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Fat Goat Productions ‘Call me Katie’ Interview

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Quite recently I was made aware of a small-scale, Australian web series called Call me Katie by an acquaintance of mine. The series is a number of short, vlog-style videos and is a loose adaptation of Shakespeare’s Taming of the Shrew. The series aims to engage with its audience on social media platforms as videos are released by allowing you to directly communicate with the characters in the series. This, I believe is an interesting concept if they can garner enough feedback and creates an interesting exploration of online media culture. Since we’re all about helping out small, indie productions here at Capsule Computers; I thought it would be good to have a chat with the brains behind Fat Goat Productions and ask them a couple of questions.

The subjects in this interview are Erin Smith (Creator and Director), Cleo Venner (writer), and Bokkie Robertson (Head Writer and my acquaintance).


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What inspired Call me Katie? Why did you choose to adapt Shakespeare’s Taming of the Shrew?

Erin: I was inspired by previous web series such as The Lizzie Bennet Diaries and Nothing Much To Do, which showed me how effectively stories can be conveyed through the vlog format. I wanted to create an engaging story but I also wanted an element of social commentary about it.

Bokkie: We all agreed that Taming of the Shrew is our least favourite Shakespeare play – but it’s okay because we’re pretty sure it was Shakespeare’s too. He evidently doesn’t think women should subjugate themselves to men, because Cleopatra and Beatrice and Viola are so kickass. The induction at the beginning seems to be his way of going “Guys, it’s all a play. Stop freaking out.” The whole thing might also be a total satire. Some people even think it was commissioned by a guy who really wanted a play about male supremacy. So there’s that.

Erin: So we wanted to take the original play and address the issues raised in it by reimagining it in a contemporary context. Our series is only loosely based on the original, as we move away from Shakespeare’s plot to explore gender politics and its role in relationships and society. We also revise the heteronormative and patriarchal overtones of the original.

That’s a very noble goal. Why did you guys choose to produce the series as a number of vlog posts? How did that come about?

Erin: We found the vlog format to be very engaging in its naturalism and realism. It also opens up the possibility for a transmedia aspect to the series, as the involvement of various forms of social media help to create more dynamic and holistic characters that the audience can almost see as real people.

Cleo: Social media and instant entertainment are such an integral part of today’s society that we felt utilising them in our adaptation would be an effective method of communicating such contemporary ideas. It also allows for audience interaction.

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What do you have in mind when you talk about “audience interaction”?

Cleo: Basically we mean that audience members can like and comment and subscribe in a very immediate way, which is different from, say, a TV show. Characters in shows and movies may have Twitters and Instagrams, but you can’t go and interact them. The way we’re doing the show, you really can. We plan to reply to audience comments in character, and have in-character Q&As answering audience questions.Cool. What has the experience been like while working on the series?

Bokkie: Erin came up with it and drafted me in late last year. At first it was just us sitting in the Dymocks cafe for seven hours, ordering too many drinks and laughing too much. We basically plotted the whole thing that day, and it’s great seeing how far our characters have come since then. They used to just be these shadows with names that kind of sounded like their names in the original. And now we have actors!

Cleo: And they’re so nice! They’re great to work with and just seem to really get the characters. It’s amazing how they’ve taken our words and made them their own.

Sweet! What advice would you give to other groups looking to make their own indie productions?

Cleo: I think mainly what I’ve observed is that regular meetings for detailed character development make a huge difference to the quality, and also getting things done early on so it’s less stressful later. Getting things done before uni meant I was able to actually have a meaningful role in it.

Bokkie: Yeah, sitting around for literally six or seven hours at a time and just talking through everything that occurred to us was what got us to where we are now. It sounds like a trek, but mostly it was just heaps of fun. And, like, all the fancy academic-sounding stuff that Erin’s said isn’t entirely where we started off. We definitely went “Okay, we want to talk about these current issues and address these facets of the play”, but then after that foundation was laid it became “Haha, wouldn’t it be funny if this happened? Or what if this guy does that? *laughing for five minutes*.” Then we kind of retrospectively went “Oh wow, we have something with real depth and meaning that’s going to be important and relevant to a lot of people.” So my advice would probably be not to focus on all the things English teachers tell you writers focus on, and instead spend more time making it a good story and having fun!

Erin: And my advice would be that a successful indie production doesn’t start with money, it starts with people. No matter how much you spend on fancy equipment and software, it all comes down to how engaging and innovative your story is and how effectively you and your team can make it come to life. We were so lucky to have had so many people express their interest in the project and offer to help in any way they could, and we cast an incredible group of actors who are as excited about the story as we are, and that is what got our original idea off the ground.

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What’s next for Fat Goat Productions?

Erin: Disbandment.

Bokkie: In a nice way though! A third of the production team will be moving to England at the end of the year.

Cleo: We’ve only just started filming so it’s a long way off. We haven’t really thought about it much.

Erin: We’re just focusing on making Call Me Katie the best in can be. Then we’ll panic about the future.

Ha! Well I guess all good things must come to an end… some sooner than others, evidently. Thank you for your time and I wish you all the best of luck with Call me Katie.


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If you want to check out Call me Katie yourself, you can find one of the vlogs below. To interact with the characters and find out more about the series, you can find them on Facebook and Tumblr.

If, like me, you need to wash out the bad (misogynistic) taste of something like Top Five, you can find the rest of the series here.

Pillars of Eternity Review

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Pillars of Eternity
Developer: Obsidian Entertainment
Publisher: Obsidian EntertainmentParadox Interactive
Platforms: PC (Reviewed), Mac, Linux
Release Date: 26/03/2015
Price: $44.99 USD – Available Here / Royal Edition – $89.99 USD – Available Here

Overview

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Pillars of Eternity is a difficult game to write a review for. Not because it’s bad, but because there is just so much ground which needs to be tread when examining this title created by Obsidian Entertainment and published by Paradox Interactive. The game follows on in the vein of classic RPGs (which I very much love) and is made by the same studio which made Fallout: New Vegas, Wasteland 2, and South Park: The Stick of Truth. I saw that a lot of praise has been heaped onto this title by other, less-capsule-shaped publications. I am now able to say earnestly that this praise was well and truly earned.

Story

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The story is fairly dense high fantasy faire, just the way we like it, as the player starts out as a traveller amongst a convoy of settlers, seeking to find land in a frontier village. A magical storm strikes and forces you take shelter in some nearby ruins where you come across a mysterious ritual being performed by shadowy figures. The magical storm strikes again at the climax of the ritual and awakens within you the ability to see souls (both living and dead) as what’s called a ‘Watcher’.

The story unfolds from there as you explore the land of Dyrwood in the aftermath of a holy war, while a terrible affliction affects the land and causes children to be born without souls. As you search for a way to undo or come to terms with your condition, you will meet and unravel the many mysteries of this land. Along the way you’ll be encounter many interesting characters to join your party and at one point you actually end up with your very own keep to manage.

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I have not been able to get through all the story at time of writing (hell, I feel like I’ve barely even begun to scratch the surface), but suffice to say that I will certainly be coming back to see how the narrative arcs. The writing and prose are of an excellent quality which is very fortunate as there is so much of it which you’ll either read or have narrated to you.

The mythos that’s created here is suitably rich and the game does a fairly good job of immersing you into its lore gently. It may still feel overwhelming to begin with, but after you’ve spent a good number of hours (and trust me, you’ll want to spend a LOT of hours here) you’ll be able to recognise and draw upon your own knowledge of places, politics, and pantheons. It’s clear that there is a strong influence from established fantasy universes (like Dungeons and Dragons) but the game avoids going into too many clichés of the fantasy genre.

Gameplay

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The game takes its cues from classic isometric RPG games like Baldur’s Gate and Planescape: Torment. The player can control up to 6 individual characters and move them around the map by clicking. The action takes place in real time but each character/monster has limited uses of their abilities and their actions requires a cooldown. Time can be paused and slowed as sped up to help you plan through fights. On harder difficulties planning, forethought, and meticulous execution becomes a necessity if you wish to take on more difficult opponents.

The combat is satisfying and tense and in this regard, the game has done the impossible for me and made the dungeon crawl (normally the most boring part of an RPG) into something dynamic, strategic, and fun. Each new engagement generally requires you to think about how you’re going to tackle the problem as well as managing the health of the party. Characters do not die when they lose all their stamina but instead are knocked out for the duration of the fight or until they are revived. What doesn’t replenish so easily is a party member’s health which steadily goes down in accordance with how much damage they take and is only replenished by resting at camp or in an inn. If they lose all their health, even if they’ve never been knocked out, they can become maimed or die.

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Feeding into this system are the stats, skills, and talents which you can customise for each character. There is a significant amount of depth here when it comes to customising your character (or just an insane amount of choice) and what you choose to specialise in can affect the role-playing elements of the game. Certain dialogue options becoming available due to a particular character having a particularly high stat or skill.

Problems arise in the pathfinding AI as too often got stuck in trying to find a path to wherever it is I told them to go. Furthermore, each character does not engage in combat by default and so can end up standing around uselessly during a fight unless you’re micromanaging them through every step. There are also a number of smaller glitches I encountered (such as not being able to pay my keep garrison their wages for whatever reason) which still need to be ironed out with patches. My qualms with the game largely come down to nitpicking, but I feel that it is in your interest that you should at least be aware that the game is not a complete knockout…

Visuals

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The art design in the game is distinct, pleasant, and of a high quality. The designs of the environment help to make each zone its own entity (except for some areas which have are recycled from one level or another). The character animations are also suitably well done with magic spells and prayers each getting what looks to be their own unique animation.

As pretty as the background is, it can at times become quite impractical as characters go (literally) behind the scenery and the player is unable to see the action. Luckily, these instances are few and far between however.

Audio

The soundtrack in this title is of an exceptional quality. The tracks this game has to offer are a welcome companion when travelling across the fantasy wilderness or when fighting for your life in some gods-forsaken dungeon. The combat music in particular is particularly memorable and will now be stuck in my memory to be brought out when the situation calls for it.

The voice acting is also quite good, but I do wish that there had been more of it implemented in the game as it appears to have been done in a patchwork manner.

The game also features some enjoyable creator commentary by various members of the design team. It is quite enjoyable look behind the curtain in hearing their stories and learning the thinking that was put into specific points in the game.

Overall

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Pillars of Eternity is a fine example of a contemporary isometric RPG. The story is engrossing, the visual and audio design are spot-on, and the gameplay is superb. This game is good. Damn good. Save for a couple of issues here and there, it is damn near perfect. Kudos to the folks at Obsidian Entertainment!

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9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

New King’s Quest Dev Diary Talks About Rebooting a Classic

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It’s been almost two decades since the last entry to the storied King’s Quest adventure franchise. This year will bring a new reboot to Sierra’s long running franchise by The Odd Gentlemen.

The Los Angeles-based developers sat Creative Director Matt Korba and Producer Lindsey Rostal down in front of the camera to talk about the game’s development and meeting King’s Quest creator Roberta Williams and Sierra co-founder Ken Williams. Based on the developer diary, The Odd Gentlemen seem very aware about the pressure and excitement of rebooting such a long running franchise.

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The new game stars King Graham, now an old man, telling stories about his youth to his granddaughter Gwendolyn. King’s Quest will launch sometime in fall 2015 for PlayStation 3, PlayStation 4, Xbox 360, Xbox One, and PC.

Full Dragon Ball Xenoverse DLC Pack 3 Contents Screenshots

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As per the usual cycle of a Japanese leak followed by an official announcement from the English branch, Bandai Namco have confirmed the contents of the third and final (as far as we know) DLC pack for their well performing Dragon Ball title Dragon Ball Xenoverse. The third DLC pack revolves around the new movie Resurrection ‘F’ and officially contains:

• 4 Playable Characters: Super Saiyan God Super Saiyan Goku, Super Saiyan God Super Saiyan Vegeta, Golden Frieza and Jaco the Galactic Patroller
• 5 Parallel Quests
• 2 Masters: Jaco the Galactic Patroller & Elder Kai
• 8 Masters Quests
• 14 Moves
• 2 Costumes: Turtle Hermit & Gohan’s Tracksuit
• 2 New Accessories: Tagoma’s Scouter & Turtle Hermit set
• 7 Z-Souls

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Definitely some cool elements there including Elder Kai as a mentor, making him the only non-playable teacher. On a more sour note however, it looks like there will be no new story content with this pack which seems like a missed opportunity. A well known hacker in the Xenoverse community was able to learn all of the new skills in advance of their official announcement and there are a good mix of strike and ultimate skills including everyone’s favourite missing technique the Instant Transmission Kamehameha!

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Interestingly, no mention of the Japanese exclusive Resurrection ‘F’ costumes for the players custom character were announced which was pretty surprising as I thought they would definitely be included with the pack for English speaking audiences. Hopefully they will be made available for us at some point in the future. Let us know your thoughts on the new DLC pack in the comments below and tell us which aspect of the pack you are most looking forward to. There is no official English release date but expect it soon as Japan is supposed to get this lot of DLC before the end of the month.

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Hozuki’s Coolheadedness: Complete Collection Review

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Hozuki’s Coolheadedness: Complete Collection
Studio: Wit Studio
Publisher: Sentai Filmworks
Format: DVD, Blu-ray (Reviewed)
Release Date: February 17, 2015
Price: $59.99 – Available Here

Overview
Everyone has a different sense of humor and while many people might enjoy a certain brand of humor, others may scoff or simply shake their heads at what others find funny. The slice-of-life genre is filled with different types of comedy series, many of which tend to feature an all-female cast doing random cute things or at the very least taking place in a school of sorts. As such, when Hozuki’s Coolheadedness first started airing it was a very different type of comedy series with an off-brand style of humor. So now that the series has been released in the West is it worth picking up?

Story
Considering the massive number of people on the planet, managing Hell might seem like a hell of a hard job, especially when Enma, the King of Hell, is usually too busy passing judgment on souls or simply doesn’t want to handle specific tasks and is acting lazy. Because of this many of the smaller issues, such as staff shortages in one of the 272 different types of Hells present in the series or handling other religion’s dignitaries, tend to slip through the cracks and when that happens it is up to Enma’s Deputy Chief, Hozuki, to take care of things and make sure that all of Hell is running as efficiently as possible.

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Despite the amount of jobs laid at his feet and being the second-in-command in Hell, Hozuki is more than just a stone-faced bureaucrat capable of intimidating anyone and quickly handling tasks in a calm (but occasionally frightening) manner. He is also a man of many different hobbies such as taking care of goldfish plants, interacting with his co-workers, and adoring any type of animal he comes across.

Thanks to the way that Hozuki’s Coolheadedness is set up, it is very similar to a workplace comedy but set in Hell where there are numerous fantastical areas and demons mixed in with an extremely heavy dose of legends and mythology. Enma plays the inept but good-natured boss that Hozuki usually has to reign in or clean up after all while dealing with the various issues that arise in Hell, such as the appearance of Momotaro, Beelzebub, and more.

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The setting creates a lot of potential for humorous and really interesting situations but whether or not you’ll actually find most of the events that take place in Hozuki’s Coolheadedness funny is the main issue.While there is no denying Hozuki’s Coolheadedness is an interesting and intelligent series that delves deep into legends, features plenty of social commentary, takes jabs at politics and more, the style of humor in this series is as dry as a bone.

This dry humor is something of a rarity in many anime series and those looking for it will find plenty here but this is certainly not a series for everyone as it rarely actually tries to be funny and usually provokes laughs either through witty commentary or by the way that Hozuki deals with situations when they arise or even how ridiculous things tend to get. In fact, very few jokes are actually delivered in a decent manner and even the whole concept of turning hell into a bizarre office of sorts wears thin. This may not have been such an issue if Hozuki was an engaging character but he is far from it.

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It is also worth noting that there is an immense viewing barrier to Hozuki’s Coolheadedness. As mentioned before, numerous characters from legends, mythologies, and religions appear and play various roles in the series and those who may be unfamiliar with some of Japan’s more obscure legends may struggle with the way that the series handles the jokes with these characters. Sentai Filmworks has tried to rectify this issue by providing large swathes of text that appear on screen to try and explain jokes and various cultural references but this often means that if you don’t already know what is going on you’ll likely need to either pause and read the information or completely take yourself away from the events happening in the show in order to quickly read why you should be laughing.

Visuals
While the way that Hozuki’s Coolheadedness handles its humor and setting is unique, it is also unique in the manner that Wit Studio chose to present and animate the series. The animation studio has chosen to use a floating world (ukiyo-e) style of presentation to create a unique looking series with gorgeous and haunting backgrounds.

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It is interesting to note that most of the characters are a bit more standard looking with various demonic features added for flair, though mythological creatures are designed to look similar to how they have usually been described. The aforementioned translator notes to explain various things are generally located at the top of the screen but as mentioned, they occasionally run four to five lines deep and obscure the series from time to time.

Audio
As one would expect for a series steeped in different kinds of lore but primarily Japanese lore, Sentai Filmworks has released Hozuki’s Coolheadedness with only the original Japanese voice track. This is a fitting choice as it not only fits the theme of the series better but a decent amount of the series’ humor actually comes from Hozuki’s stoic tone.

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The soundtrack for the series is surprisingly fantastic at times as it implements numerous traditional Japanese instruments to fit the setting of Hozuki’s Coolheadedness. As far as the opening and ending themes are concerned, the opening theme is surprisingly catchy to the point it will be difficult to get out of your head after watching the show while the ending themes are unfortunately very unremarkable.

Extras
Hozuki’s Coolheadedness: Complete Collection comes only with a clean version of the opening animation, clean ending animation, and trailers for other Sentai Filmworks releases.

Overall
As mentioned before, everyone has different tastes and a series like Hozuki’s Coolheadedness will fit the tastes of a very select audience. The dry humor, stunted jokes, and heavy reliance on lore makes the series as different from your average comedy anime as they come but being different doesn’t always mean it is good. While amusing at times and featuring artwork that is absolutely gorgeous and a fitting score, this unique take on a workplace comedy unfortunately leaves much to be desired and even well-versed viewers will find it to be generally unfunny.

5-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Ori and the Blind Forest Review

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Ori and the Blind Forest
Developer: Moon Studios
Publisher: Microsoft Studios
Platforms: Xbox One (Reviewed), PC
Release Date: March 11, 2015
Price: $19.99 – Available Here

Overview
Often when a game is produced with a ‘Metroidvania’ style of gameplay and features stunningly gorgeous visuals there is always some concern that the game will be all style with no substance. When Ori and the Blind Forest was first shown off last year we saw very little of the game until a few weeks before its release and now that it is available for purchase, is Ori and the Blind Forest more than just a pretty face?

Story
Although the story of Ori and the Blind Forest is fairly simplistic as it involves the restoration of a devastated land, the prologue and the way that the rest of the story is handled is absolutely amazing. Rarely will you find a prologue told in such a simplistic but emotional manner and although actual control during this sequence is minimal, the way that Ori and its adoptive parent Naru interact with another with genuine affection and care.

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As the land begins to fall apart and food grows scarce, the heavy feeling of loss at the start of the game makes Ori’s goal of bringing life back to the land feel all the more important. This becomes especially heartfelt during the latter half of the story as players come to realize why things have turned out this way. By effectively telling a simple but emotional storybook storyline, Ori and the Blind Forest will have a place in your heart if you can manage to overcome every challenge it throws your way.

Gameplay
Ori begins its journey as a weak and fragile creature only capable of handling minor jumps before quickly gaining an ally that allows Ori to use lock-on attacks to damage enemies and destroy thorns that are in the way. Being a 2D platformer like it is, this only lasts for so long before players are quickly finding themselves obtaining various other abilities that allow them to climb up walls, use stronger blasts, float through the air, reflect enemy attacks back at them and using the blast for momentum, and more. In fact, while Ori and the Blind Forest may start out simply, it quickly becomes a challenging game where the exploration of the world seems to feel like training for the real challenges that are thrown at the player during certain sequences of the game, but more on that later.

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As players learn various skills they will find that they can access new areas that were previously blocked off or couldn’t be accessed when they were there before, encouraging exploration and of course, strengthening the character. As you explore areas and defeat enemies, Ori will gain experience that can be used to level up three branching paths that are all revealed from the start, allowing players to plan Ori’s growth in a manner that will fit their playstyle, though it is worth noting that some of these path upgrades are also locked by progression, though this will likely only become an issue if you attempt to grind.

Now as mentioned, Ori is a fairly weak creature and even with a full health meter, which can be improved upon by finding objects scattered throughout the world, will be killed quickly by monsters, environmental traps, and flying objects that take large chunks of health from Ori. Because of the challenging nature of many of the platforming sequences and enemies, players will become quite familiar with the way that Ori and the Blind Forest handles it’s save system.

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As you kill enemies and break crystals scattered across the area, Ori will gain Energy and any time throughout the game, save for the aforementioned certain sequences, can create a Soul Link (save point) by using a full orb of Energy. This becomes an essential system since the title does not autosave and if you happen to die, all of your progress, including collectibles, will be reset back to the last time you created a save orb. This means that players will often have to decide whether or not they should save at a certain point and running out of Energy or trying to get just a little bit further before saving as there will be times you will be low on energy and will be risking a long journey back if you fail to plan accordingly.

Ori controls incredibly well which is a necessity due to the high difficulty of some areas in the game, especially since many areas require precise timing and positioning or only a painful fall or death will wait. Now for those certain areas mentioned earlier, these areas involve Ori having to escape from an area with only a certain amount of time to do so and not only are save points disabled here, but even the slightest mistake can cause you to fail.

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Taking advantage of Ori’s incredible dexterity and the tightness of the controls is the only way to survive these incredibly challenging areas but the entire trial and error aspect can become extremely annoying. Managing to complete these areas will provide players with an incredible sense of completion but they also border on being rather ridiculous as the complete reliance on precise movements through trial-and-error will frustrate many.

Visuals & Audio
Moon Studios has crafted a bewitching multi-layered world where you cannot help but pause and stare at the environment at times. Not only is everything rendered in gorgeous 1080p but the multiple layers of every background give the environment a sense of depth. The vibrant and varied designs of the world make for a picturesque fairy-tale like environment for players to explore and overcome as the fragile looking Ori navigates through the twisted land of the forest all while avoiding the dangerous creatures that have appeared throughout the land.

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The accompanying soundtrack is just as substantial as the visuals. While the background music is fairly low impact most of the time it matches the tone of the game but there are a number of orchestral themes mixed in with these that really sound amazing. As for the dialogue, the subtitles are set against an unknown language spoken by a wise-sounding narrator who appears from time to time to explain the events of the story.

Overall
At first glance Ori and the Blind Forest may seem like just a gorgeous looking title with an emotional storyline but it also contains difficult but enjoyable gameplay filled with clever mechanics that keep things fresh throughout the experience. Although frustrating at times and, oddly enough, lacking exploration once the story is completed, Ori and the Blind Forest is a stunning game in almost every way and if you are looking for a challenge wrapped up in a beautiful package then you need look no farther than this game.

 

9-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Assassin’s Creed Chronicles: China Out Tomorrow

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Ubisoft has announced that the first installment of their side-scrolling Assassin’s Creed Chronicles series, Assassin’s Creed Chronicles: China, will be released tomorrow — April 21 — on Xbox One and Windows PC while the PlayStation 4 version will be released Wednesday, April 22.

In Assassin’s Creed Chronicles: China, you play as Shao Jun, a young assassin who just completed her training under legendary Assassin Ezio Auditore (which you can see in the short animated film, Assassin’s Creed: Embers).

In Assassin’s Creed Chronicles: China, players pick up Shao Jun’s story as she returns to China hell-bent on revenge. Her story will take players across China, to famous locations including the Maijishan Grottoes, Port of Macau, The Forbidden City and The Great Wall. Armed with stealth, agility, and a combination of deadly weapons and equipment including a sharp and swift jian, a secret shoe blade and lethal rope darts and daggers, players will deliver payback to those who decimated the Chinese Brotherhood of Assassins.

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Co-developed by Climax Studios and Ubisoft Montreal, the Assassin’s Creed Chronicles series is a 2.5D, side-scrolling stealth game. Think Mark of the Ninja gameplay in the Assassin’s Creed universe. China is the first installment in the series to be followed by Assassin’s Creed Chronicles: India — taking players through the 19th-century Indian Sikh Empire — then Assassin’s Creed Chronicles: Russia — following the Red October Revolution.

Jurassic World Has New Trailer and Posters

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Universal Pictures made this past weekend Jurassic World Weekend when it took to Twitter to release three new posters for the upcoming film. We shared the first poster on Friday, but today we bring together the other two posters along with the new trailer for the film released today. Check out the new trailer after the jump:

In the trailer above, we get our first full look at Indominus Rex, the new genetically-engineered dinosaur created for Jurassic World. This new film appears to be returning the franchise back to its roots, begging the question of whether science should do something solely because it can be done. I wonder what Dr. Ian Malcolm is doing while all this is happening?

Following Friday’s poster reveal on director Colin Trevorrow’s Twitter account, the Jurassic Park account shared this one-sheet with the latest park attraction, Mosasaurus:

Then, on Sunday, Jurassic World star Chris Pratt shared the final poster, featuring his character — Owen Grady — racing with velociraptors:

Jurassic World will reach theatres this summer on June 12, 2015. In the mean time, check out the posters below:

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Indie Gala Every Monday Bundle #56 Now Available

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Indie Gala and Capsule Computers have put together a bundle of six indie games this week for the Every Monday Bundle. This week’s bundle is focused on point and click adventures that are perfect for the casual gamer.

Fatty Bear’s Birthday Surprise – An old school adventure that will challenge players to throw together the best birthday party ever in just a few hours.

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AR-K – Hopefully this experience isn’t too familiar to you, but Alicia Von Volish has woken up with a nasty hangover after a one night stand and has a lot of questions about what happened last night.

Sinking Island – Billionaire Walter Jones is found dead at his private island, which only had ten other people on it. Now private detective Jack Norm has three days to figure out who is the perpetrator and bring them to justice.

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Dark Arcana: The Carnival – At a haunted carnival, there is a world of evil behind the Hall of Mirrors. It holds The Evil One that longs to enter our world and wreak havoc upon mankind. With the help of a special monkey, the player will learn about the tale of two lovers and stop The Evil One once and for all.

Enigmatis: The Ghosts of Maple Creek – An ancient evil haunts Maple Creek, Vermont and it has kidnapped an innocent teenage girl. Players will need to solve the mystery of Maple Creek and your past to save her.

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Demon Hunter: Chronicles from Beyond – Dawn Harlock is returning to her home town of Iowa Island to solve the murder of her mentor and discover Dawn’s true identity.

For the first 24 hours of the sale, Indie Gala’s Every Monday Bundle #56 is only $1.89. Be sure to grab your bundle at Indie Gala before the price rises.

 

High Strangeness Impressions

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High Strangeness
Developer
: Barnyard Intelligence
Publisher: Midnight City
Platform: PC, Wii U

High Strangeness was the first game ever Kickstarted. The game was backed by 36 people in 2009. The number may be small, but this was long before the platform became the go to funding source for indie developers and Star Citizen made its record shattering campaign. High Strangeness mixes classic 8-bit and 16-bit adventure RPGs in what developers Barnyard Intelligence dubs as 12-bit gaming. The game is currently slated to launch on May 6th.

Barnyard Intelligence draws heavy inspiration from The Legend of Zelda games on NES and SNES along with a few other action and RPG titles. The entire game world has been made twice, once in 8-bit style and once in 16-bit. The hero Boyd is capable of switching back and forth between the two words at will. The switch is not purely a cosmetic matter, as each world’s gameplay is true to its era. Features like sprint and combo attacks that are present in the 16-bit world are missing in the 8-bit world, while the 8-bit world feels much chunkier, with a greater focus on up, down, left, and rightward movement.

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Balancing two separate worlds, especially with one have more features that most gamers are used to, is no easy task. Except for the retro die hard who lives, eats, and breathes the NES, it is probably going to be hard to convince people to spend extensive time in the 8-bit world. Barnyard Intelligence gets around the challenge by adding puzzles and mechanics like traps that are only visible in 8-bit mode. While I feel that the game doesn’t really merge the two worlds into one fluid package as “12-bit” would suggest, Barnyard Intelligence is definitely onto something very cool. The puzzles are imaginative and the developers even manage to integrate the switch between the two worlds into the enemy mechanics.

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If puzzles are High Strangeness’ yin, then combat is the game’s yang. The combat will be instantly familiar to The Legend of Zelda fans, with plenty of monsters and bosses to slay. Boyd has his trusty flashlight for clubbing enemies and a variety of gadgets and skulls to assist him in combat. Mana serves as the energy that fuels all of Boyd’s attacks, including the flashlight, and regenerates slowly over time. This encourages a more thoughtful approach to combat, requiring a good bit of dodging. All weapons can be upgraded with currency dropped by enemies to be more effective or for new abilities, while Boyd’s clothing can be upgraded to provide improved stats.

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Getting the graphics right is a must for a game like High Strangeness. The game stays true to the two eras that have inspired the game, screaming 8-bit and 16-bit all the way. It is great to see two very different takes on the characters, the world, world and the levels. No detail is missed, even the UI and character portraits change.  Interspersed in the game are beautiful watercolour images that serve as the backdrop for the cut scenes. They add a very modern flair to the game, yet are reminiscent to the art on retro game boxes, which served as an imaginative and artistic take on the pixelated goodness contained within.

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The audio side of High Strangeness is looking good. The game is backed with a solid chiptune soundtrack and a plethora of fitting sound effects. I’m a tad torn. On one hand, I would have liked to have heard two separate audio styles for the two worlds. On the other hand, the amount of switching that’s done in game would make pulling it off an Olympics level challenge to do right.

High Strangeness is on the right track to be an indie darling. It may have been six years since the Kickstarter campaign closed, but the game so far is well crafted. The future is looking bright for Barnyard Intelligence and High Strangeness.