Brand New VR Experience See BIG World Through “Mini-Eyes”
(HONG KONG, 17 September, 2015) Do you still remember the green army in ‘Toy Story’? Even a simple desk in Andy’s room could turn into an adventurous obstacle race!
IOIO Creative, a Hong Kong based multimedia team is going to join the Tokyo Game Show 2015 in Mid September, showcasing a lifelike miniature world – “Gulliver” with the integration of 360° panorama technologies and mobile apps. The installation is going to bring everyone a thriving, real man perspective teleport.
Gulliver will have its debut in Japan and brings users a brand new excitement. During the game show, viewers will pass through a Vietnam river in ratio of 1:50, taking a venturesome boat trip in a war night. After wearing an HMD (Head Mount Display), viewers could explore the groves on both riversides, experiencing an immersive thrilling adventure, which is a NOT-TO-BE missed item for all IT and excitement lovers!
Reverse application of VR, New Angle to See Real World
While VR technology is growingly popular, many developers strive to build various 3D World to win attention. Nevertheless, the Gulliver team walks in the opposite and is determined to interpret the real world from a brand new angle. Utilising the 360° HD shooting, stitching and the head-wear display, Gulliver has created a Real-time Perspective Teleport.
Do you want to know how does the world look like in puppy’s eyesight? Or incarnate yourself into bumblebee to experience the scenario of Transformer? Wandering into a museum model to understand the past or jumping into a commercial brandscape for an unrestrained and vigorous journey? Come up with some crazy ideas and letGulliver to help you make it real
About IOIO Creative:
IOIO Creative is a thriving creative solution hub assembling talented artists, designers and technicians. Founded in 2015, IOIO aims to provide one-stop approach to guarantee our clients receive solutions excel in quality, consistency and comprehensiveness. Our service includes all-rounded corporate and brand analysis, innovative branding solution, meticulous execution of corporate multimedia campaigns and sophisticated solution evaluation. Clients of IOIO including PMQ and Fox International. For more information, please visit: http://www.ioiocreative.com.
Overview Very few people could have foreseen that Hideo Kojima’s Metal Gear franchise would still be alive nearly thirty years after the first game was released. Unfortunately with the release of this game we have seen Kojima’s work with the series come to an end but with the events of Metal Gear Solid 4: Guns of the Patriots wrapping up the latter half of the story, here we are with Metal Gear Solid V: The Phantom Pain and I must say that he chose perhaps the best way to go out with this title.
Story Metal Gear Solid V: The Phantom Pain takes place almost immediately after the events of Ground Zeroes, at least from Big Boss’ perspective. The game opens up just as Big Boss is waking up from a nine-year coma and while he is still barely able to move, it turns out that he woke up just in time for the hospital he was being treated in to come under attack from an unknown force of elite soldiers. With the help of a bandaged individual, Big Boss manages to escape to rescue.
Of course, since their collected forces were nearly eliminated due to the events that transpired at the end of Ground Zeroes, Big Boss, also referred to as Venom/Punished Snake, must start fresh and the first thing he has to do is rescue his old comrade Kazuhira Miller from the hands of the enemy and work on building up a Mother Base that is bigger than before while training his soldiers, the “Diamond Dogs,” in order to get revenge on those who nearly annihilated them years prior.
Despite sounding more serious than ever before, The Phantom Pain isn’t a complete departure from the norm for Metal Gear as there are still plenty of silly moments, hundreds of easter eggs, and more to enjoy throughout the game. I must say that Kojima has managed to find a better balance between gameplay and storytelling this time around as it is now possible to play for hours on end and only see a few snippets of meaningful storyline progress depending on how much time you spend messing around in the game’s open world.
Altogether, Metal Gear Solid V: The Phantom Pain remains true to its roots and delivers a tale filled with breathtaking action sequences, various levels of deceit and major reveals that span far past the timeline that takes place in this game. In order to not spoil things further, I won’t continue to discuss this part but this title manages to deliver exceptionally well in this regard, though players may need to have a bit of a refresher course to fully understand how everything unfolds in the end.
Gameplay The Metal Gear Solid series has flirted with an open world nature in the past by providing large environments in Snake Eater that provided the illusion of an open world that turned out to still be linear in nature. The Phantom Pain finally tackles open world in its own way and Kojima has already seemed to master it in a way few veteran open world series are capable of.
The first time Snake is dropped into the field he is given the very basics, a silenced tranq pistol, an assault rifle, a horse to ride around on, and a radio to call in a helicopter for extraction. From then on however players will find their arsenal growing immensely as they progress through the game. Any time you deploy into the field, either to free-roam or undertake a story mission players will be able to equip two primary weapons, a secondary weapon, numerous tools, various gadgets, a number of camouflage patterns that match the area you plan on infiltrating, and even the buddy you wish to bring with you (the horse being the first provided but eventually other buddies, such as the extremely useful Diamond Dog or a certain silent sniper also join over time.)
Once you are on the ground it is easy to become overwhelmed by just how massive the open world environment is. Players can spend plenty of time riding their horse/driving a vehicle/running between locations taking down enemies guarding a checkpoint or systematically eliminating all the forces from an outpost if they choose too, all while looting these areas of resources and skilled soldiers, but more on that later.
It is easy to see this open world as something that can be difficult to travel around and there are many times that the game will seem to place players extremely far from an objective, especially since missions require the player to only be dropped in at certain points. Thankfully there is also a bit of a quick travel system implemented into the game only it is barely mentioned. By using the trusty cardboard box Snake can travel between outposts as long as the player has previously been there and acquired the invoice for that location. This increases the player’s movement speed across the map which can be essential at times since Side Ops, which are missions that usually provide bonuses of some sort or GMP (currency for development and multiple other things), are often scattered at various locations that can take far too long to travel to and calling in for a helicopter pick up only to have to load back into the map and drop off again is something of an annoyance since there is no option to simply travel to another LZ like with Mother Base.
Despite the large nature of the field of operation being rather troublesome at times, it also speaks volumes for the versatility of the game. Players have the option to tackle an objective in almost any possible manner. Where other stealth games may have tried to find a satisfying combination of player styles only for one to end up feeling less satisfying than the other, there are limitless options for almost every mission in the game. Players can opt to play stealthily, taking advantage of the game’s well-honed stealth mechanics, such as crawling in brush, sticking to shadows or using the ever handy box to sneak around patrolling guards, putting them to sleep with tranqs, knocking them out with rubber bullets, or interrogating them for vital information before chocking them unconscious.
Such options provide players information about an area as well as possible information regarding troop locations, highly skilled soldiers, where savable prisoners may be kept, the location of an intel file or mission objective, or even valuable resources may be stashed away. Of course the alternative is simply to enter an area eliminating soldiers as you go, interrogating soldiers for information only to stab them in the heart after finding out everything they know. Thanks to such a massive amount of possible customization, it is entirely possible to use a silenced sniper rifle to drop guards positioned in watchtowers, infiltrate the base and sneak up on a guard to learn information about the area, use Snake’s robotic arm’s knock feature to draw guards to a certain location, before tossing out a sleep grenade to put an end to any other forces gathered in the area.
While soldiers can raise a ruckus when the player is seen there are a number of ways to take care of this with the best being the game’s Reflex Mode. Whenever Snake is fully seen by a guard time will slow down allowing the player to eliminate the threat however they see fit. Of course if you fail to do so, they will alert nearby enemies and even unsilenced gunshots can be heard by nearby soldiers who will radio into their HQ to alert others. Of course, given the open world nature of the game, players can plan ahead by destroying radio relays at various outposts or dismantling radio equipment creating deadzones in enemy communication. Of course since Snake is far from alone, it is also entirely possible to destroy an anti-air radar and call in air support if you feel like taking down a location as loud as possible.
Speaking of support, the Mother Base system returns with a number of refinements. As players gather various materials in the field they can utilize their various teams, built up by making use of the Fulton retrieval system to kidnap unconscious soldiers or rescue prisoners from the battlefield to join his own PMC. This system eventually allows players to go so far as to appropriate tanks, vehicles, and large containers of unrefined material to build up Snake’s private army.
Mother Base eventually becomes something of a huge open world map in its own right as players eventually find themselves expanding the base with various teams such as medical, research and development, combat, intel, support, and more. Many of these teams allow players to build better equipment and upgrade weaponry the higher the level is but intel teams will alert Snake to enemy patrol locations and changing weather patterns and the combat units serve as a bit of a mini-game that allows players to send teams out on missions to gather materials. In an interesting fashion, these combat teams can also be deployed to disrupt enemy supply lines making it so guards will no longer have access to the pesky helmets and night vision goggles that they started to order after so many of their men ended up dying due to headshots in the middle of the night.
Another element of the Mother Base comes in the form of the game’s online mode which unfortunately has been far from flawless after the game’s launch. At the moment players can invade other players’ “Forward Operating Bases” that are built separately from the Mother Base and steal various materials and soldiers but due to Konami’s servers being incredibly lackluster, this often becomes a feat of luck more than anything else. When you do manage to connect and stay long enough to actually invade another player’s base it creates a very tense situation as you sneak around trying to steal supplies and hoping that, if you manage to escape, they won’t do the same to you.
Visuals & Audio Much of the anticipation leading into Metal Gear Solid V: The Phantom Pain’s release was how great Kojima’s FOX Engine made the prequel look and it manages to deliver in spades here. While the fields of Afghanistan may not be the most outstanding to look at, the second main area is filled with amazing looking landscapes. This is especially true during certain weather conditions as infiltrating a base during a rain storm or sneaking so close to guards in a sand storm that you can drop them with a simple judo throw makes for some spectacular looking moments.
The same thing can be said about most of the game’s character models as they are exquisitely detailed though the same thing cannot be said about the guards in the game as they begin to look extremely similar after a short period of time. There are also a number of graphical glitches that arise from time to time, with the most notable being an issue with a certain platform that is established after I spent some time saving animals from the battlefield (another open world mechanic that it is easy to spend time doing) suffering disappearing platforms that result in Snake falling to his death in the ocean.
While many people may have been disappointed to hear that the voice of Snake would be changing in this release, Kiefer Sutherland fits in nicely as Big Boss here as the character is far less vocal this time around while the rest of the cast manages to sell their performances nicely. As for the music, not only are a number of great original theme songs implemented in The Phantom Pain, but there are a very large number of cassette tapes scattered around the open world that contain plenty of hit songs from the early 1980s that can be played at any time while you are in the field, even over an in-game speaker system if you are feeling extra confident in your abilities. Then again, it also creates a chance for players to call in their helicopter to rain down missiles and lay down covering fire with machine gun fire while blasting The Ride of the Valkyries out of speakers installed in said helicopter.
Overall Metal Gear Solid V: The Phantom Pain may have a few issues here and there and but this is a game that allows the player to tackle nearly every objective however they see fit, whether it means leaving a trail of bloody corpses in your wake or infiltrating and vanishing with no guards the wiser. There are a few missteps late in the story as some missions do force players to retread older missions with extreme modifiers that, while players would likely attempt to do eventually, forces backtracking with major limitations. Despite these few issues, Kojima has managed to create the epitome of what Metal Gear title should be here with The Phantom Pain as this title delivers the best stealth and combat mechanics all wrapped up in a package that Metal Gear fans will adore.
Capsule Computers review guidelines can be found here.
Madman Entertainment has just revealed the premiere date for their screening of Boruto: Naruto the Movie in Australian cinemas. The film, featuring a story by series creator Masashi Kishimoto, will be shown in cinemas across Australia and New Zealand from October 15 to October 22, 2015. There will also be a special screening on October 10 in Melbourne at Hoyts Melbourne Central (tickets are available here) and in Sydney at Event George Street (tickets are available here) to celebrate Naruto’s birthday. A party will be held in Melbourne for the special screening. Details about this party have not yet been finalised. The film will be shown in all of the following cinemas:
Kobojo Reveals Art Collaboration for Highly-Anticipated Premium JRPG Zodiac: Orcanon Odyssey
TOKYO andPARIS – Sept. 18, 2015 – Kobojo today revealed new information about the team behind the art for Zodiac: Orcanon Odyssey, as well as an all new website as the company prepares for the game’s upcoming release. Zodiac: Orcanon Odyssey is currently on display at Tokyo Game Show 2015, taking place at Makuhari Messe from Sept. 17 – 20, 2015.
Today, Kobojo revealed that CyDesignation, Inc., the Japanese game design and production company led by renowned artist Hideo Minaba, is doing the art direction for Zodiac: Orcanon Odyssey. The CyDesignation team joins other esteemed Japanese developers who have contributed to Zodiac: Orcanon Odyssey, including Kazushige Nojima (writer, Final Fantasy VII) as scenario writer and Hitoshi Sakimoto (composer, Final Fantasy Tactics) as composer.
Kobojo also revealed a new official web site for Zodiac: Orcanon Odyssey at http://zodiac.kobojo.com/, that includes an all-new trailer, deep game details and story information for the Japanese-style role-playing game (RPG). Every week on the website, Kobojo will release a video for new Zodiac characters, starting with Kadyn, a warrior of the winged fawlkon race.
Zodiac: Orcanon Odyssey will be available as a premium app for iOS in the US and Europe next month, with a release in Japan and on Sony platforms planned for early 2016.
In the booth at Tokyo Game Show 2015 (at Hall 6), there are iOS versions of playable demo, and visitors can get an original clear file folder for playing the game or an IC card sticker if they take photo with the statue of “Flyon” in the booth.
To see the new trailer and for more information about Zodiac: Orcanon Odyssey, please visit: http://zodiac.kobojo.com/
About Kobojo
Kobojo develops engaging, online RPG titles that are designed for touch devices. The company is passionate about developing high-quality multiplayer game mechanics and is known for its extraordinary hand-drawn 2D graphics. It has created and is currently managing the highly successful mobile RPG Mutants: Genetic Gladiators. Kobojo is a private company, founded in 2008, with headquarters in Paris, France and a new development studio in Dundee, Scotland.
September 18, 2015 — Wargaming is proud to announce that World of Warships is now live. This latest, highly-anticipated instalment in Wargaming’s free-to-play combat series lets players seize the helm of history’s most iconic vessels and take part in giant battles.
“World of Warships is our biggest release this year,” said Victor Kislyi, Wargaming CEO. “Everyone involved has put their heart and soul into creating a truly outstanding title, and we are extremely proud to share it with gamers across the world. We hope that players will love this game as much as we do.”
In World of Warships, aspiring commanders have four distinct classes of ship at their command, and a myriad of upgrades and strategically designed environments, ensuring the action never ends. Cruisers are incredibly versatile vessels, ready to take on any other ship in the game and pick off scuttled opponents. Destroyers are quick and manoeuvrable, able to dodge enemy fire and deliver a well-executed torpedo strike. Battleships are heavy-hitting powerhouses, perfect for dealing massive damage. Finally, tactical Aircraft Carriers bring a real-time strategy dynamic, with scout planes to enemy vessels and torpedo bombers dropping their devastating payload.
PvP and PvE game modes play out across 10 unique maps. PvP combat lets teams of 12v12 take to the seas and clash for supremacy. PvE mode pits players against computer AI in a series of skirmishes to sharpen their wits for PvP and practice their teamwork.
With the game’s release, naval enthusiasts who have been busy storming the seas in World of Warships and have achieved a level 9 Service Record will be able to truly put their skills to the test with the first season of Ranked Battles. Experienced commanders can dive in to 7v7 Domination matches against those of equivalent skill.
World of Warships’ deep customisation system lets players discover and shape their playstyle with Commanders, as well as dozens of Modernisations and Skills. Consumables like vessel camouflage and Signal Flags add another tactical element to gameplay, where captains can tailor various boosts to get ahead of the fleet.
In World of Warships, strategic, tactical gameplay and intense naval combat await all those who are ready for the high seas.
For the latest information, visit the official World of Warships website:
World of Warships is a free, historical, online combat game from Wargaming. Command a massive naval fleet featuring some of history’s most iconic war vessels, level up important tech modules and prepare to dominate the oceans in World of Warships.
With four classes of ships, myriad upgrades, and strategically designed environments, the action never ends and every match is a unique experience.
World of Warships brings players endless hours of strategy, tactical gameplay and pulse pounding combat!
Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles. Currently, Wargaming is focused on its team-based MMO war series dedicated to the mid-20th century warfare that will include the armored World of Tanks, the flight combat World of Warplanes, and the naval World of Warships. The three intertwined titles will form a common gaming universe integrated within the portal www.wargaming.net.
As part of its multiplatform line-up, the company has introduced World of Tanks on Xbox and World of Tanks Blitz on mobile and tablet. Launched in 2014 and 2015, World of Tanks on Xbox introduced epic tank-on-tank battles to console gamers and offers the first cross-platform gaming experience between Xbox 360 and Xbox One. The mobile MMO game World of Tanks Blitz has opened up Wargaming’s trademark team-based military IP to smartphone and tablet users worldwide.
Right Stuf revealed this week that FUNimation Entertainment has delayed their release of Free! -Eternal Summer-. The second season was due to be released on September 29, 2015. A new release date has not yet announced.
Discotek Media released the first season of Free, subtitled Iwatobi Swim Club, on English-subtitled DVD earlier this year. FUNimation’s release of season two will include an English dub. According to the product details that were previously available, it will be released in standard, limited and premium edition DVD and Blu-ray combo packs. The limited edition release will come in a chipboard box and the premium edition will come with a variety of physical bonuses, including: an exclusive full colour art book, seven art cards, a full colour sports towel and Iwatobi and Samezuka decals.
Sentai Filmworks has just revealed another anime license acquisition. They now have the North American home video distribution rights to the anime adaptation of HaNaYaMaTa.
The series is adapted from Sou Hamayumiba’s manga series of the same.name. Atsuko Ishuzuka directed the series, series composition and scripts were provided by Reiko Yoshida, MONACA composed the music and character designs were adapted by Atsuko Watanabe. Madhouse handled the animation production for the series. Madhouse is known to many fans for their work on works such as the Vampire Hunter D film series and the animated Death Note TV series and subsequent redux films. This series…
…introduces us to Naru Sekiya, a normal girl living an ordinary life. A chance encounter with an American girl dancing in traditional Japanese dress under a starlit night, however, changes her life forever. Naru is entranced with this ethereal, fairy-like figure. She had been waiting for that special someone who would one day take her from her everyday life, and now — led by this girl from another country — she takes her first steps into the extraordinary world that is yosakoi, a form of Japanese dance.
The series was also licensed by Madman Entertainment for Australia release earlier this year.
A message from Shigeru Miyamoto was released just three hours ago regarding the upcoming Wii U game Star Fox Zero. In the message, he reveals that the release of the game has been delayed until next year.
The goal was to have the game ready for release this year, but Nintendo believes that a little more time is necessary to complete it. They want to work more on the use of two screens, polish the level designs and perfect the tone of the cutscenes. He goes on to say that they could technically release the game in the end-of-year holiday season, but they want players to more smoothly grasp the new style of gameplay that will be featured in the game. The aim now is to release the game in the first quarter of 2016.
With just under a week before launch, it is no surprise that Warner Bros. have put up a brand new trailer to hype the release of their upcoming toys to life game; Lego Dimensions. The trailer, aptly dubbed “Endless Awesome,” showcases some of the wild and wonderful things you will be doing with the game. In fact, why don’t we all just check out the trailer right now:
In addition to the launch trailer, Warner Bros. have also announced that if you head over to their YouTube page, you will be able to learn all about the game through a brand new weekly webseries. This show will cover gameplay elements, tips, tricks, unboxings and more so make sure you check it out and make sure you stay tuned to Capsule Computers for all the awesome Lego news as we get closer and closer to the game’s official release date.
Well, it finally looks like the game about a terrifying clown with a golden heart is out with a full release. I previously covered the game in a premature evaluation here. In my assessment I noted that Dropsy was a game which had a lot of heart and offered one of the most optimistic video game protagonists I have ever played. If you want to see if this holds in the full release of the game, read on…
Story
The game follows the eponymous protagonist, Dropsy, as they go about their life. Many years previously, Dropsy’s mother died in a circus fire which many people believe Dropsy himself had started. Most characters react to Dropsy with either fear or revulsion, as he smiles his terrifying yet innocent smile. Although Dropsy always presents this veneer of happiness to the outside world, his subconscious still terrifies him with nightmares of the circus fires so many years ago… and that is where the game starts.
This game oscillates between very dark and very sweet scenes. As I mentioned in my preview, this game balances out the inherently positivistic nature of its protagonist by having him confront some pretty heavy themes. Whether it’s helping a grieving widower, reuniting estranged family members, or confronting the scene of a mass grave; Dropsy will do it all with a smile. It’s a good way from preventing the game from feeling too wholesome but also to highlight the positive interactions of Dropsy. It is certainly a rollercoaster with highs and lows and I can’t recommend this aspect of the game enough.
The third act is a jaw-dropper. It comes out of nowhere and just does not stop throwing curveballs. I’m writing this within an hour of finishing the game and I still haven’t processed exactly how it unfolded. Don’t read any spoilers. Just play or watch the game and experience the ending for yourself in all its mercurial glory. It only takes about 5 hours to get through the whole game (which includes getting stuck on various puzzles) so it’s also perfect ‘youtube fodder’ if that’s your interest. Short and bittersweet.
The entire story is also told without the use of any dialogue or legible written word throughout. It’s an interesting design choice for an adventure game especially, as in most such games dialogue is used to give the player hints about puzzles that they might be stuck on. Instead all information is conveyed through pictures which represent various concepts and items, which you’ll learn to recognise fairly quickly. It’s a testament to the developers that I didn’t feel that communicating to the player in this was limiting to the story.
Gameplay
The gameplay itself largely revolves around solving various puzzles to either obtain new items, move the plot forward, or make someone happy (and then hug them). It’s typical old school adventure game design which has you travel to various parts of the game world and try to figure out what puzzles. Your reward for solving these puzzles sometimes includes a new item or interaction which generally helps you solve another puzzle. Another reward, which is little less tangible, for making people happy is that Dropsy will draw a crayon picture of the individual in question and put it up on their wall. I found this to be one of the most adorable methods of keeping track of progress within a game. It is details like this which give Dropsy its charm.
Most of the time, I could suss out exactly what was needed to get from point A to point B, but there were a number of instances where I got stuck. At a number of points, I felt that my (largely) logical solutions to the puzzle were being quashed in an unfair manner. Having to consult with a guide, however, I came to realise that these few roadblocks were largely the result of incorrectly interacting with an object or person and that my original solution was actually correct. There was one instance where I couldn’t quite see the true, multi-purpose nature of an object and literally guessed the correct outcome through brute forcing a solution. To help combat these problems, the developer is diligent in doling out hints upon the steam forums and if you have any problems then I’d recommend having a look there.
Dropsy’s leisurely pace around the map can be infuriating in the first act if, like me, you got stuck on one of the earlier puzzles and then scour the world trying to find a solution. Luckily, a method of fast travel becomes unlocked fairly early in the game but it’s still a little annoying to get Dropsy moving from one side of the screen to the other. I feel it would have been in the game’s favour to have a method of speeding up this traversal, but I feel that this might diminish the impact of some of the later scenes in the game.
Visuals
The game follows the trend of having a retro-pixelated aesthetic in the vein of classic adventure games. The world itself is varied from decrepit urban environments, to alien forests, dank mines, and churches dedicated to a vampire-slaying Thor. The visual design of Dropsy also has invoked a certain revulsion in me the first time I played the game do his character design reminding me strongly of ‘Pennywise’. Like me, however, you’ll probably learn to look past that aspect and see the good within.
Largely, the visual design is quite pleasant and charming. There was one instance where, due to lack of visual fidelity, I couldn’t quite see the true nature of an object properly as it was difficult to make out through the pixels. I’m not sure if others will have this same problem but it was annoying when it happened to me.
Audio
The soundtrack throughout is vibrant and eclectic. There’s everything here from hard rock to classical music on hand with a pixel-tune twist. The catch is that you receive these tracks in-game by finding cassettes hidden around the environment. Furthermore, they are only diegeticaly played when you play them on a cassette player in-character. This is a shame, as I quite enjoyed listening to this tracks.
The dreamscape scenes also feature some interesting melodies and soundscapes. Everything you hear is distorted and helps to reinforce the otherworldly feel of these sequences. The dreamworld version of the Dropsy theme from the trailers is also sufficiently unsettling in its reinforcement of this uncanny space. It’s creepy, but pretty beautiful… just like the rest of the game.
Overall
Overall, I am quite pleased with my experience with playing Dropsy. The story is overwhelmingly touching with a rollercoaster ending that comes out of left-field (but doesn’t spoil the overall experience). The puzzles are largely intuitive and can generally be solved if you’re stuck by simply interacting with your (likely) solution in a different manner. The visuals are quaint but sometimes problematic and the audio is pretty darn swell. I have no problem with recommending Dropsy to pretty much anyone who thinks they might like it (and to some who don’t). I honestly didn’t think I would like it as much as I did, but I guess the terrifying clown worked his magic on me with his “warm, greasy hugs”…
Capsule Computers review guidelines can be found here.