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Paper Sorcerer Review

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Paper Sorcerer
Developer: Jesse Gallagher
Publisher: Ultra Runaway Games
Platforms: PC (Reviewed), Linux, Mac
Release Date21st November, 2013
Price: $4.99 – Available Here on Steam

Overview

Paper Sorcerer is an amazing title for old school RPG lovers. The game provides an unforgettable experience for anyone who enjoys turn-based combat. Even for a person like me, who doesn’t actively seek out turn-based RPGs or even necessarily enjoy them, I found myself captivated by the game’s unique graphics, the simple story line, and the interesting gameplay. I’ve easily put in about 8 hours of gameplay into the game already, and I’m not even close to finished. You won’t find any flashy action sequences when exploring the game, but the developer’s use of dialogue to lead us through the story provided an immersive experience that matched the tone and style of the game. The game will also be coming out with iOS and Android versions soon, though Paper Sorcerer only available on the PC, Mac, and Linux for the time being.

Story

The story is rather simplistic, which really lends itself to the style that you’ll come to learn and expect in Paper Sorcerer. When you start a new game, an introduction is given, explaining how an evil sorcerer went on a rampage across the lands, utilizing his evil minions to do his bidding. The King, in an effort to stop this madness, summoned four of his champions to stop the Sorcerer. He handed them a relic, an old book with the power to imprison the Sorcerer. The four champions traversed treacherous lands to reach the Sorcerer. When they encountered the Sorcerer, they imprisoned him in the book, cleansing the land of all of his evil minions. You wake up in a colorless room. Your goal, as the evil Sorcerer, is to gain access to your powers, and escape this paper-clad prison.

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Gameplay

The combat system used in Paper Sorcerer is very traditional. The turn-based combat allows you to set your own pace during combat, allowing you to consider what move you’d like to make. In no way is the combat easy, or a walk in the park. The enemy AI are difficult opponents to fight, especially when you choose one of the higher difficulties in the game. The combat system surprised me, since it was actually quite unique in the way combat played out. The player has an HP bar, a Defense bar, and an Energy bar. The HP bar represents how much health you have, the Defense bar acts as your armor during fights, blocking some damage from attacks, and your Energy bar keeps count of how much energy you have for skill usage.

As noted earlier, the combat is done in a turn-based style, where you get to choose your character’s action and who they attack. One of the things that keep the gameplay fresh is that you have no idea which of the characters will make a move first. Even though I’ve put in the order to attack a mob and I’ve set it all up, if I have a heal set up for my vampire, but the enemy attacks him first, there’s a chance I might lose him.

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The combat really keeps you on your toes, and you’ll find that your team composition really matters. Do you want a full team of heavy damage dealers with a healer to keep all of them up, or have a more balanced set of team that will be able to take damage and still dish out enough to win. These are things that really influence the flow of battle and whether or not you succeed. Within your party, you have the choice to summon different minions over time, whether they’re Minotaurs, who are huge damage dealers, vampires, who are semi-healers who deal damage to steal health, or Skeletons, who are tanks that can soak up damage. Choosing a specific team composition for your own needs is an aspect of the game that you’ll have to explore to learn more about.

Another huge feature that really surprised me, but kept me hook, was the first-person perspective that players can take when exploring the dungeons and all the rooms that are filled with guards and loots. Controls are simple and movement is free-flowing, meaning that I am able to explore any part of the dungeon that I have access to, and most of the objects within the room can be interacted with. Finding loot and gear within chests or under the beds is a sure way to find upgrades or some vendor trash.

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Visuals and Audio

I’m going to say it out front now: the visuals in this game is amazing. Not because it’s fitted with the latest 3D technology, but because of how simplistic, yet intriguing the game looks. The paper-esque graphics really provides a different feel than other turn-based RPG games on the market. It also doesn’t kill your computer when playing this game. The combat is a little static, but you’ll still get the enjoyment of watching your party members cut and slash your foes, while you hold up your hand to fire off a bolt of darkness at your enemies. The visuals are nothing ground-breaking, but they are great in their own way.

Here’s where I am slightly disappointed. I took off 0.5 points from the overall score of the game because of the audio and soundtrack of the game. The graphics, the gameplay, and the story were all done in a way that created a great experience for players, but I found myself muting my computer whenever I played. I didn’t enjoy the music, and I felt that it didn’t fit the whole mood and style of the game.

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Overall

Paper Sorcerer is certainly an amazing game for the price. Turn-based strategy lovers will adore this game, and even if you’re not into this genre, players will find themselves hooked to the mode of gameplay. Having an additional level unlocked after you’ve completed one is addictive, and I’ve found myself staying up late into the night trying to uncover more and more of the mysteries of the tome that the sorcerer is imprisoned in. The game is not easy, so don’t expect to finish the game quickly, but why would you want to do that? Taking the time to understand all the intricacies of the game is barely scratching the surface of the potential this game has to offer.

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9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

ELECTRONIC SPORTS LEAGUE (ESL) NOW HOSTING TOURNAMENTS FOR EPIGENESIS

ELECTRONIC SPORTS LEAGUE (ESL) NOW HOSTING TOURNAMENTS FOR EPIGENESIS

Sign-ups Now Open for Next Tournament Starting Friday, Feb. 21


KARLSHAMN, Sweden—Feb.11, 2014—Independent studio Dead Shark Triplepunch today announced they’re working with Europe’s largest eSports league, Electronic Sports League (ESL), who will administer and host future online tournaments for Epigenesis. Epigenesis is an online multiplayer arena sports game in which two sides are locked in a never-ending fight for world domination by playing ball.

The next tournament takes place next Friday, Feb. 21 and will last until Sunday, Feb. 23. Dead Shark Triplepunch will stream the tournament here: http://www.twitch.tv/deadsharktriplepunch Players only need a team of three and can sign up here: http://www.esl.eu/eu/epigenesis/3on3/qpadcup1/

In addition to ESL hosting and ladder organization, tournament prizes include:

  • Three QPAD QH-90 PC gaming headsets engraved with the Epigenesis logo for the winning Team
  • Three QPAD mouse pads for the 2nd place team
  • Dead Shark Triplepunch T-shirts for the top three teams

In this non-lethal ball game of the future, players leap across platforms suspended high up in the air trying to get a ball located in the middle of the arena and score goals against their opponents. Each player carries a gravity cannon capable of pushing enemies (and friends) down from the heights of the arena.

When a player scores, that player receives a genetically modified super-seed and gets the opportunity to plant it onto a platform to capture it. To win the game, players must capture towers and construct a node system from their goal post all the way to their opponents’ goal post. If this hasn’t happened by the time that the clock reaches zero, the team with the most points win. Teamwork, tactics and precision are key to winning eternal glory in the game of Epigenesis!

Epigenesis is currently in beta and is available via early access on Steam for $9.99:
http://store.steampowered.com/app/244590

Epigenesis won Make Something Unreal Live (2013) hosted by Epic Games and won Game of the Year from the http://gameawards.se/. For more information about Epigenesis, please visit the website: http://www.epigenesisthegame.com.

Twitch: http://www.twitch.tv/deadsharktriplepunch
Facebook: http://www.facebook.com/deadsharktriplepunch
Twitter: @DS3P

About Dead Shark Triplepunch
Dead Shark Triplepunch is an indie developer team consisting of nine crew members based in the city of Karlshamn, which lies in the southern parts of Sweden. They are currently working on the Non-lethal FPS Domination/Ball game Epigenesis while studying game development at the Blekinge Institute of Technology.

About Unreal Engine

Developed by Epic Games, the award-winning Unreal Engine is known for its cutting-edge graphics technology, world-class toolset and scalability across PC, console and mobile platforms. Unreal Engine 3 (UE3) is designed to accelerate developers’ productivity for creating high-quality games, applications, training simulations, visualizations, digital films and animated entertainment. Powering hundreds of games and integrated with two dozen leading middleware technologies, UE3 holds more than 20 technology awards, including eight Game Developer Front Line Awards and six Develop Industry Excellence Awards. The Unreal Engine also owns a seat in the Front Line Awards Hall of Fame. Unreal Engine 4 (UE4), winner of multiple Best of E3 2012 awards, offers unprecedented graphical capabilities and workflow improvements that provide unparalleled accessibility for developers building the next generation of games and applications. For more information, visit http://www.unrealengine.com/” http://www.unrealengine.com and follow @UnrealEngine

Football Super League Rolls Out February 18th from Zen Studios

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Want to show some team spirit? Zen Studios have just the thing for you, and it comes in the form of a brand new table for Pinball FX2 and Zen Pinball 2 across multiple platforms. Starting next Tuesday, players will be able to download the football tables to their console  (or soccer – if you please), picking one of many Clubs to support upon launch due to the global leaderboards. Yes, Playstation 4 owners, this applies to you as well.

Dates, prices, and info? We got that for you as well:

– Tuesday, February 18th for Zen Pinball 2 on PlayStation 4, PlayStation 3 and PS Vita in North America; Wednesday, February 19th in Europe ($2.99, €2.99)
– Wednesday, February 19th for Pinball FX2 on Xbox LIVE® Arcade, Steam and Zen Pinball 2 OSX ($2.99, €2.99)
– Thursday, February 20th for Zen Pinball 2 on iOS, Google Play and Amazon ($1.99, €1.99)

Players who download Super League Football will be able to select a team that they will support in league play and on the global leaderboards. Access to additional teams may be purchased if the user so chooses.

Clubs available at launch include Arsenal, Liverpool FC, FC Barcelona, Real Madrid C.F., A.C. Milan, Juventus Football Club, and A.S. Roma. Players with no affinity to these clubs may side with Zen Studios F.C.!

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Each table has players from the chosen Club, with themes, mascots, and a trophy cabinet specific to each club. Not too shabby at all. In less than a week, we have a new, awesome way to play ball.

Book of Unwritten Tales 2 Announced by Nordic Games

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Nordic Games and KING Art made sure to make quite the announcement earlier today – and did so by revealing that the 2011 favorite The Book of Unwritten Tales would be receiving a follow-up with The Book of Unwritten Tales 2. Along with the announcement comes a Kickstarter page and quite a few details to munch on, which have been provided by both parties.

Check out the official statements for yourself:

“This is a very ambitious project”, says Martin Kreuch, Producer at Nordic Games. “The fans have been waiting for a new adventure in the world of Aventasia that continues the story of BoUT 1. We have a long and very fruitful track-record working with KING Art, which is why it is important to us to support them in any way that is needed. If KING Art wants to try out something new, why should we be hindering them in doing so? At first, it seemed strange to us thinking about an already funded game being on Kickstarter, but then we were amazed about the possibility to get direct feedback from the crowd about this additional on-top content and features.”

“We’re thrilled to be working alongside Nordic Games again on The Book of Unwritten Tales 2,” adds Jan Theysen, Creative Director, KING Art. “At a later stage of the development process – production start was in October 2012 –, we suggested to Nordic Games to add additional features (multiple ways to solve certain puzzles, optional sidequests with different outfits to customise the appearance of your character etc.) and more community communication to further improve the game. Based on our very positive experience with Kickstarter on a different project (Battle World: Kronos), we suggested involving the community directly via Kickstarter to see if these features are something that gamers would like to see in an adventure game. Every cent from the campaign goes directly into the on-top content and we are excited to see how the adventure community will react to our ambitious plans.”

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Since the Kickstarter is already nearing the main goal, Id say that this 2015 release looks to be one we can already get excited about. As you can see in the trailer and first released art for the game, the art style is superb and there is a lot to be excited about with this sequel. Donate to the Kickstarter for some great goodies, watch that clip below, and get ready for the PC, Mac, and Linux point and click adventure coming next year.

Cloudbuilt Hands-on Preview

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CloudBuilt
Developer: Coilworks
Publisher: Rising Star Games
Platform: Windows
Steam Greenlight Page: Here

Next month, Rising Star Games will release Coilworks’ action/platforming free-runner Cloudbuilt on Steam for PC. We were able to get some hands-on time with a 80% content complete build of the game, and as a preface, it is important to note through reading our impressions – and viewing the video run-through of the level ‘Underneath’ at the bottom of the article – that many more enhancements will be made for its release, including improved animations, enemy feedback, menus and online functionality.

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Cloudbuilt‘s art style is eye-catching, with its overlaid pencil cross-stitch lines creating an almost parallax-like effect during movement. In fact, the entire world feels pencil-drawn, although most would hastily refer to the aesthetic as being cel-shaded due to its vivid colouring and outlining. Either way, Cloudbuilt‘s visuals are unique and effectively portray the dreamlike landscape as just that – a surreal figment of one’s imagination. In particular, the imagination of our player character. From what is communicated via a series of electronic diary logs of sorts, she is (or more accurately, was) a soldier in a futuristic war who is now in a comatose state, going through a process of repair. The environments the player experiences are a mixture of her faded memories of battle on the field and old, recurring nightmares influenced by the horrors of said combat. Before finding any of this out, the player is plunged into a tutorial stage, in which our nameless lead is guided through by a blue light, trying to make sense of her surroundings.

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The controls are introduced to the player therein, and though they may seem somewhat unintuitive at first glance, in practice they feel quite natural. As is the norm in PC gaming, the left and right mouse buttons are utilised to aim and shoot, the ‘WSAD’ control scheme is in place and the ability to jump is mapped to the ‘Space Bar’. Charging up your shot can take out several obstructions at once or stun certain foes. Pressing ‘Shift’ – similar to racing titles and games with a sprint functionality – gives you a boost that is managed by a yellow energy meter at the bottom of the screen. This can be used in mid-air or whilst running on any surface. The boost becomes necessary to climb a vertical face or maintain/regulate a wall run, which can be initiated by jumping at a wall head-on, or at an angle respectively – for the latter, holding the boost will cause the player character’s run to climb, and not using it at all will see her gradually descend. Multi-directional jumping is as easy as aiming the camera in the direction you want to leap in.

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The one oddity that remains is the necessity to tap ‘Ctrl’ in order to drop from a ledge, as the natural inclination is to simply press whatever key represents down/backwards movement, which in this case would be ‘s’. Each level presents a challenge, with their fractured layouts, damaging obstacles and a timer to contend with – that being said, the clock will never run out, blocking you from advancing; it’s there to determine your leaderboard score and also how many more lives you will add to your Cap. You may feel the need to rush through, but taking a second to observe and spot alternate paths could prove fruitful, especially on particularly adversarial stretches in later levels. And there is nary a linear avenue from point A to point B in Cloudbuilt – you might be dissuaded from attempting a seemingly death-defying crossing to a distant, floating platform, but the heightened range of movement means that it is very possible. Coupled with the verticality of the geometry, the dreamscape becomes your playground.

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Robotic ground-walkers, turrets of machine-gun and sniper variety, mines, flying drones and more act to obstruct your progression and kill you off before reaching the proverbial light at the end of the tunnel, which in this case is a red door. Dying multiple times on any given level is not uncommon, but if you’ve found a glowing beacon marking a checkpoint, then you will not be forced to retry from the beginning. If you do lose a life, and are returned to the last checkpoint, the timer carries on from the moment you initially reached that checkpoint. Penalisation for dying is handled with a 3 second addition to your overall completion time, instead of the clock just continuing to run despite your failures. And as mentioned earlier, there is a ‘Cap’ – once you’ve reached it, only then will the game ask you if you’d like restart the level or tackle a different one. Which brings me to the branching paths accessible by interacting with your lifeless body in ‘the Room’…

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There are four branches to explore – none of which you are ever locked into exclusively – offering four distinct endings upon completion. After finishing a stage, further difficulty options/conditions are unlocked for replay-ability, and an extra data log is entered into the computer found in ‘the Room’, presenting deeper insight into the player character’s mind, her backstory and the history of the realm our story occurs in. Going into my play-through, I expected Cloudbuilt to be relatively difficult by nature, but its fluidity and ease of control never allow you to feel truly overwhelmed. It’s a game of precision, with a sense of speed and locomotion that is startling, raising the tension and getting the blood pumping. If it proves too much to handle, the field of view can be lessened, but that could create an even more intense, claustrophobic experience. Regardless, Cloudbuilt is fun, and once it is released, I look forward to exploring more of the narrative beats (and their quartet of conclusions).

Check out image gallery below and video gameplay further down.

Impressions of Elder Scrolls Online Beta Test

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Over this weekend, Bethesda has opened up the world of Tamriel to beta testers. The aim of the weekend was to test the servers, find glitches and to hype fans up for Elder Scrolls Online, as the pre-orders for the game are now available.

The idea was announced in 2012 and seems like a great move by Bethesda as Skyrim sold more than 20 million copies in 2011. However, only a few massively multiplayer online games have made it into gaming mainstream and a pre-existing reputation to the game’s theme doesn’t necessarily mean success; two classic examples are the Star Wars and Lord of the Rings MMOs.

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The PC launch isn’t till April 2014, but I got to be one of the lucky players to get a taste of the game. I am not a regular MMO player, but I was interested to see the online game compared to the popular single player Elder Scrolls games. I wanted to see how well the freedom and openness of an MMO was combined with the features and gameplay of the single-player versions that we know and love.

The opening of the game certainly makes you feel like you are playing an Elder Scrolls game. As usual, there is a highly in-depth character creation that is like a mini game in itself, affecting everything such as your race, tattoos and even the size of your ears. You can also have up to 8 different characters, almost one for every race.

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True to the legacy of both Oblivion and Skyrim, you start as a prisoner and your escape is the basic tutorial. The break out was quite epic as you escape of the realm of the dead (with help for an old guy that sounds like Dumbledore) and end up in Bleakrock Isle, an island somewhere in Tamriel. From there, you can start exploring, fighting and take up minor quests to learn more about the game’s controls.

A noticeable difference from Skyrim was the skills, character and inventory menus. The skill and inventory screen uses a diagram of the character much like a traditional fantasy game.

The spells and abilities are mapped to the numbers on your keyboard rather than the old left-hand/right-hand system for combining weapons and spells. This means you can have a number of attacks and spells ready at hand, but with a ‘w,a,s,d’ movement system, it something can be difficult to seamlessly move and attack at the same time. Also, with the number of quick-key attacks, it is easy to slip into button bashing.

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I haven’t yet been able to get the true feel of the expansive world as there was a limited amount of players. However, I instantly felt the gameplay was quite flexible, as you could venture out by yourself to complete quests and level up, or go through tombs with a small group and defeat higher level monsters together.

The game was really what I expected, In my opinion, it lives up to the reputation of the single player games. Bringing the Elder Scrolls to an online platform was a good move as the sense of community really added to the experience. From what I’ve seen, I am looking forward into the adventuring deeper in to the game to see how you can play your role within your alliance and claim the high throne.

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One heads up I would give to future players is to should consider their hardware capabilities. The download is quite fat at about 30Gb and the game uses a lot of juice to run. I have 8 gigs of RAM and the best resolution I could use while it still being playable was low-medium. It is still worth playing on low resolution, but those whose computer can handle it, the ultra-high resolution adds so much more to the beauty and gameplay.

With a good experience and vibe from the beta version, I would certainly recommend Elder Scrolls Online to fantasy fans, as the game has so much potential. Even though I only got a 3 day taste of the game, I am sure it will reach its potential and most player’s expectations. Well, with a pre-order price of $89.95 and a $15 monthly subscription, it better.

Final Thief ‘Stories From the City’ Trailer Released

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Square Enix and Eidos-Montreal have today released the third and final story trailer for thier much anticipated upcoming title Thief. The trailer is called “The Thief Taker General’s Hunt” and centers around Commander of the Baron’s Watch whose objective is to hunt and hang every thief in The City, with his most desired prize being the capture of Garrett, The Master Thief (the character whom the player controls).

The Thief Taker General is corrupt as they come and uses fear to enforce an extortionate ‘black tax’ on members of the underworld; with those who refuse to pay finding themselves at the end of a noose. The Thief Taker General also runs a shady ‘operation’ where the bodies of the victims who have died from the mysterious sickness known as ‘The Gloom’ are collected and stripped bare, with anything of value being stolen from their corpses.

Thief is coming to PC, PS3, PS4, Xbox 360 and Xbox One in PAL territories on February 28. If you would like to watch the other two narrative focused trailers in this three part series, you can watch part 1 and part 2 by clicking on the respective links.

Neon Alley to become a free on-demand service on April 1st

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In a rather interesting move, Viz Media has announced that their English anime streaming service, Neon Alley, will soon be transitioning into a free service. Starting on April 1st, Viz Media will change it’s programing to the free ad-supported Hulu and subscription-based Hulu Plus service in the United States.

This means that all of Viz’s anime will be available for free at any time through the Hulu services on any device or console that supports the app and anime will also be available for free from Neon Alley’s website. Currently details for Canadian users are unknown and more information will be revealed soon. Previously Neon Alley worked the same way as a television station, with linear programming available at a set time so this change to on-demand is certainly great for anime fans but one that is certainly unexpected.

One Piece: Romance Dawn out now in America

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At long last American fans of the wildly popular anime series One Piece will be able to get their hands on One Piece: Romance Dawn, the video-game adaptation of the series which compiles the series story from the very beginning and retells it in an RPG format.

The most devoted One Piece fanatics will surely be interested in picking up the limited edition version of the game at select retailers, which features a special holographic foil package. It is a special collector’s item that is a must have for fans of the series.

Just in case you aren’t already sold on the game, check out our review of the 3DS title here. Be sure to let us know what you think of the game in the comments section below.

Production IG to Produce Ao Haru Ride Anime

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Earlier in January this year it was announced that Ao Haru Ride was green lit for an anime adaptation, it has now been confirmed that the studio in charge of the adaptation will be Production I.G.

The currently published manga follows high school girl Yoshioka Futaba, who gets a second chance at reconnecting with Kou Tanaka, the boy she used to love back in middle school. The adaptation will be directed by Ai Yoshimura, who has worked on a number of anime including The Daily Lives of Highschool Boys, Gintama and My Teen Romantic Comedy SNAFU. Yoshimura will also team up with Tomoko Konparu who was the series composer for Nana, Futakoi and Kimi ni Todoke. The manga, created by Io Sakisaka, began publication in 2011 inside Bessatsu Margaret Magazine and is about to reach its 10th volume on the 23rd of May, a special drama CD of the series will be included with this volume.

Let us know what you think about Ao Haru Ride and Production I.G by leaving a comment down below.