvey.
Visuals & Audio
Telltale’s art style continues to look wonderful when paired with the comic book aesthetic that fans are familiar with when it comes to Batman and the character designs continue to look great, albeit a bit different than some might be familiar with, in this entry. The action sequences are well handled as well though players should be prepared for a bit of slowdown during the longest fight scene featuring the bat symbol filling in the corner.
The voice work for the characters continues to work well with Alfred, Bruce, and Selina coming off as the best sounding characters in the episode though the new villain and Penguin also sound great.
Overall
Batman: The Telltale Series’ second episode, Children of Arkham, does serve as a way to deliver plenty of drama without moving the story forward too briskly but it works well as a set up episode. This is especially true since players are given freedom to choose how to handle situations as Bruce or Batman while also giving players a hint at just how important some of their decisions might actually be this time around. With a new villain pulling the strings, more proof that the Wayne name is corrupt, and Bruce being targeted by old friends with his new relationships also being tested, Children of Arkham serves as a solid foundation for the story ahead.
For three years now fans have been able to enjoy a tale focusing on Flynn as he struggled against armies of law and chaos before ultimately choosing the fate of the world. Now Atlus USA has released Shin Megami Tensei IV: Apocalypse, something that isn’t quite a sequel but something more akin to an expansion storyline following the neutral path of the original game. With the original title already being seen as an excellent experience, does Shin Megami Tensei IV: Apocalypse manage to live up to the original’s reputation?
Story
As mentioned above, it is worth noting that this story does take place during the neutral events of Shin Megami Tensei IV, a fair way down that path in fact, but this doesn’t mean that potential players can’t simply start with this game. New players might end up feeling a little lost to start with but will find themselves settling in nicely with how the story handles the telling of events from the perspective of the new protagonist, Nanashi.
Nanashi is a rookie in the Hunter Association who works alongside his childhood friend Asahi. Neither of them have much experience or are capable of summoning demons to help in combat, so they are given mostly mundane tasks such as gathering food while the more skilled hunters are supporting Flynn in an effort to help retake the city for humanity. Problem is, when war is taking place between humans, demons, and angels there is really no safe place for a greenhorn to learn the ropes. On a routine mission Nanashi’s mentors are slain by a powerful demon in Lucifer’s ranks and Nanashi also falls to the creature.
Death isn’t the end for Nanashi however, as he is visited by the mysterious god Dagda and restored to life. His resurrection comes with a cost however as Nanashi is forced to become Dagda’s puppet on the mortal realm but with this exchange comes the ability to summon demons like a full-fledged hunter. Similar to past games players will see the various factions and routes clash against one another with players able to make various choices along the way that will sway them down a certain route.
One thing that is a bit different this time around is that the neutral path is far easier to obtain compared to the last game, which was rather difficult to stick to. Another factor comes into play with regards to the various side characters in the title since, as I will mention later, partner characters will regularly stay as main roles and change throughout the story alongside Nanashi, helping flesh out the story a bit more and help add extra emphasis to the various choices that players make as they head towards an ending of their choice.
Gameplay
In many ways those who have played Shin Megami Tensei IV will be familiar with nearly everything that Apocalypse will throw at you only this time around a few elements have been refined to be better than they previously were. The title once again works through turn based combat that is entered when the player encounters an enemy in the field and either runs into them or attacks to trigger the battle. The combat mechanics remain something that is simple to learn but can quickly become something you’ll need to master as difficult fights can unexpectedly take you down and the ability to save at any time becomes a blessing.
Playing intelligently against foes is one of the key elements in the series and it is always through the use of the demons that this intelligence comes into play. Similar to the previous title, players can talk with almost every demon they encounter and go through numerous steps in order to add them to the team. This generally begins with a question followed by various requests for things such as items, some HP/MP, money, or even the life of one of your demons. Players can give things over, refuse, or try to trick demons with nothing and if you happen to be successful they will generally join your group. Either that or they will leave combat, attack out of a mistaken answer which often ends your turn prematurely, or simply requires an extra talking session to complete.
Each demon has a different personality type but this doesn’t mean that their questions or required answers will be the same. In fact, sometimes a demon might remember talking with Nanashi and join immediately without any extra effort or provide you with an item if you already have one of their species with you. Various twists such as healing the team when they were discussing an attack, providing items, and more keep players on their toes with the talking sessions and even more so when it comes to the fusion aspect.
Fusion returns with a few modifications this time around though these differences mostly come into play with regards to the abilities that players will want to carry over from fused demons. While players will still be able to combine two or more demons to create a new demon or even perform a special fusion for a really strong demon, the skills are now going to play a larger role. Each demon now has various skill affinities allowing them to have various elemental buffs and weaknesses. For example, an angel might have +2 light and -2 dark, meaning using light skills will deal extra damage while dark attacks will be weaker when used by this creature. These affinities carry over into things such as basic strikes as well so a pure magic using creature might have -3 with physical attacks, lowering the damage of skills immensely in that category. This means players will want to keep a fairly wide array of demons around for use in combat, especially since they can be swapped out at the price of one turn, to better plan and strategize their attacks to take down difficult foes while also offering a wider degree of successful customization.
As mentioned earlier, the partner mechanic is heavily altered this time around. Not only can players swap their partner character from a number of partners they gain throughout the game, they also level up alongside the player and their demons and learn new skills that can be used in combat. The partner AI has also been improved to smartly read the situation in combat and target enemy weaknesses or completely avoid attacking if they can only do so with something the enemy might be resistant against. Another new mechanic with the partner system is a support gauge that fills any time they take an action. When filled not only will your chosen partner act, but all partners that are with you at the time take an action to disable the enemy’s turn and launch an all-out assault that can occasionally slay an entire party of weaker foes.
Visuals & Audio
While the main character and a number of new designs are implemented in Shin Megami Tensei IV: Apocalypse, it is extremely evident that the title is pretty much more of the same from SMT IV. There are a number of new dungeons and various enemies to encounter as well as entirely new animated cut-scenes but for the most part a lot of the areas and demon designs are recycled from the earlier game which will give players a feeling of déjà vu. Now, these designs are still quite memorable and heavily detailed so inherently there is nothing wrong there but be prepared for some repetition.
The soundtrack for the title is outstanding in regards to providing a great atmosphere for combat and exploring the various dungeons and dark streets of Tokyo. The voice work in the game is also handled very well with the English cast pulling off their characters’ personalities very well.
Overall
Shin Megami Tensei IV: Apocalypse may feature many elements that may make it very similar to Shin Megami Tensei IV to the point of being almost too familiar, players will easily be able to tolerate these similarities thanks to the fact that the mechanics from the original have been expanded upon and made even better than before. Place this framework around a new interesting storyline with a fresh cast of characters that is simpler to navigate than before and you have yet another excellent entry that fans definitely will need to check out.
Many wondered just how Minecraft: Story Mode would turn out back when Telltale Games first announced the series and while it has had its ups and downs throughout the story, few would have guessed that it would end up being the second longest series from the company. With the core story wrapping up in five episodes and then extended with an extra three how does the eighth episode, A Journey’s End?, manage to wrap up the story for at least this season?
Story
As per usual, those who have yet to play through Minecraft: Story Mode up to completing Access Denied will find that the below review will mention past events in the series so those who have yet to catch up should do so before continuing.
A Journey’s End? picks up immediately after the events from the last episode where Jesse and the group learned that they were approaching the end of their journey as the Old Builder Harper could guide them to something known as the Atlas, a powerful item capable of guiding them through the portal hallway back to their homes. With the Atlas in the hands of the rest of the Old Builders, Harper leads Jesse and the rest to where they are located but things quickly take a turn for the worse.
After being shoved through a strange portal by Harper the rest of the group finds themselves right in the middle of a gladiator match that fans of Minecraft will recognize as a certain type of competitive game users created to mess around in the early age of the game. Thrown into this area where everyone is battling one another and death is a very real possibility, the group does their best to stay alive though it before the game is called to a sudden stop by the three spectators watching from above.
It turns out that the rest of the Old Builders have grown extremely power hungry to the point that they are holding these games for their sheer amusement and where death is nothing more than a hindrance as slain contestants respawn in designated areas. With no clear way out and these three holding the very thing that Jesse needs to return home, they are forced to accept the Old Builders’ challenge to complete the games and win in order to obtain the Atlas, though if they lose they’ll not only lose the most valuable item they’ve gathered on their journey but will also be forced to compete and slave away in the mine with no hope of escape.
A Journey’s End? places Jesse and the group up against some incredibly high stakes once again but unlike some previous obstacles that have been placed in their paths, the evil nature of the Old Builders is written in a rather simplistic way. While these characters have always been deemed as the greatest minds ever known and they certainly act like egotistical villains, players are never really given an explanation as to why things grew so far out of hand or why they even went down this path in the first place.
Once more players are also given a number of decisions to make throughout the episode and while one clearly sets who will be the player’s main partner throughout most of the episode, the rest of the choices feel rather basic at best, especially since certain events play out the same way regardless of what you choose. The new characters players are introduced to are given only a face value introduction and even the world itself is barely explored other than providing a big reveal that many likely would guess beforehand.
That being said, while A Journey’s End? never explores past the surface of these characters, the new ones that are introduced throughout the episode are handled decently enough to keep players laughing or interested in what will happen next as the group struggles to make it through the Old Builders’ twisted games, especially since the lead Old Builder is ready to go to any lengths to stop Jesse, but don’t expect a truly satisfying conclusion by the time everything wraps up.
While the episode does feature quite a few grandiose moments and plenty of great looking action scenes, the actual conclusion of the games as well as the way the story wraps itself up leaves quite a bit to be desired outside of a quick trick the title plays on the player. Character relationships never come into play in any form despite the fact that the series has prominently featured choices where Jesse had to choose between Petra or Lukas and even the way the story wraps up feels like a simple and inoffensive way to conclude the journey but also leave fans hope for a second season.
Gameplay
Going into this final episode players can expect a large number of quick time events and some minor exploration since, as mentioned above, the focus this time around is on gladiator style combat and games pitting Jesse against other teams trying to complete the games. This means that the number of quick time events focused around dodging obstacles in races as well as fighting against opponents is quite high, though these sequences do feel rather intense in nature which is a nice plus.
There are unfortunately no real puzzle elements this time around and players are only given a small area to explore before being shuffled along to the next story segment.
Visuals & Audio
Surprisingly despite being set almost entirely in a world where the Old Builders have established themselves, the designs in most of A Journey’s End? are fairly standard as far as settings go. The main area shown is the village where the competitors stay and while the various arenas are interesting in motion they are plain in design. The only real interesting area is only briefly shown through an exploration segment though it must be said that the designs of the new characters this time around are nicely done.
The soundtrack throughout the episode is about what fans have come to predict from the series and the voice actors continue to shine in their roles while the newcomers fit in well, with Ivor’s voice actor really standing out this time around with some of the funniest lines in the group and the core antagonist coming across as egotistically manipulative as he acts.
Overall
Minecraft: Story Mode’s final episode A Journey’s End? brings Jesse and the gang’s journey to a close in an episode that pits them up against villains long thought to be great minds that only end up being petty in the long run. Featuring some amusing humor and plenty of great action sequences, this final episode will keep fans interested throughout but being the conclusion to an eight episode long series, it concludes with a by-the-books finale that lacks any emotional impact.
LONDON (29th September 2016) – Following a six-year run in Japan, 15 expansions, 3.5 Million booster packs sold and over 2,000 different cards to date, Square Enix Ltd.,today announced that the FINAL FANTASY® Trading Card Game will be available in Europe from the 28th October.
The FINAL FANTASY Trading Card Game “FFTCG“ is the result of a close collaboration between Hobby Japan and Square Enix. Designed by former TCG Pro player Taro Kageyama and Shota Yasooka,, the game received high praise for its perfect blend of strategy, luck and fast-paced gameplay making it very versatile and appealing to all kinds of audiences. The European edition will come fully localised into English, French, German, Spanish and Italian* and benefit from reworked visuals and improved balance.
The first set, entitled “ Opus 1 ”, will feature 216 cards with iconic designs from highly acclaimed artists including Tetsuya Nomura, Yoshitaka Amano and Akihiko Yoshida, covering nearly 30 years of FINAL FANTASY. FINAL FANTASYVII REMAKE, DISSIDIA, andWORLD OF FINAL FANTASY will make their debut in Opus I. Each card of Opus I will also exist in a premium “foil” version, making this set a must have for all the collectors out there.
Opus 1, the first set from the FINAL FANTASY TRADING CARD GAME, will be available in major video-game chains as well as hobby stores on 28th October 2016. Organised play will also be supported in the months following the release. For more information, visit:https://www.fftradingcardgame.com/
*Italian release date TBA
About Square Enix Ltd.
Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. Square Enix Ltd. also has a global network of leading development studios such as IO Interactive™, Crystal Dynamics®, and Eidos Montréal. The Square Enix group of companies boasts a valuable portfolio of intellectual property including: FINAL FANTASY®, which has sold over 115 million units worldwide; DRAGON QUEST®, which has sold over 68 million units worldwide; TOMB RAIDER®, which has sold over 46 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Ltd. is a London-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.
More information on Square Enix Ltd. can be found at http://eu.square-enix.com/en
FINAL FANTASY, the FINAL FANTASY logo, DRAGON QUEST, SQUARE ENIX, the SQUARE ENIX logo, SPACE INVADERS and TAITO are registered trademarks or trademarks of the Square Enix Group All other trademarks are properties of their respective owners.
The Metronomicon is a mash-up of a rhythm game and an RPG. The game packs the full RPG experience and then uses rhythm mechanics for triggering skills and abilities. The Metronomicon features a hefty soundtrack by indie artists from a variety of genres like Dj CUTMAN and J-Punch.
Story
The Metronomicon’s story is much like the game itself, a unique blend of classic RPG tropes mixed with a zany musical theme. The world is plagued by dancing monsters and the recently graduated masters of the rhythmic combat arts have been thrown into the field to bring sanity and order back into the world. While the writing is a little awkward at times, the story is charming and helps break up levels nicely.
Gameplay
As far as RPGs go, The Metronomicon is a pretty light RPG. Character development is completely linear and each character has only two slots of equipment. Players progress through the game by exploring new zones, each with their own playlist with regular levels, specific challenges, and an epic boss fight to cap things off. Additionally, side quests are available to help players snag some extra rewards.
Combat is a seemingly simple affair. Each of the four characters have a note track that is mostly the same. Players switch between the note tracks and complete a stretch of notes to trigger an ability. The higher level the ability, the more notes that will be required to trigger. Once a character uses an ability, they must cooldown for a short period before using another ability. A small handful of buffs and debuffs exist in the game and The Metronomicon uses a rock, paper, scissors style damage system. Like any good RPG, success requires having the holy RPG trinity of tank-damage-heal in the group. To further simplify matters, the party has a single health pool consisting of the group’s total HP. To make tanking viable, single target damage is calculated based on the target’s defense.
The Metronomicon’s simplicity really works in its favour. On paper, it may seem that the game is too simple to be fun; however, that could not be more wrong. Choosing appropriate characters to use, managing health pools, and keeping an eye on buffs and debuffs adds an extra layer of challenge to the game. I often found myself dropping down a difficulty level from what I would normally tackle in other rhythm games to help give me a little space to think about the RPG mechanics. My only complaint is with the game’s UI. Like most rhythm games, I tend to become quite tunnel vision, with my focus squarely on the note track. Some of the important information such as enemy health/elemental type and buffs/debuffs are located at the far edges of the screen, so it can be a bit distracting to have to take your eyes off the note track to find these important bits of information, especially when notes are coming in fast and furious.
Any rhythm game lives and dies by its controls. Puuba has really hit it out of the park for The Metronomicon. The developers allow players to bind almost anything to the game, breathing life back into an entire world of old plastic controllers from Rock Band, Guitar Hero, Dance Dance Revolution, and more. Puuba has partnered up with Precision Dance Pads to release a special pad just for the game, but any old controller that can connect to a computer via USB or Bluetooth will work. I’ve had great success playing with a keyboard and an Xbox One controller. Old guitar controllers seem to be pretty popular among the developers. Personally, I’ve always been the drummer in my circle of Rock Band playing friends, so I decided to pull out the old drum set to see how well it would work. Since the drums are short a few buttons compared to the guitar, I ended up only being able to switch characters in one directions using the foot pedal and then using the keyboard’s space bar to trigger the team attack. While the drums had a few short comings, it worked well enough to make The Metronomicon a reasonable option for video game drummers looking for a fix on the PC. I’m extremely happy that Puuba has included both manual and automatic adjustments for video and audio latency. The average PC shouldn’t encounter any latency issues, but the adjustment tool is a life saver for those of us with odd PC configurations.
Visuals
The Metronomicon is an explosion of bright colours and eye catching style. Presented with a cartoon art style, the game takes the standard fantasy RPG visuals and gives it a musical flair with speakers, dancing creatures, and flash dance club colours. The Metronomicon’s unique style makes the game a visual feast.
On the technical side, the graphic options are pretty basic. Players can choose between full screen and windowed mode. Both modes allow players to tweak the size of the window, which is very handy for those playing on a TV. The colour of notes can also be changed to correspond with the controller type or the note’s beat.
Audio
The Metronomicon’s audio experience is excellent for the most part. The sound effects are strong, but the voice acting is pretty terrible. It is quite obvious that several characters are not voiced by fulltime professional actors. On the other hand, there isn’t too much voice acting and the soundtrack more than makes up for the poor acting. The game features a whole slew of indie artists, with a particular focus on electronic, synthwave, and chiptune. The soundtrack is very strong and is a great way to get introduced by some indie artists that likely will get almost no play time at the local radio station. As part of Puuba’s incredible attention to detail, the game is automatically set to YouTube mode, which puts little YouTube icons beside any song that will trigger a ContentID match and the game will not play preview clips of those songs in the menu.
Overall
The Metronomicon is a fantastic rhythm game that adds just enough RPG mechanics to make the game unique without becoming overwhelming. While the game’s voice acting is pretty bad and the UI is a little too spread out for my taste, the fantastic soundtrack, solid gameplay, and colourful art style is sure to win players over. Combined with options to play the game with a variety of controllers and PC set ups, The Metronomicon is the new benchmark that all other rhythm games on the PC should be measured against.
Capsule Computers review guidelines can be found here.
ABSOLUTSOFT REVEALS HIRED OPS LEVELING SYSTEM Moscow, Russia – September 28, 2016 – Video game developer AbsolutSoft is revealing today the first details about the character leveling and skill upgrade system inHired Ops. Previously unveiled as Contract Wars Standalone, Hired Ops upholds and evolves the ideas established in the iconic Contract Wars, with over 48 million players globally.
Hired Ops is a session-based online shooter dedicated to fierce conflicts between rival mercenary groups battling on a global scale. Using the latest weapons and special equipment, players take part in armed encounters, unite into private military companies, carry out contracts, build bases and aggressively compete with each other – all for the sake of domination in the world mercenary market.
In Hired Ops, by researching different skills on the skill tree, players can gradually upgrade their character to enter one of the four specializations.
At a particular level, the players will have to decide what role their characters will play on the battlefield. Once the specialization is selected, the other three branches of upgrade will be closed.
Along with four main branches, Hired Ops skill tree features two auxiliary ones, responsible for pistols and modifications.
More details on the Hired Ops character upgrade system can be found here: www.hiredops.com
Hired Ops is scheduled for launch in Q4 of 2016 on Steam’s Early Access. Players can sign up to learn more about Hired Ops at the official web site – www.hiredops.com. Want to become one of us? Go for it! Join our ranks.
# # #
ABOUT ABSOLUTSOFT
AbsolutSoft is a privately-owned Russian game development studio, established in St. Petersburg, Russia in 2010. The company has previously released the browser-based online FPS Contract Wars, which won the attention of 48 million players worldwide. In 2016, AbsolutSoft moved its headquarters to Moscow and focused on development of Hired Ops, a Contract Wars Standalone.
OSIRIS: NEW DAWN INITIATES FIRST SPACE MISSION INTO STEAM EARLY ACCESS
Explore an Unknown Solar System, Build Expandable Habitats, Pilot High-Tech
Vehicles and Mechs, Battle Alien Horrors, and Colonize Planets with Friends
TWAIN HARTE, CA – September 28, 2016 – Independent game developer Fenix Fire Entertainment and Reverb Triple XP, an initiative of the veteran PR team at Reverb Communications, is proud to set a new standard in the space exploration survival genre with Osiris: New Dawn. Launching today on Steam Early Access, gamers will embark on a daring enterprise, experiencing a breathtaking outer limits adventure for the future survival of humankind.
Osiris astronauts will experience the thrill and terror of colonizing alien worlds of unbelievable beauty and unforgiving dangers. Osiris: New Dawn players explore an alien planet for valuable resources, build modular structures to create a base, research technology to create equipment and vehicles, survive the ever-changing weather elements, face-off against cunning indigenous creatures, form colonies with other gamers, and travel off the planet to destinations great and unknown.
“After five years of development, making Osiris available on Steam Early Access is like playing the game itself, incredible and frightening,” stated Brian McRae, CEO and founder of Fenix Fire. “This is just the very beginning of this epic journey, as we deliver what we think is a stellar experience to players. We plan to continuously add new content as we expand the mission. I look forward to hearing fan’s constructive feedback and seeing what they enjoy and what they want to be added to make Osiris as grand as space itself.” There’s very few things more fun in Osiris: New Dawn than traveling in a mech, guns blazing.
As part of the second colonization team sent by the U.N.E. (United Nations of Earth) to study planets for potential Earth re-population, the spacecraft malfunctions, braking violently from light speed and forcing an emergency landing on the planet’s surface. To survive, players must overcome the dangers of unpredictable weather conditions by building a central base, expanding the structure further with modular units to grow food, creating research centers, manufacturing bays and uncovering the dark events behind the missing Osiris-1 team that threatens the overall mission.
Osiris: New Dawn offers a vast, beautiful game that uniquely combines inventive crafting, curious exploration, and skillful combat. The Fenix Fire developers have a robust roadmap for continuous content updates that will be added to the current core features that include[s]:
Light-Year Visual Difference: Experience the high quality graphics typically only found in AAA games. Osiris: New Dawn offers extreme texture detail and High Dynamic Range lighting, creating a frightening, yet gorgeous world. An advanced IK (inverse kinematics) system powers over 200 fluid player movements and a diverse range of terrifying alien creature animations.
Multiplayer Colonization: Work together with online players to build a prospering colony and together defend against threatening alien species while fighting to survive environmental phenomenon including meteor showers, and attacks from other online player colonies.
Survive, Craft, Research and Thrive: Gather resources and materials to adapt to the alien system, build modular structures to grow food, create manufacturing bays, research new technologies to upgrade gear and build new vehicles and droids, and explore the environment to discover new elements and secrets to expand and thrive in this alien world.
Explore the Planet and Beyond: Learn what wonders and horrors lie on the alien planet and explore underground dungeons for unique discoveries. In time, gamers will build spacecraft to launch into space and travel to other planets in the solar system.
Prepare for a Fight: Choose first or third person controls to hunt intelligent alien species with predatory instincts. Equip a variety of weapons to be prepared for any situation.
Winner of ‘PAX West Best Indie MMO’ from MMORPG and ‘PAX West Best Survival Game’ from MMOGames, Osiris: New Dawn is now available on Steam Early Access for $24.99. The Osiris: New Dawn console mission is currently scheduled to launch on the Xbox One via the ID@Xbox program and PlayStation®4 computer entertainment system in 2017. Join the mission of Osiris: New Dawn by following the game development on Twitter, “Like” the game on Facebook, and watch for the upcoming livestreams on Reverb’s Twitch channel.
# # #
ABOUT FENIX FIRE ENTERTAINMENT
Fenix Fire was founded in 2010 by husband-wife team Brian and Anna McRae, former Blizzard, Midway, and Double Helix environment artists with a passion to create visually stunning immersive worlds that combine classically fun gameplay with next gen technology. With combined 27 years of industry experience across multiple AAA console titles Brian and Anna have teamed up with other local developers to create highly polished games for major brands such as Red Bull, Chevron, Wow Wee Toys and numerous Oculus VR demos such as the Tuscany World Demo. After their hit mobile platformer Roboto launched in 2011 Fenix Fire continues to incubate their own highly anticipated indie adventure Source as well as the upcoming sci-fi space survival adventure, Osiris: New Dawn.
ABOUT REVERB TRIPLE XP
Reverb Triple XP provides a spectrum of services customized to focus on the needs of indie game developers. Triple XP titles stand out with excellent gameplay, creative design, and that elusive fun factor. Once identified, Reverb’s team of game industry veterans partner with the indie dev team, fully understand the game by actually playing it and provide world class marketing, PR, social, production and distribution services that are fitting for games of the highest quality. A cornerstone of the programs is that the developer retains creative control and ownership of its intellectual property as well as receiving a custom solution tailored to their exact needs. Each year, only a handful of titles are chosen to be in Reverb Triple XP, prioritizing quality over quantity.