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Obsidian Working with Paradox Interactive to Launch Pillars of Eternity

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After raising a staggering $4.5 million dollars during its Kickstarter campaign back in 2012 for planned RPG Pillars of Eternity, Obsidian Entertainment – developers of Fallout: New Vegas and South Park: The Stick of Truth – have partnered with Paradox Interactive to launch the title in the PC, Mac and Linux markets later this year. Feargus Urquhart, CEO of Obsidian Entertainment, stated that every dollar raised through the crowdfunding effort will continue to solely be spent on the game’s development;

This game would not have happened if not for the passion and generosity of our backers, and their faith in us to create the game they wanted. How we are developing Pillars of Eternity has not, and will not be, changed; we will deliver the game we promised to our backers, and we will deliver it this year. Having Paradox as a partner, with their expertise in independent games like Pillars of Eternity, lets us put all of our focus on making an incredible game.

Harkening back to classics such as Baldur’s Gate, Icewind Dale, and Planescape: Torment

Paradox are not influencing development in any fashion, nor are they providing additional funding. Their role in the arrangement is to assume key marketing and distribution responsibilities for the title, which allows Obsidian to focus 100% on making the game they always wanted, and promised with their initial appeal. Fredrik Wester, CEO of Paradox Interactive, said;

When we signed this partnership we called it two independent players in the games industry supporting each other to stay independent by doing what we do best. The fans backing this game—many of us included—are looking forward to a classic RPG as envisioned by the designers at Obsidian, and that’s exactly what they’re going to get.

An FAQ page for Pillars of Eternity backers has been added to Obsidian’s forum, which answers further questions on the new partnership, backer rewards, and every other concern fans may have. Backers have nothing to fear, however, as it is all business as usual.

Donkey Kong Country: Tropical Freeze Review

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Donkey Kong Country: Tropical Freeze
Developer: Retro Studios
Publisher: Nintendo
Platform: Nintendo Wii U
Release Date: February 21, 2014

Overview
Its crazy to think that it has already been a few years since Donkey Kong last appeared on consoles, as the Wii release of Donkey Kong Country Returns is still a modern favorite for fans everywhere. While good however, many complained about minor issues from Retro’s new imagining, such as the increase in difficulty and the lack of a smaller, playable Kong for single player – among other minor issues compared to the triumph that Rare worked on twenty years ago. Donkey Kong Country: Tropical Freeze brings back our Kong in true form, along with Diddy, Dixie, and Cranky. Is this new world and old faces enough to keep us after that coveted banana hoard, or was the rebirth of this franchise a one-shot victory? Let’s find out.

Story
Penguin vikings, angry walruses, and other themed animals make up the set of foes that we’re up against this time within Tropical Freeze. Fitting, right? While Donkey Kong is celebrating a big birthday bonanza with his buds, the dastardly Snowmads freeze the seas surrounding this familiar isle and are now attempting to take it all for themselves. Now with more allies such as Dixie and Cranky Kong (as well as a decent number of other monkeys), DK quickly sets out to save his paradise yet again from certain danger.

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Sure, we don’t get the classic enemies that made the series famous, but this isn’t that series. It took me a while actually to get it out of my own head that Retro Studios were not Rare. They run this show now, and while I feel that the characters lack a bit of that old Rare charm, there is a lot to appreciate within Tropical Freeze and a great deal of humor folded underneath the story to keep a smile on your face until the end of the journey. It may look like a similar product for nostalgia’s sake, but Tropical Freeze relies on happy pigs, flabbergasted bosses, and cheeky animations to get its story told, and I can easily say that I enjoyed this thin yet charming narrative more for it as a whole. Rare did this same style, but Retro’s own direction is also satisfying – even if there are no goofy beavers to chuckle at.

Gameplay
To be honest, I wanted to say that there were a ton of new tricks in this Kong’s bag. I wanted to say that we had a lot of change in this sequel, and players would be blown away. Sadly, when it comes to gameplay – there isn’t a big difference from this title and Donkey Kong Country Returns. The platforming is still as smooth as ever, with Donkey Kong being the star of the show as we go through a decent sized set of varied locales. The Gamepad doesn’t really come into play too much aside from its comfort level (which is a well suited replacement for the Wiimote). Its the same solid structure and polish we have come to expect from Retro Studios, who in this case have merely expanded on their vision for Donkey Kong, rather than adding in gimmicks just for the sake of it.

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The biggest and most obvious change are the new companions that DK can use as tools to get around during single player. Cranky, Dixie, and the returning Diddy can ride on your back and with the tap of a button, lend their assistance to nearly any situation. Dixie returns with her trademark hair-propeller, which is able to slap enemies and send Donkey Kong up in the air and across short gaps. Now, it is much more limited than the last time we seen it as the spin doesn’t last all too long, but with the added ability of a boost jump, it still fits in nicely with the level design here. Cranky is a bit of a mixed bag as he comes with a cane that can allow safe traverse on spikes and a good pounce that can get DK up to higher platforms more effectively. While this technique does work, it takes a good amount of practice to perfect, as unlike the more forgiving Duck Tales – this cane requires a lot of precise timing to land without error. Diddy…well, he’s Diddy, still equipped with his jet-pack and like the other two Kongs, is able to jump on DK and roll over enemies.

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I already mentioned the solid platforming, but I feel I should at least go the extra mile to explain how enjoyable these new environments are. Don’t be fooled by the name, as there are more than tropical and icy environments here, both of which by the way feature some fantastic interactivity, such as the slick icy spots and hanging vines that are tossed in – just to make the already tough challenge feel at least fitting. In-between those however you have some brilliant portions involving good ol’ Rambi, mine carts, and blast barrels. To give things a boost in the visuals department as well as the gameplay, the camera angles now travel with you as you blast through barrels, allowing for a much more thrilling (and easy on the eyes) ride through the air. I still have to say that I am not a fan of the vines within Tropical Freeze, as having to hit a button takes away a lot of that free-flowing feeling we got from the older titles, and due to this franchise still bearing the same name, I’d say that is an important element to get right. Swimming stages have also returned, and are….ok. Don’t get me wrong, adding in underwater attacks is fine and even DK’s graceful spinning attack fits the bill, but the introduction of swimming without dodging only comes across as awkward at first, and doesn’t really manage to capture that relaxing essence of the classics.

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Out of everything, the boss battles make for the sweet icing on this layered cake. Each boss battle features some amazing sequences that utilize the controls and buddy gimmickry well, while still feeling like a giant helping of satisfaction – as if all of that work you put in up to that point just paid off completely. I will say it does take far too many hits to take down a boss, but it shouldn’t come as too surprising as most Donkey Kong titles have had fairly resistant boss battles – and Tropical Freeze means no harm by simply upping the ante. Multiplayer is still co-op, with one player taking control of the Kong on your back. It is great fun to play as Dixie, Diddy, and Cranky, and I really hope that they can resume some tag teaming WITH Donkey Kong in the future, as that element of single player teamwork is kind of what made the past entries tick.

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Visuals
This is the Wii U and Retro Studios have went wild with color in Donkey Kong Country: Tropical Freeze, making for one of the most beautiful games on the platform. If color wasn’t enough, we also have a great deal of detail. You can now see individual eyelashes on Dixie, fine hairs on all of the apes, and the textures on all of the plants and fauna. This sounds small, but in this large world that finally features more dynamic camera angles, the atmosphere is easy to absorb and enjoy while facing the many challenges within. Character models themselves are fine, but again – the enemies seem to have come from a Pixar cartoon, rather than out of Donkey Kong’s universe. It sounds trivial, but with all of the enemies, sights, and species we seen in the SNES installments, can we be a little more creative than what looks like it was taken from a Madagascar short?

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Audio
The soundtrack within Tropical Freeze is masterful. While it does sometimes rely on remixed versions of classic experiences, the boss music turns each of the main fights into a true spectacle. Beastly rock melodies, soft ambient tunes, and more set the stage here and while the game itself doesn’t do a lot to separate itself from its predecessor, the music does so in many ways that breathe new air into DK yet again. I can easily tell you which stage is which in Tropical Freeze based upon the OST alone, and when a player can pick up on that, you have something truly special. The sound effects are also well done, but nothing too outside of what we have seen before aside from Dixie Kong’s haunting yet hilarious scream as she meets her demise.

Overall
Donkey Kong Country: Tropical Freeze comes at us with a bit more of what we loved on the Wii and shinier visuals, but the experience still feels about the same. Sure, Retro spent a lot of time creating a gorgeous world to explore and the gameplay is still top-notch, but its as if the game is fighting a battle between nostalgia and fresh elements, being jerked from one direction to the next – with no compromise ever coming to fruition. With that said, this is still an experience that must be had to all Wii U owners – as the variation, boss encounters, and little pokes and jabs of humor are sure to get an entire new generation on their feet for the Kong that deserves to be back on top. Tropical Freeze won’t shock and awe a lot of us, but it does fit the bill to carry on the legacy of Nintendo’s fur-covered favorite.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Shin Megami Tensei Review

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Shin Megami Tensei
Developer: Index Digital Media
Publisher: Atlus
Platforms: iPhone, iPod Touch, iPad (Reviewed), Android
Release Date: 18th March 2014
Price: $6.49 – Available Here

Overview

The “Megami Tensei” series has been in circulation for almost 30 years at this point in time and, to this day, it is still kept alive by “Atlus” with countless new game releases sporting a fantastic and addictive gameplay style along with some interesting storylines that no company bar “Atlus” could pull off as well. “Shin Megami Tensei” was first released back in 1992 on the “Super Famicom” game system, since then it has been re-released on several other video game systems including the Nintendo Game Boy Advanced, the Sony PlayStation and most recently on all iOS devices through iTunes. Although not the first “Megami Tensei” title to be released by “Atlus” it seems as though it is one of the more popular ones, it’s a title that fans from all over Japan have had the privileged to immerse themselves in but it never actually made it outside of the land of the rising sun…until now. Thanks to “Atlus” the world  will now be introduced to the original “Shin Megami Tensei” but its release begs the question: In a generation filled with modern “Megami Tensei” titles, can one of the originals still stand its ground?

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Story

Set in the year 199x, players follow the story of a demonic uprising spurred by a Japanese government official hell-bent on eliminating the world as we know it so as to force existence into a version of “bliss” or “heaven” not yet experienced by man. You play as the “hero”; a young boy with a seemingly normal life that gets turned on his head once he is introduced to the “Demon Summoning System”. This “application” of sorts, once installed on ones mobile phone or electronic device, gives the owner the ability to not only communicate with demon-kind but to recruit them and use them in battle. After some oddly lucid dreams where in which your next door neighbour and two strange figures are being spiritually bound by a mysterious, malevolent force you soon realise this whole “demon uprising” thing may not just be one big dream but instead…your reality.

You eventually find these people in real life and you band together, each of the characters with different motives for teaming up and each of them eventually working autonomously to fulfil their destiny which may just be helping you save the known world. “Shin Megami Tensei” is almost like a “choose your own adventure” novel…almost! As far as games from the early 90’s go; this one seems as though it was well ahead of its time especially when it comes to having to make character choices and those particular choices changing the way the game pans out. It’s also quite interesting to have such an old game host a modern story, one that we’ve seen in more recent “Megami Tensei” titles and one that seems more suited to this generation of gamers rather than the last. Mixing the supernatural with sci-fi elements is always a rough road to travel when developing a story but it looks to me like “Shin Megami Tensei” has mastered all-terrain travel because it barrels over rocky environments like this as if it was nothing.

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Gameplay

Sitting somewhere in between a dungeon crawler and a traditional RPG, “Shin Megami Tensei” has a somewhat “different” gameplay style that demands a great deal from the player while also delivering a sense of enjoyment and accomplishment that only a well-oiled machine of a game can…though sometimes it proves to be far too much for a gamer like me. Travelling through the overworld is a cake walk, it is probably the easiest thing within this game but the lack of a map or waypoint marker does take its toll on the player after a while of being totally lost. Heading into certain areas will take you into a gameplay style I can only think to label “dungeon crawling”. You’re put in somewhat of a maze, though after a while of taking wrong turns and hitting dead ends you do get a sense of what the layout of it is like, and you’re tasked with simply travelling through it to reach a destination somewhere within.

It is an interesting way to travel through levels but what isn’t interesting is going around in circles time and time again only to go almost insane because it all just seems like an act in futility. There is NO map and no waypoint markers anywhere in this game so, much like in the overworld, you are almost guaranteed to get lost in any new areas you go to and that eats up so much game time. Unfortunately for players who are really trying to enjoy this game (like myself) it proves to be somewhat too hard, not only because getting lost is frustrating but because save points are few and far between so don’t feel like you can easily just save, put the game down, collect yourself and start again another day. Now before I move on, I have to say; I do believe there is an autosave feature within the game THOUGH the player is never told that and there is no indication as to when it is performing an autosave so I deemed it mostly untrustworthy and forced myself into finding a saving terminal before I even though about putting the game down.

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I urge you to do the same lest you want to loose any game data. Battling within “Shin Megami Tensei” comes up simply by walking around, you’ll be thrown randomly into a battle against demons and the system for fighting is actually quite interesting. You can use swords and guns or you could summon a demon to fight for you, those are pretty standard gameplay mechanics but what makes it truly interesting to me is the option to communicate with an enemy demon. Within the communication portion of a battle you choose different things to do to the demon like “smile” or “sheath your weapon”, some demons might be good-natured and react to a smile whereas others may just be bastards and attack you once you’ve sheathed your weapon. The aim of communicating with demons is to ultimately recruit them to your team.

Once recruited they can be thrown into battle alongside you or fused with other demons to make…well, even stronger demons. Look, “Shin Megami Tensei” plays fairly well, I’d even compare it to games like “Earthbound” when it comes to battle sequences and whatnot but it is the lack of a mapping system and the repetition of dungeons that are enough to put a fairly big dampen on a game for someone like me. By the end of my hugely long playthrough (it is safe to say I DID get addicted to the title) I literally could not stand it anymore, I was constantly lost with nowhere to save and barely any life left in my characters to even attempt to stay alive. “Shin Megami Tensei” DOES demand quite a lot from its players so if you’re a hardcore gamer that thinks you’re up to the challenge of being lost and “map-less” then be my guest.

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Visuals

“Shin Megami Tensei” is like a classic car: Yes, it’s seen better days and, as part of this generation, it seems fairly dated BUT it still looks pretty good, enough so as to instil a sense of awe into a player with him/her possibly stating “wow, this looks good for a title made over 20 years ago”. Maybe not in those exact words though. The game sports a 16-bit visual style that is mostly ageless much like a lot of older titles that use pixel art as their main visual focus. Despite a lack of crisp aesthetics, most character and enemy models as well as stand-alone environmental images look fantastic…but, unfortunately, there is a negative aspect to the visuals that ties in horrifically with the gameplay; the dungeons. What added to me continuously getting lost was not only the lack of a map or waypoint marker (I apologise for repeating myself) but the fact that dungeons mostly looked the same.

While each dungeon has its own unique style that sets it apart from others, individual levels are designed literally as mazes! Everything looks the same and it makes it so easy for a player to chase his/her tail for ages upon ages! I throoughly enjoyed the aesthetic style of “Shine Megami Tensei”, even on the iPad despite it being somewhat stretched due to the device, but I couldn’t for a second enjoy the monotonous layout of a typical “Shin Megami Tensei” dungeon. It eventually became far too much for me. On a positive note, going back to character and enemy models, the demons were all beautifully designed! Each of which was based off of a folklore, myth, legend or even religious story. There were zombies, angels, birdmen, anything you could think of and each of them looked great. I enjoyed seeing new demons every now and again, I revelled in the way they looked and was interested to see exactly what the design was based upon.

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Audio

If you’re a fan of chip-tune soundtracks then you’ll be a fan of “Shin Megami Tensei’s”. Being an older game, it has a generally older makeup so the inclusion of an 16-bit soundtrack is only natural. “Shin Megami Tensei” lacks a certain “pizazz” when it comes to its music, it isn’t that it is bad in any way, it is simply that it is “flat”, for lack of a better word. There isn’t a great deal to talk about auditorally when it comes to this game because really there isn’t much in this game to listen to. While the music matches the situations and fluctuates in intensity depending on situations…it’s still a 16-bit soundtrack and, unfortunately, it can’t be any more than that unless you’re looking at it from a strictly nostalgic standpoint which, I suppose, a lot of people interested in purchasing this game will. I can see it s appeal but at the same time I can see why it falls flat.

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Overall

I’ve done my very best to review “Shin Megami Tensei” like a brand-new title rather than comparing it to that of the new generation but something like this simply cannot be overlooked forever. It being one of the very first titles in a series of games STILL being released even in this generation, you cannot look past how dated it is. It was a fantastic idea by “Atlus” to finally release this game for the West and it was a great choice to release it on mobile devices because this would have to be the most perfect way to play such an old title as this but, unfortunately, it just fell flat.

There are so many reasons to play this game, there honestly is; be it for the nostalgic value, the great story or maybe you just want to try out the “Megami Tensei” series and need a cheap way to do so BUT there are some aspects about this game that just don’t hold up in this day and age but people who can overlook that will absolutely love this game. I enjoyed it a great deal but there were certain things I simply could not look past and thoughts of tossing in the towel for “Shin Megami Tensei” and picking up a more recent title like “Shin Megami Tensei: Devil Survivor Overclocked” did constantly cross my mind. If this game did one thing for me it was that it opened up my eyes to the “Megami Tensei” series with the hopes that the newer titles have worked out the kinks of 20 years ago to make an almost perfect series of games.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Obsidian Entertainment Announces Partnership with Paradox Interactive

Obsidian Entertainment Announces Partnership with Paradox Interactive

Paradox to Support Obsidian’s Upcoming Release of Pillars of Eternity

MELBOURNE — March 19, 2014 — Obsidian Entertainment, the developer of Fallout: New Vegas and South Park: The Stick of Truth, today announced that they are entering into a partnership with Paradox Interactive to launch their upcoming role-playing game (RPG), Pillars of Eternity.

Pillars of Eternity, an RPG inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment, was funded via Kickstarter in late 2012, raising $4.5 million through both backer pledges on Kickstarter and Obsidian’s own website. Feargus Urquhart, CEO of Obsidian Entertainment, stated that every dollar raised through the crowdfunding campaign will be spent solely on the game’s development.

“This game would not have happened if not for the passion and generosity of our backers, and their faith in us to create the game they wanted,” said Urquhart. “How we are developing Pillars of Eternity has not, and will not be, changed; we will deliver the game we promised to our backers, and we will deliver it this year. Having Paradox as a partner, with their expertise in independent games like Pillars of Eternity, lets us put all of our focus on making an incredible game.”

Paradox will assume key marketing and distribution responsibilities for the title, which will support Obsidian by allowing them to concentrate entirely on development.

“When we signed this partnership we called it two independent players in the games industry supporting each other to stay independent by doing what we do best,” said Fredrik Wester, CEO of Paradox Interactive. “The fans backing this game—many of us included—are looking forward to a classic RPG as envisioned by the designers at Obsidian, and that’s exactly what they’re going to get.”

Obsidian and Paradox have published a Frequently Asked Questions (FAQ) page for Pillars of Eternity backers, including further details on the new partnership, and on backer rewards, which will remain unchanged. To view the FAQ, please visit http://forums.obsidian.net/topic/65751-poe-faq/

About Paradox Interactive

http://www.paradoxplaza.com/ 

About Obsidian Entertainment

http://www.obsidian.net/

New Monuments Added to Anno Online

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Seems simple enough…

Ubisoft and Blue Byte have announced that Anno Online, the city-building browser game, has added additional Monuments to its Tech Tree.  Following the introduction of the Library and the Botanical Garden, these new Monuments are sure to expedite development via their helpful statistical boosts. So ready those tools as you add the Ampitheater, Imperial Cathedral and Castle to your ever expanding world.

The Amphitheater becomes available after players unlock the Library and obtain the necessary knowledge points to build it. You may also equip a loge to increase the number of inhabitants per building and add an arch to expand the influence area around the Monument. The Ampitheater is also required should you wish to unlock both the Imperial Cathedral and the Castle. Both Monuments increase the population capacity in each building. The Cathedral’s population bonus increases with the addition of a crossing tower and its influence spreads with the addition of a bell, whilst he Castle’s population bonus grows when players add a cistern and its influence crows with the additional of a toscin.

In addition to these new Monuments, there has also been a slight reworking of some already established features. Public buildings are now called “attractions” and, the more attractions that influence a building, the more people will move in a residence. Affecting all residence levels equally, each attraction type grants a different amount of additional inhabitants per building. These changes are also supported by new and improved graphics, giving players more opportunities to personalize their island.

If you don’t already have an Anno account, head on over to the official site and register. Also don’t forget to check out the trailer below and watch Markus (the Producer of Anno Online) explain these monumental additions.

Golden Time Episode 21 Impressions

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Golden Time
Episode 21 – I’ll Be Back

“You have Kouko. No matter where you go, she’ll find you.”

What happened?! Kouko! Why?! If this keeps up, I think I’m going to have to talk to Capsule Computers about getting some sort of health coverage in my contract, because my heart can’t take this kind of abuse! Forget an emotional rollercoaster, this episode was an emotional skydive into a pool of children’s tears with Hitler on lifeguard duty. And that pool was deep… Really deep… What started off as an episode full of hope and comfort as Kouko tried to assure Banri that she would always be there to bring him back if he ever lost himself again, ended in utter tragedy. Banri’s ‘guiding light’ has been snuffed out. His saving grace snatched from him as quickly as his identity last episode and we are left to wonder, “how can things get any worse?”

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Golden Time is definitely turning me into a worse person with every passing episode because I keep wishing for more tragedy to befall Banri! It seems like the more that Banri suffers, the better the episodes get and episode 21 was undoubtedly the single best episode of Golden Time so far. In fact, I would say that it was one of the best episodes of anime I have seen, period. Not only was the pacing perfect and the emotional impact absolutely devastating, but you could really tell that JC Staff had gone the extra mile with respect to the art and voice acting to really make this episode stand out. The low light of the setting sun, contrasting with the pain splayed across Chinami’s face as she confessed her love for Mitsuo, made for an incredibly memorable scene and that was before it even got to Banri’s completely unexpected breakdown. Golden Time is Furukawa Makoto’s first big break as a voice actor and if he keeps up that kind of performance I foresee big things for him in the future. The distress in his voice as Banri broke down in front of Chinami tore into the audience like a knife, making us feel Banri’s horror as if it was our own.

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Believe it or not, that wasn’t even the most hard-hitting scene! After his mental collapse and subsequent heart-to-heart talk with 2-D Kun and Mitsuo (and his slightly more painful head-to-head collision with 2D-kun!), Banri decided that now was the time to act. With Chinami’s help, he left Kouko a message on the Okamera, just in case he did disappear, and he headed out to give Kouko his mother’s ring. His hope was that no matter how many times he lost his memory, the ring would act as a guiding light to rekindle his love with Kouko and find himself once again. However, with her face masked in shadow and an unreadable expression, Kouko refused his ring and walked away uttering simply, “sayonara.” That one word simultaneously left Banri heartbroken and everybody watching crushed and dismayed. What happened? Is this some kind of joke or did Kouko suddenly break under the strain? It isn’t like she would be totally unjustified in doing so, especially considering his current state of confusion, but come on! Have a heart Kouko! For now, all we have been left with is a cliffhanger to end all cliffhangers. It’s almost like they want us to keep watching or something!

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As deeply impacting as Banri’s breakdown and Kouko’s rejection were though, episode 21 actually revealed a lot more than just what happened in its dying moments. Surprisingly, Mitsuo’s chances of a happy ending have not been dashed quite yet. In fact, it would seem that Chinami was harbouring feelings for him all along and she only realised it when he started to take an interest in Linda. As the saying goes, “you never know what you had, until it is gone,” but is it too late for little Miss Ultrasonic? Certainly, Mitsuo held onto feelings for her for a long time and he said himself that he thinks his relationship with Linda is very one-sided. Banri’s talk with Linda did nothing to suggest otherwise either, actually reiterating the point that she didn’t feel right about the whole thing. With Chinami’s confession, the potential for subplots to open wide has never been greater and somehow amongst all this angst they will need to find time to resolve Chinami, Mitsuo, and Linda’s stories. How they will find that time though is beyond my comprehension!

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Is this it? The girl with the name powerful enough to bring Banri back from the recesses of his mind has said her farewells and the ring that was meant to be his ‘guiding light’ never found the finger that would have made it shine. Is this all just a scare tactic designed by Kouko to make Banri snap out of it, or has she truly reached the end of her tether? Has she stepped out of the car she talked about from her dreams, never to return? There are 3 episodes left to shine a light on this situation so shrouded in shadow. Let’s hope it all works out for the best. Until then.

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Golden Time is currently simulcasting on Crunchyroll where new episodes can be found each week and watched on mobile devices, consoles, smart TVs and of course on PC.

For more impressions of winter’s best and worst, head over to our Anime Impressions page.

Check out more Golden Time impressions HERE

Part One of Child of Light ‘Making Of’ Video Released

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Ubisoft today released the first video in a three part series focusing on the development process of their 2D turn-based J-RPG/Adventure title Child of Light. The video goes into detail on the inspirations for the water colour art style, story focus, character growth and the new UbiArt Framework that allows the artists to import their artwork straight into the game. You can check out the video below.

Ubisoft also announced that a deluxe edition would be making it’s way to store shelves that include’s tons of awesome bonuses such as an artbook, poster and a keyring. Alongside the retail release, the game will be available for download on Xbox LIVE for the Xbox 360 and Xbox One, the PlayStation Network for the PlayStation3 and PlayStation4, the eShop for the Wii U, and PC Digital, at the price of £11.99UK or $19.95AU with a release date set for April 30th. For more information on Child of Light, visit the official website.

Ether One Dated, New Trailer Released

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Ether One is an upcoming first person adventure game. Players are tasked with solving puzzles to help those suffering from dementia maintain their treasured memories. The game harks back to old school puzzle adventure games that emphasize pen and paper puzzle solving.

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Today, developers White Paper Games announced that Ether One will be released for Windows on March 25th on Steam. The game will support Windows systems initially, with Mac support being added afterwards. Those with Oculus Rift developer kits can enjoy it in virtual reality as the game will ship with Oculus Rift support. Discounted pre-orders are available through the official site, Humble Store, and GOG. Buyers will be able to get the Deluxe Edition at $16.99 until the release date. After release, standard editions will cost $20 and the Deluxe Edition will cost $30.

IndieGala Doorways Bundle Now On Sale

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IndieGala released the IndieGala Doorways bundle today, bringing another eight great indie titles, curated by Capsule Computers. For $1.00, buyers can snag a copy of the following games:

AirBuccaneers – An airship FPS pitting the Buccaneers against the Vikings. Players will need to coordinate to attack enemy ships with ship guns. If the enemy draws close enough, prepare for boarding with vicious close quarter combat.
Oknytt – Oknytt is is an adventure inspired by Swedish folklore. Players will need to use four magical runes to help navigate a Norse medieval world. The game features paintings by famed Swedish painter John Bauer. Check out the game on Steam Greenlight.
Unhack Unhack is an action puzzler mixed with Japanese visual novels. Players will do battle against the 5k worm as they solve challenging puzzles. Be sure to vote for the game on Steam Greenlight.

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For $5.59, buyers will get all three games from the $1.00 tier and the following titles:

Doorways: Chapter 1 & 2Doorways is a survival horror FPS starring Thomas Foster. Foster specializes in tracking down killers, and he has been tasked with tracking down four psychopaths. The game features Oculus Rift support for an extra terrifying experience.
Fester Mudd: Curse of the Gold – Join Fester Mudd in the wild west in an adventure inspired by the glory day of adventure games. Mudd is a lazy man who is in search of the ultimate treasure with his long-lost brother.

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Huntsman: The Orphanage
– A non-linear horror FPS, players must use their smartphone and discover the truth behind the orphanage that has seen its children disappearing mysteriously. 
Postmortem: One Must Die
– An isometric view adventure game set in a complex world where player’s choices have major consequences for the world’s inhabitants. Players must kill one person and accept the far reaching consequences of the one death.
Not The Robots – Argh! Where did all the furniture go?! A robot has been roaming the halls of the office at night, eating furniture. Players will need to consume as much furniture as possible in this rogue-like stealth game.

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There are three extra games for Steam that will unlock in the coming days for those who purchase the second tier. For the first 24 hours of the bundle, buyers can snag the second tier for a minimum purchase of $3.50. Buy your copy of the IndieGala Doorways bundle here.

 

MONSTER MADNESS ONLINE OPENS UP THIRD PUBLIC PLAY SESSION

MONSTER MADNESS ONLINE OPENS UP THIRD PUBLIC PLAY SESSION

Enter The Diremarsh and Challenge The Grim Reaper in the Update for the Action RPG Shooter

Gainesville, FL – March 18, 2014 – Time for monster hunting in Suburbia City again! Nom Nom Games, an indie subsidiary of Trendy Entertainment, today at 2pm EST will launch its ”Alpha 1” public testing of the cross-platform action RPG shooter Monster Madness Online. Go to www.MonsterMadness.com to enter the new survival map “The Diremarsh,” challenge The Grim Reaper, encounter six new enemy types and more. Set in the popular Monster Madness universe, this upcoming action RPG shooter is in development by the masterminds behind the highly acclaimed Dungeon Defenders.

“Giving players super early access to the game lets the community be directly involved in the development of Monster Madness Online,” said Jeremy Stieglitz, director at Nom Nom Games. “Fans can have input into features they would like to see in the final game.”

In development for seamless cross-platform gameplay across PC, Mac, Android, Linux, iOS and web browser, the Monster Madness Online Alpha 1 public testing update incorporates the following new content and features:

  • “The Diremarsh” Survival Map – This level emphasizes non-linear exploration. Venture through this monster-infested magical forest to discover and conquer the evil that lies within!
  • Six New Enemy Types – The forces of evil have grown stronger joined by Miss Hiss, Headless Priest, Harpies, Evil Trees, Big Foot, and Skeletons.
  • The Grim Reaper – This wicked boss joins the fight as players attempt to escape from the crumbling ruins below the center of The Diremarsh! Can you defeat him and his immortal Army of the Dead before they pull you into the Underworld?
  • The Great Cat Hunt Story Mission – Travel all throughout Downtown Suburbia City and rescue Granny’s cats from numerous challenging predicaments. Bring her precious kitties back to her for a special reward.
  • The Boomerang and Soda Grenade Launcher Weapons – The Boomerang, a powerful unlimited-ammo ranged weapon which lets you multi-target enemies and take them all down with a single throw! And the Soda Grenade Launcher, a cluster bomb launcher of fizzy soda pop cans useful for crowd control.
  • Three New Abilities – Flash Heal: Instantly burst-heals all players for a flat amount over a small area of effect. Cat Scratch Fever: Unleashes Feline fury, dramatically increasing your melee attack damage, attack speed, and movement speed. Invisibility Cloak: Renders you completely invisible to all enemies but slows your movement down to “sneaking speed”.
  • “The Conscience” Pet – Composed of both an Angel and a Devil hovering over your shoulder — you can dynamically pick which one is active to use a different enhancement, for good or evil.
  • Lots of New Cosmetics – Hilarious new costumes, expressions, and accessory skins await!

Monster Madness Online is an action RPG shooter set in Suburbia City where citizens are caught totally unprepared for the Martian invasion. The kids of Monster Madness Online— Zack Fowler (the Nerd), Andy Gomez (the Skater dude), Jennifer Sweeney (the Cheerleader), and Carrie Rosenberg (the Goth) — are on a mission to beat back this insidious invasion, block by block, and then take the fight to the enemy’s mother ship and beyond. It’s time to team up, gear out, craft some weapons, and get hunting!

Monster Madness Online features 4-player co-op campaign missions, survival mode, and competitive PvP with 16 player battlegrounds. The game offers deep customization options, enabling gamers to create truly distinct characters then upgrade them with weapons and gear, customize their character classes, and allow them to train pets which will assist in combat.

Monster Madness Online is set for full game release summer 2014 across Windows PC, Mac, Linux, iOS, Android, Web Browser, and Steam. For in-depth Monster Madness Online information, please visit www.monstermadness.com, ‘Like’ the game on Facebook, and follow the development team @MonMadOnline