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This War of Mine: The Little Ones Review

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This War of Mine: The Little Ones
Developer: 11 Bit Studios
Publisher: Deep Silver
Platforms: PlayStation 4, Xbox One (Reviewed)
Release Date: January 29, 2016
Price: $29.99 – Available Here

Overview
The majority of video games depict war as something that players must help put an end to by eliminating the opposition, whether it is with firearms or with magic and swords. Rarely do we see a game that explores what happens when you aren’t sitting on the front lines of a conflict and instead are seeing what the war is actually doing to the people living in the middle of the war. That is the concept that This War of Mine explored when it was originally released and now with This War of Mine: The Little Ones arriving on consoles with children being added into the mix, has this concept managed to transfer into an enjoyable game?

Story
This War of Mine: The Little Ones plays rather loosely with the concept of a storyline since rather than force players down any specific road, things are left up to them. You see, the first option players are given is to Survive… and they are then placed in the middle of the battle torn city of Pogoren with three survivors of roughly Eastern-European origin that are caught up in a battle between the Graznavia army and the rebels.

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This first playthrough sees Pavle, an ex-soccer star, Bruno, a chef, and Katia, a journalist, taking shelter inside of a fairly large but damaged house with very little in the way of materials. With the only option being to survive, it is up to the player to decide what to do from then on. Survive through scavenging and building makeshift facilities to try and become self-sufficient, steal from those less fortunate than yourselves, or even murder those who have things you need.

All of those are options the player can take but This War of Mine: The Little Ones does an excellent job making these types of choices hit home. Survivors asking for assistance for their shot brother or need help with their collapsed shelter will remove a survivor from the household but the group will feel better for helping those in need. Feel like that feeble old aren’t nearly as desperate as you are? Then be prepared for some heartbreak as the old man begs you not to steal his ailing wife’s medicine and flee into the basement at the slightest hint of violence all while the sickly old woman cries for her husband.

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These types of decisions, which are presented as basic actions with no morality meter, really hit home and when you throw children into the mix it becomes something far different. Your survivors all have various bios that are updated as the days roll by, sometimes with pieces of their backstory explaining how they ended up alone and other times mourning the lack of necessities or decisions that have been made.

Children are also given a bio and their innocent outlook on the world is reflected here and this can make you feel like scum if you’ve done something terrible to scrounge up the food you’re preparing for your starving group. It may be survival of the fittest, but at what lengths will you go to in order to make it through?

Gameplay
This War of Mine: The Little Ones tasks players with simply surviving as long as possible in the hopes that the war will come to an end and that peace will return to the city before they all wind up dead. This sees the game divided into two separate sections, daytime and nighttime. During the day the player must control each survivor and have them either build up crafting stations and stations to recover vital resources while also feeding them and making sure that they aren’t falling ill or dying of injuries that they sustain during the other half of the game.

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One of the biggest aspects of this title is the fact that, although players can scrounge around their shelter for some starter resources, that everything you need to survive can only be found in other locations throughout the city. With snipers targeting civilians during the day the only time scavengers can venture out is at night time and it is here that players will select from numerous locations in order to gather what they can. The hitch here is, each survivor can only hold so many items and while there are locations that are completely vacant, others can contain other NPCs that range from those looking for a trade, simple people living there, or hostiles that will readily shoot at an intruder.

This means that while foraging for supplies players will need to constantly determine what exactly they need to bring home, perhaps leaving behind a weapon to make space for much-needed medicine, all while stealthily avoiding those who mean them harm or will lash out if you are caught stealing from them. Of course once you do manage to make it home, hopefully your own base hasn’t been attacked by raiders, potentially stealing items and wounding anyone left behind.

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Adding children into the mix doesn’t really create too many extra dangers. Sure they are an extra mouth to feed and, until they are taught how to use certain crafting tables, traps, or the water system, cannot help around the house but their smaller stature does mean they require less food and by playing with the adults they can cheer up from the sadness that may be plaguing them due to their actions taken during the latest scavenging run. Plus, although a child can be wounded or fall ill, they face far simpler consequences compared to their adult counterparts who will even commit suicide if they become too depressed, as they are simply removed from the game.

With players constantly having to worry about gathering food, medicine to heal the sick, bandages to fix up wounds, water to cook/grow food, managing the temperature of the area when the harsh bite of winter comes, and the many building materials needed to craft things, there is quite a struggle here and it is incredibly possible that your first run through in the game will result in more than a few deaths and potentially a simple game over.

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Unfortunately that type of lasting challenge begins to wane a bit the more experienced you become with the title as learning the mechanics and the layout of certain locations quickly turn the title in your favor, especially when the resource management becomes mundane tasks for a well-equipped group of survivors that may only face trouble if the winter this time around is especially hard. Playing as rough as possible and refusing to aid those in need does have an effect on your survivors however and this is reflected in the post-story epilogue. So while the world may be full of danger, showing a sliver of humanity to help out your fellow man or those coming to your door asking for a few scraps of food not only makes the group a bit more content but also encourages some faith in humanity.

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Those looking for less of a challenge can opt for the “Write Your Own Story” mode that allows players to select from a number of variables such as who exactly they start out with, what locations will be available, how nasty things have become in the city, when or if winter will come and how bad it will be, and even how long until the cease-fire is declared. This type of mechanic does give players a reprieve from the harshness of the randomized survival situation but also removes some of what makes the title enjoyable and that is surviving against the unexpected.

There is one more aspect that will occasionally challenge your survivors and that happens to be the game’s interface. Thanks to the title’s origins on the PC, most actions are handled with one simple button press while using the D-Pad to select from the extremely close options for any given object. This means that while you may simply want to rest in a bed, your survivor might start taking an axe to it instead because you selected the wrong action while in possession of an axe, which can turn furniture into lumber and fuel.

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This same aspect becomes dangerous while exploring as well since rather than simply devoting a button to sneaking, the developers have opted to assign all movement speed to the analog stick. With fast movements creating sound ripples, players must be incredibly careful to only gently tilt the stick or risk drawing unwanted attention when your survivor decides to sprint for no reason. Either that or decides that they want to run up and down the same set of stairs multiple times in a row because the game keeps thinking you wish to do so rather than move to the left.

Visuals & Audio
The depressing nature of being caught in the middle of a conflict with nothing to do but survive is reflected in the art style and the world of This War of Mine: The Little Ones. Overwhelming use of gray, tinges of blue, and orange flame from bombed ruins give the locations players explore life while bodies of former inhabitants and notes left behind as graffiti tell the stories of what happened here. With slight alterations between the pencil looking art style given in the options menu, between “Sketchy” and “Soft” there is a unique feeling to this title’s presentation.

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While This War of Mine: The Little Ones may lack any real voice work, outside of the giggles or sobs of a child and grunts of survivors, there is a real sense of tension thanks to the aforementioned art style and the way that background noises ranging from gunfire, artillery shelling, and crackling flames play against what would normally be a silent night.

Overall
Among the countless games that place players in the role of a soldier, This War of Mine: The Little Ones has succeeded in creating an emotionally draining and enjoyable survival simulation about those who are caught in the middle of conflict. With some rather dark options available to the player at times and leaving nearly everything on just how far the player will go in order to survive, this title is one that can generate some real empathy for your survivors and while it may lose some of its challenge after a while and has a few control issues, this is a title that you will likely remember.
Capsule Computers review guidelines can be found here.

Dead or Alive Xtreme 3 ‘Momiji’ Introduction Video

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Continuing with their series of character introduction videos for Dead or Alive Xtreme 3 Koei Tecmo has released a new minute long video focusing on introducing Momiji of Ninja Gaiden and recently Dead or Alive fame.

Similar to the past videos which have shown us Marie Rose and Helena, this video for Momiji shows off a number of the gravure areas as Momiji lounges around the island in various swimsuits including the one that was originally a bonus for those who picked up Yaiba: Ninja Gaiden Z.

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You can check out the video below and as for the game itself, Dead or Alive Xtreme 3 is set to be released for the PlayStation 4 and PlayStation Vita in Japan on March 24th and the Asian release, featuring English subtitles, can be pre-ordered through Play-Asia.

First Six Minutes of The Walking Dead: Michonne Previewed in Latest Video

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The Walking Dead television series returned last night and if that episode didn’t have enough action for you, or your late and haven’t watched it yet, then Telltale Games still has something to help scratch that Walking Dead itch. With The Walking Dead: Michonne set to begin next week on February 23rd the company has decided to release a six minute video showing off how the first episode will begin.

In the video below you’ll be able to catch Michonne being voiced by Samira Wiley from Orange is the New Black as she struggles with her past memories as well as faces off against a large number of the undead.

Heavy Rain Arrives on the PlayStation 4 on March 1st

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Back in 2015 Sony and Quantic Dream announced that they were planning on releasing a PlayStation 4 version of Heavy Rain in March 2016 and now the companies have announced exactly when people can expect the title to be available.

The company has announced that the game will be released on March 1st in North America and Latin America and March 2nd everywhere else. Oddly enough, the Heavy Rain and Beyond: Two Souls disc collection containing both PlayStation 4 versions of the games will be available in every country except for North America, with Europe, Latin America, Australia, New Zealand, and Asia all receiving the collection.

Hitman GO: Definitive Edition Launches on PC, PlayStation 4, and PS Vita February 23rd

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Square Enix has announced that the popular mobile game Hitman GO will be arriving on a number of new platforms next week. Hitman GO will be released on February 23rd for the PlayStation 4, PS Vita, and PC through Steam for $7.99. This updated release of the game will feature improved graphics as well as a new control scheme that has been optimized for consoles and PC interfaces.

The PC version will add in trading cards, emojis, wallpapers, cloud saves, and achievements while the PlayStation versions will offer cross-save and trophies. A new trailer for Hitman GO and a few new screenshots can be found below

Street Fighter V’s Cammy, Chun-Li, and R. Mika Character Introduction Videos

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With Street Fighter V set to be released in a little under twenty-four hours we have yet another set of character introduction videos from Capcom and this time the focus is entirely on members of the female cast.

We have introduction videos for Cammy, Chun-Li, and R. Mika and all of these three videos, showing off their various special moves and appearances, can be found below. As for the game itself, Street Fighter V will be released tomorrow for the PlayStation 4 and PC and will feature sixteen characters at launch with six more planned for release throughout the rest of the year.

Cammy

Chun-Li

R. Mika

Indie Gala Every Monday Bundle #98 Now Available

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Chase away the Monday blahs with a brand new Every Monday Bundle from Indie Gala and Capsule Computers. This week’s bundle packs seven great indie games for only $1.49.

Labyronia RPG – An epic RPG inspired by classic SNES JRPs like Chrono Trigger and Final Fantasy VI.

Labyronia RPG 2 – Set 10 years after the first game, a small band of humans must reverse the elemental weapon that is sucking the life from the planet.

Legend of Mysteria RPG – Set in the Labyronia universe, you have been framed for a murder you did not commit and must now clear your name.

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Secret Of Magia – An action RPG inspired by the likes of The Legend of Zelda: A Link to the Past and Secret of Mana.

Destiny Warriors RPG – Three spirit beasts threaten to break out of their bonds and wreak havoc upon the world again. It is up to you and three friends to stop them!

Data Hacker: Reboot – The third title in the Data Hacker series of JRPGs.

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Wolfsong – The Thaa’hune and the Fiends are about to embark on the next chapter of their long running war.

For the first 24 hours of the sale, the bundle is priced at $1.49. So be sure to pick up your copy at Indie Gala before the price goes up.

Help Mike and Captain Dorian Save the Galaxy Today in ZHEROS, Now Available for PC on Steam

Help Mike and Captain Dorian Save the Galaxy Today in ZHEROS, Now Available for PC on Steam

Bumbling Braun Meets Beautiful Brain to Kick Some Intergalactic Ass Today

Catania, Italy — February 15, 2016 — Save the galaxy and kick some ass today from the comfort of your PC as Rimlight Studios’ quirky 3D beat ‘em up title, ZHEROS, is now available on Steam. Already available on Xbox One, ZHEROS features high-energy sci-fi action, a quirky sense of humor and a hell of a lot of ass kicking as players fight against Dr. Vendetta’s robotic army as he attempts to turn every living creature into an army of bad-tempered weirdo minions. The PC version of the game features polished 3D graphics, two new soundtracks, lots of punching and, of course, hi-tech weapons for any enemies that are slightly out of arm’s reach. To commence the ass-kicking visit: http://store.steampowered.com/app/423270/ and get a 20% discount for the first week! 

“We like fun and light-hearted games that will challenge you but also make you chuckle,” said Fabio Ilacqua, Art Director and Co-Founder of Rimlight Studios. “After launching the game first on Xbox One we incorporated player feedback to give the game more polish and some cool new features while still retaining that quirky sense of humor that makes ZHEROS extra special.” 

Play as the members of the ZHEROS squad: strong but slightly bumbling and awkward Mike and agile, smart and ready for anything Captain Dorian, through 18 punishing levels in single player or co-op mode, relying on a rich selection of combo punches and one bad-ass upgradeable weapon. When Mike’s “wit” and Captain Dorian’s able-bodied know-how can’t get you out of tight situations, you can look for the trusty mech armor, which can be found randomly in levels, and will destroy anything standing in the way. 

ZHEROS is now available on Xbox One for 19.99€, 19.99$, and 15.99£; the regular price on Steam (after the first week) is 14.99€, 14.99$, 10.99£. ZHEROS comes to Playstation 4 this Spring.

 

Check out Zheros launch trailer here: https://www.youtube.com/watch?v=JzeTK85R15s

For more information about ZHEROS, visit the official website at: http://www.zherosgame.com

Like us on Facebook: https://www.facebook.com/zherosgame

Follow us on Twitter: https://twitter.com/ZherosGame

 

About Rimlight Studios

Established in 2014 by industry experts and passionate gamers, Rimlight Studios specializes in designing and developing video games with high-end visuals and entertaining gameplay. Rimlight Studios combines both the technical and creative capabilities to create engaging games that appeal to a wide range of audiences, on all platforms. Based in Catania, in hot Sicily, the team consists of a multicultural talented group of developers, joined together by their shared passion for videogames and their desire to create fun and enjoyable experiences for players and videogames enthusiast around the world.

Squad Interview with Alastair “Chuc” Sew Hoy

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Squad breached Steam Early Access in December, looking to bring its balanced mix of realism and accessibility to the tactical shooter world. It is the highly anticipated spiritual successor to the wildly popular Battlefield 2 mod Project Reality. We were lucky enough to get a chance to sit down with Alastair “Chuc” Sew Hoy, the primary animator at Offworld Industries and one of the founders of Squad, to pick his brain about the game and its future.


What sort of work goes into making Squad as realistic as possible?
It’s a multi-pronged approach from all departments really, there’s the art-side where under advice from our military advisers we ensure that our weapon and player models are accurate to the real thing. Our environment artists and mappers reference and study the locations they are trying to replicate to the detail, working from first hand experiences from people living and having been to those regions. Working off professionally recorded sound packs and his own recordings, our sound designer works miracles trying to create the perfect soundscape, of which has been praised by not only critics but also former combat personnel all of who say that this is probably the closest thing combat would sound like. All in all it’s a healthy mix of the right advisers and extremely talented artists.

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In the real world, the difference in equipment quality of the US Army versus the other three factions featured in Squads is pretty vast. How have you chosen to balance Squad’s game-play while still keeping the factions unique?
We tend to use reality as a starting point, as our factions tend to lend themselves to certain play-styles. Conventional factions like the US Army and Russia favouring defensive positioning and ranged combat with their standard issue optics, while unconventional factions like the Insurgents and Militia leaning towards ambush and close quarter style tactics. At this stage in the game without vehicles, we try to balance things by incorporating a role limitation system. So if we do implement a particular weapon system that can be abused, like a grenade launcher or powerful optics, we simply limit how many are available to players. And this scales depending on how many are on the team, and how many are even in the squad, so naturally the larger your squad the more options and weapon systems are open to you.

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Logistics is going to play a major role in the final game, but it’s usually associated with the dreary essential tasks that keeps a work place rolling. How do you plan on incorporating it into the game in an entertaining manner?
Logistics as we have planned involves physically ferrying players and supplies up to the front and FOBs, where they’re needed. For a lot of our player base a support role like that is incredibly rewarding. Getting supplies up to the front does also make you a potential target for ambushing or certain weapon systems, so in the final implementation of the game you potentially could be running gauntlets of machine-gun or anti-aircraft fire just to deliver some ammo or construction material to squads up in the front lines. For some people that’s their jam.

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You guys just released the version 4 alpha. Any hints on what the main priorities are for version 5?
Version 5 will be mainly map content focused, as we are still working to overhaul a number of our core systems relating to Animations and vehicles.

Vehicles are on the to-do list, any plans on how you’ll handle rolling out vehicles in the game? Should we expect transportation vehicles first?
Yep, that is the plan. We will be developing weapon systems along with the basic movement of vehicles as well, so expect armed transports and APCs, along side your usual 6-ton trucks when we do roll out vehicles.

The infantry-only alpha has proven to be an incredibly fun experience on its own, any plans for smaller infantry only type maps down the road?
We have the option of downsizing the playable area of any map and creating an infantry-only Skirmish layer on them. We foresee those being a big draw for smaller competitive Clan-style matches, so we will definitely still be acknowledging infantry-only as still being a valid way to experience the game.

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Right now the maps are either set in the Middle East or in European forests. Any plans for other locations like the Arctic?
Our next real hurdle with the mapping and environment teams is extremely dense urban environments, very much like what you see in movies like Black Hawk Down. Creating a new environment set takes months, so we really have to control the scope at which we want to achieve over the development period we have set for ourselves. We have not planned anything outside developing our current biome sets and moving into urban, but when the time comes we will definitely make a lot of noise about it!

When Squad launches, the plan is to support mods. Any plans on how extensively we’ll be able to mod the game?
We will be creating a SDK that will allow modders to access our library of assets and visual scripting and create things like custom maps, game modes and weapons. More info on this will be available when we’re ready, as for the moment our priority is to release our version 1.0 to the public, target date end of 2017.

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A majority of the developers are former Project Reality team members. How is the transition from modding to working on a full blown retail game?
Originally it was a bit of a bumpy ride trying to get our people used to the idea of this as a full/part time job. In addition there is a much greater emphasis on programming that we never experienced previously while in the modding scene, thus making everyone on the team appreciate so much more the talents and efforts of our programmers to make nearly everything you do in the game possible.

Kickstarter has definitely become a tougher place now that over 100,000 projects have been funded on the platform, including a ton of games. How was the Kickstarter experience for Offworld Industries? Anything you would or wouldn’t do the next time around?
Kickstarter was a great way for us to gauge our market and see who was interested and how much they would be willing to support us by. Definitely this time round with our Kickstarter we were very much under the gun when it came to time, if we had delayed the campaign any further it would have made the lives of a lot of our full-time staff much harder especially when a lot of our efforts up to that point were done completely out-of-pocket. Thankfully the campaign was a resounding success and if we do run another campaign for another project, we would ensure that our base product was a bit more feature rich and demonstrative of what the game is.


Squad is out now for Windows on Steam Early Access.

 

Capcom Joins Forces with Streamline Studios for Creation of ‘Street Fighter V’

Streamline Studios brings integrated outsourcing development and art expertise to classic fighting game series

Kuala Lumpur, Malaysia – February 15, 2016 – Streamline Studios has today announced its role in Capcom’s upcoming fighting behemoth Street Fighter® V. Throughout development, Streamline Studios maintained a close relationship with Capcom’s in-house art and game directors on a large-scale collaboration on design, concept art, creation and integration of content, ranging from fighting stages and characters to fashion design and costumes.  In addition to producing readily usable assets, Streamline Studios also helped establish the technical pipelines that led to better optimized lighting, material and backgrounds. 

“Streamline’s dedication to technology, people and process sets a new standard for how global game development can be achieved, and the Streamframe platform made it possible for the Street Fighter V team to work from around the world as though we were in the same room,” said Bochan Kim, Sr. Producer of Street Fighter V at Capcom U.S.A., Inc. “Global IP development requires teams that push the boundaries of creative execution and Streamline did just that for us.” 

“It is has been fantastic working with Capcom and an honor to work on such an iconic IP as Street Fighter. We’ve enjoyed every second of our collaboration,” said Alexander Fernandez, CEO of Streamline Studios. “A project of this scale requires innovation and seamless collaboration on all levels that doesn’t get in the way of development. Leveraging Streamframe, our technology platform designed for game development, we were able to directly integrate into

Capcom’s development process and significantly reduce turnaround times and costs.”  

Streamline Studios worked on Street Fighter V with a large team of developers based out of its Malaysian offices. The studio continues to work with Capcom on Street Fighter V as well as another unannounced title. Street Fighter V will be released for PC and Playstation 4 on February 16, 2016.

 

About Streamline Studios

Streamline Studios is a next-generation content outsourcing studio and game developer under the Streamline Media Group, Inc. umbrella, which also includes the company’s proprietary pipeline management solution software, Streamframe. Based in Malaysia and the United States, Streamline Studios is a rapidly growing team of over 100 highly talented artists, designers and programmers, led by industry veterans and experts that bring clients’ visions into reality. With more than 200 productions completed, including Bioshock Infinite, Gears of War and Avatar, Streamline Studios is the go-to studio for discerning developers that require the best in creative execution. Streamline Studios website can be found at: Streamline-studios.com. For more information about Streamframe, visit: https://www.streamframe.com/. For information about Streamline Media Group, visit: https://www.streamline-mediagroup.com/

 

About Capcom

Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices.  Founded in 1983, the company has created hundreds of games including ground-breaking franchises Resident Evil®, Street Fighter®, Monster Hunter™, Ace Attorney®, Mega Man® and Devil May Cry®. Capcom maintains operations in the U.S., Canada, U.K., France, Germany, Tokyo, Taiwan, Hong Kong and Korea, with corporate headquarters located in Osaka, Japan.  More information about Capcom and its products can be found at www.capcom.com or www.capcom-unity.com.

 

Capcom, the Capcom logo, Ace Attorney, Devil May Cry, Mega Man, Monster Hunter and Resident Evil are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries. Street Fighter is a registered trademark of Capcom U.S.A., Inc. All other marks are the property of their respective owners.