Released recently by indie publisher Mastertronic, SYM is a socially aware game that takes head-on the issue of Social Anxiety in an attempt at making players able to better understand or perhaps even provide a new perception of the issue for those suffering from it in their daily lives. Puzzle elements are used in tandem with shape-shifting platformer video game mechanics to portray a tale of night and day differences between emotions and feelings as a simulated Social Anxiety Experience. For a limited time, the game is discounted to 20% off at $6.39 and features a Level Editor extending replayability, Steam Achievements, Steam Trading Cards, and was originally green-lit by a community where it has received positive reviews thus far.
This week while my neck recovers from a serious cramp situation, I’ll be streaming The 3D Realms Anthology on our Twitch Channel: RealGamerNewz. Streams will start at approximately 3PM EST and consist mainly of Duke Nukem 3D as the week starts out but if you’re viewing and want to make a request for a different game to be played then feel free to let me know. For those who haven’t seen yet, The 3D Realms Anthology is available on Steam as a discount bundle of over 30 classic PC games including Shadow Warrior.
Games Included in The 3D Realms Anthology:
Alien Carnage Halloween Harry
Balls of Steel
Blake Stone: Aliens of Gold
Blake Stone: Planet Strike
Cosmo’s Cosmic Adventure
Duke Nukem 2
Duke Nukem 3D
Duke Nukem: Manhattan Project
Monuments of Mars
Raptor: Call of the Shadows
Realms of Chaos
Rise of the Triad: Dark War
Shadow Warrior (Classic)
The classic-style, isometric role playing / strategy / third person, turn-based shooter – whoa that’s a mouthful, of significant caliber is releasing on the PlayStation 4 and Xbox ONE consoles as announced by inXile Entertainment recently. Gameplay enhancements will be present including more customization utilizing new “Perks & Quirks”. In addition to this, the GOTY Edition is getting an overhaul in balance of mechanics as well as encounters. Graphics enhancements can also be expected with a move to the Unity 5 Engine being the upgrade at hand.
inXile Entertainment has also stated that there’s been “thousands of lines of new voice-over[s]”.
Having been Kickstarted originally for $2.9Million, gamers on console who haven’t had a chance to play yet will be able to experience this new ultimate version of the game soon while PC versions of the game will also receive the enhancements in the form of a free update. Wasteland 2 is available already for Windows PC, Linux, and Mac OS X through GOG Galaxy or Steam. The game’s GOTY Edition will show up at this year’s Game Developers Conference.
The sequel to an all-time classic role playing title FF4 has released today for the first time on Windows PC via Steam as publisher Square Enix delivers on fan requests to the platform. Already rising in the sales charts for the day, FFIV: The After Years and FF4 can be purchased as a bundle for $22.99 or FFIV: The After Years can be bought by itself for $15.99 giving a deeper look into the advanced lore of the classic Final Fantasy series. The game now comes with 3D modelled characters, Steam Achievements, Steam Trading Cards, Xbox ONE Controller Support, Steam Cloud, and Square Enix Membership service all built-in.
CD Projekt RED’s newest Official Gameplay for the Xbox ONE version of The Witcher 3: Wild Hunt has been released and it features dynamic scaling of the playback resolution going from 900P up to Full 1080P HD. The game becomes available on the Xbox ONE as well as PlayStation 4 on May 19, 2015 through publisher Warner Bros. Interactive Entertainment. The Windows PC version will launch on the same day and is available through GOG Galaxy or Steam.
Polish developer CD Projekt Red has announced that their upcoming title, The Witcher 3: Wild Hunt, has exceeded 1 million pre-orders worldwide.
“We’ve crossed the 1 million pre-order milestone and it’s all thanks to you guys! We would like to thank all the gamers for their trust and support,” explains Marcin Iwiński, co-founder, CD PROJEKT RED. “This is the last stretch and we’re pushing hard — over the last two weeks, we’ve increased performance on all platforms and started working full speed on the expansions, Hearts of Stone & Blood and Wine,” concludes Iwiński.
If you have yet to pre-order the highly anticipated, open-world action RPG, there is still time. The game launches on May 19 for PS4, Xbox One and PC. The Witcher III: Wild Hunt will also receive two expansions post launch.
Giving a wide variety of dungeons and scenarios for players to experience, Crypt of the NecroDancer is a Roguelike RPG game which actually takes the key principals of the Roguelike genre seriously. Designed by Ryan Clark and Brace Yourself Games, a huge gameplay twist is applied to the title as players are tasked with keeping their rhythm similar to something out of a Dance Dance Revolution style of play. There can even be dance pads hooked up to play! The soundtrack included in the game provides a tempo for the bouncing and bopping to commence to which even garnered an honorable mention for 2015 Game Developers Choice Awards for Innovation and Best Audio among other moments of significant industry recognition. The soundtrack gets new tracks unlocked as the game progresses as well as is extended if players reach New Game+ / New Game++ modes allowing for unlocked gear to be carried over. Alternatively, a custom MP3 collection can be used as a user soundtrack.
Learning how enemies will take their moves each turn is a key pattern cognisance challenge that must be factored into every jump and step. Not only is the energy of attacking with playable characters to the speed and form of the music important but also taking note of enemies around and how they will be dancing to the tune as it were with intentions on destroying them efficiently.
Throughout the game gear is collected such as bombs, new weapons, currency spent on upgrades (some of which are permanent), and all the while players can keep their combo going by jumping onto colored squares in succession as well as paying attention to the beating heart in the center of the screen in order to more perfectly match the rhythm of the soundtrack. A variety of playable characters are unlocked as the game progresses, each with their own strengths and weaknesses, and in addition to that new game modes give life and replay value expanding Crypt of the NecroDancer further and further with each passing hour. Each dungeon has a good variety of normal enemies, mini-bosses, unlockable regions, and final bosses. But don’t take too long, if a song reaches the end of its playthrough then so does your playthrough of that given level!
Whenever a player dies they lose their progress in terms of equipment and gold coins, but are allowed to keep their diamonds (for unlocking upgrades) and any zones completed will show as such giving access to start from a newer level right off the bat. There’s a level editor that comes with this game, Steam Trading Cards, leaderboards, mods through Steam Workshop, and Achievements, so it’s not lacking for features either. The storyline revolves around the first character Cadence landing in the crypt to find out the answers to her quest, but dying along the fall (presumably) and being brought back to life with some sort of musical curse by a necromancer. Sometimes the music of Crypt of the NecroDancer takes on a filtered effect, slows down, or even sounds 8 bit. This is due to different tiles the player jumps on that modify the gameplay for a given amount of time causing enemies to be more or less formidable.
There are a few very interesting ways to play the game including on the keyboard or with a DDR pad of course which we’ve covered, but also using an Xbox controller which employs the X, Y, B, and A buttons as directions to move in for ultimate accuracy and timing to be achieved. Moving to the beat seems easier than ever when playing in this manner. Grabbing swords, diamonds, gold coins, and slaying dragons is all even more intense when playing local co-op (two players on a single machine) but imagine how hectic that can be when you are playing as both players. I tried this out, with one character mapped to one side of the keyboard while the other was on the opposite side. It was pretty fun, but I’m not sure how viable it is late-game. I’m sure somebody more skilled than me could pull it off.
Official Gameplay Trailer:
What really makes Crypt of the NecroDancer work is the way in which music flows to gameplay / combat. It’s really great that the title stays true to its roots in terms of item accumulation as well. The variety of weaponry and how players can horde up a mass of upgrades in between levels is a good balance for the roguelike genre and does well to provide the best of both worlds for seasoned RPG players looking to jump into this title. The creativity put into gameplay design in terms of its rhythm system is an excellent, fresh take on RPG games and there are plenty of spells and loot to keep gamers going once inside the crypt itself. Crypt of the NecroDancer gets an 8 out of 10 from RealGamerNewz making it one of RGN’s Silver Games of 2015.
Overall Score: 8 / 10
RGN Rating: Silver Game
Developer: Brace Yourself Games
Publishers: Brace Yourself Games, Klei Entertainment
Available On: Windows PC, Linux, Mac OS X, SteamOS
Buy From: Steam (Officially Authorized by Game’s Dev / Publishers)
Played On: Windows PC
Review Copy Info: A digital copy of this game was provided to RealGamerNewz for the purpose of this Review.
(Click gear to select resolution, 1440P Display Required)
Genre(s): Racing Simulator
Platform(s): PC, PlayStation 4, Steam OS, Wii U, Xbox One
Publisher(s): Slightly Mad Studios
Developer(s): Slightly Mad Studios
Release Date (NA): May 7th, 2015 (PC) May 12th, 2015 (PlayStation 4, Xbox One) TBA 2015 (SteamOS, Wii U)
This is an incredible game, don’t let the score being below a 7 fool you. We believe it was a hard earned amount of points and nearly full amount as well. Bossa Studios are very talented and while the silliness of some of their games is probably a topic of debate for many, we have no issue with it. We truly think it’s hilarious and inventive that they’ve found so many ways to get creative with such a simplistic concept. Control each corner of a piece of bread and attempt to get it into the toaster without being too dirty to eat, and it’s way harder than it sounds.
First of all, we recommend an Xbox controller and found keyboard controls more than ridiculous. If you don’t have a mechanical keyboard then don’t even bother trying. Some bizarre combination of mouse and keyboard can be accomplished if you’re truly a strange person. Good luck with that camera angle!
You think bread just lives for your amusement though don’t you? How vein indeed… there’s a reason he/she does the things bread does, see an example of how the storytelling proceeds in the game below:
Throughout the journey players will be faced with a ton of obstacles including getting from one counter to another without dragging “yourself” *(by yourself, I mean the piece of bread) through the carpet. Breadmaster Flex can cling on to things but that only adds to the confusion and further complicates the controls, it isn’t really going to save you until you’ve become well adjusted to controlling yourself. There’s also a good amount of ambiguity between what objects in the gameworld would be an enhancement to the final product of toast (such as jam) versus what would actually make it inedible (such as mould that looks like jam).
All of this is achieved by getting very, very creative and fearless with your bread. Climbing walls once you’ve learned to grip and leap around properly, choosing carefully a path you think can be accomplished without ruining the goods, then attacking like those white guys on the American version of Ninja Warrior before G4TV cancelled it and got their network taken completely off the air for not keeping it real with gamers.
Beyond the aforementioned obstacles, and many more as later levels are unlocked, players have to locate how / where they are going to toast the bread and how they are going to arrive at that location without ruining the bread. This isn’t the sort of game that holds your hands with big huge arrows, no no good sir. It’s more fun this way, exploring around. You may want to play this game in short bursts until it starts to sink in though since it takes a pretty long time to make an attempt when first learning how to play and realizing the toaster is in the opposite direction as expected after making the bread half dirty will give a serious sense of defeat to the player. It’s all part of the fun, but I wouldn’t be surprised if half of you rage quit and proceed to file legal movements against Bossa Studios for hurting your feelings.
Story mode itself has 8 levels full of interactive objects and all of the frustrating, clumsy trial and error described above. At the end of each level, not only will you be graded by toast quality (don’t burn it fools), edibility, and time taken to get toasted, but also deliciousness which is where the raspberry jelly comes into play as you may have imagined. Replaying each scene over and over is possible, and quite fun. But if you have OCD of any degree this game is probably going to be listed on your autopsy report for killing you.
Toasting in the Kitchen: Really, this is like the cradle for a baby. You’re born here and everything makes sense to you, but little do you know that you’ll look back on this day and realize you actually knew nothing at all. You’ll yearn for the simplicity that must have ensued during the discovery of life in the kitchen while being unable to remember what occurred to make you truly believe an insane journey as toast would be easy and that you were ready to handle it with ease. (Translation: WHAT???)
There are a number of ways to toast yourself in each level. In the Kitchen, there’s actually a toaster, but this won’t always be the case. It’s good to try the Kitchen many times until you start to get the hang of this game. Learn the basics, figure out how to discover new toasting abilities. I’d rather not spoil them in this Review, but there’s guides out there if you’re really stuck on later levels or just want to know what personal goals you can set for yourself. There’s at least 5 ways to do it, so don’t just think this is a boring level or something, some of them are pretty hilarious and unexpected.
Toasting in the Lounge: On a serious note, the difficulty from Kitchen to Lounge is like 12 to 1,000 by comparison. Hence why the odd language used to describe the Kitchen as basically, you’re a baby if you think that’s hard and certainly not ready for what Bossa has in store for you in the Lounge. Dirty footprints and the fact that there’s, at first, seemingly no way to get around the level without touching the carpet are bewildering at first. Hang in there, get creative as hell, find something that will burn bread (but not too much), make it there without ‘filthing up’ the situation, and you just might make it out alive soldier.
Toasting in the Bedroom: Feed the plants, make used band-aid flavored bread, play a few MS-DOS games, then get crumbs in the bed like the rockstar you know you can be, examine questionable wall mould, and pop a few Diazepam — don’t worry, that’s what Solid Snake used in Metal Gear Solid on PlayStation One to keep a steady aim when facing Sniper Wolf! It’s totally safe, probably!
Toasting in the Bathroom: Spawning in the medicine cabinet is how you know it’s going to suck figuring out how to get out of the Bathroom as a piece of toast. But by now, you should be a somewhat competent breadwinner, and if you haven’t rage quit the game in its entirety yet then the difficulty spike should only rustle your jimmies in a good kind of way. Some interesting things to try and flavor your bread with include toilet paper and toothpaste, but don’t take my word for it – eat that! Discovering what to toast with might be hard unless you go for that obvious option. Seriously though, who keeps grape jelly by the bath tub!? It must be a British thing… 😉
Toasting in the Garden: Amazing acrobatics again, but on another level. It’s theoretically much easier to get dirty in this level, but since it’s always easy to ruin the bread that’s probably going to be hard to quantify. Let’s say roughly 12,823.35% difficult though just to be sure. Particularly less textured than most other levels, the Garden makes up for it by having wind effect the gameplay. A car is littered with bird poop making us once again question the motives of those high flying freedom fighter rebels, a grill is sitting innocently offering to toast you but conveniently located in the worst possible spot, and it’s not even lit (yet). But is that really the best option? You be the judge.
Toasting in the Basement / Laundry Room: U wot m8? Yeah, all those “your mom’s basement” jokes come to life in the most cluttered laundry room I’ve ever seen. Don’t bother trying to make toast here until you’ve mentally prepared yourself with the patience and finesse of a Jedi Master (or Sith Lord). Power tools, trash buckets, random gadgets, and rogue appliances give way to a number of possibilities here. There’s even the boiler to the home heating system in this room… hmmm…
*Each mini-game has their own set of rules and is entirely different from the main event.
Bagel Race Mode: You race bagels rolling around like a wheel and go for the very best completion speed you can pull off.
Cheese Hunt Mode: You hunt multiple pieces of cheese while trying to stay edible.
Free Roam Mode: You roam free, no objectives, just explore and do crazy stuff. You can even use other pieces of bread on the game’s story levels this time.
Rampage Mode: Using a new Playable Character yall – the Baguette, try to destroy everything around you.
Zero-G Mode: Blast through space as a piece of bread!!!!!!! Obstacles everywhere, a new kind of physics, and a ridiculously glorious step for bread-kind.
Engine Performance: Medium (Some Bugs, Rarely Game-Breaking, Still Being Updated)
The major challenges this game will face with players is 1) whether or not they’ll be able to get excited about controlling a piece of bread, which many have proven they are, and 2) whether or not this concept will remain exciting long enough for them to experience all of the well crafted content Bossa Studios have placed in the game. There’s a few mini-games providing side content beyond the natural challenge, and replaying over and over for good times against friends seems like something that could be fun if you actually have friends that like playing I Am Bread.
This title could have easily been released on some website somewhere as a work of passion and have less than a hundred downloads and I would not be surprised. It’s nothing short of a miracle that the mainstream public of gamers worldwide have managed to even find out about its existence and thankfully the hours slaved over developing and polishing the game (and believe me, it really is quite polished) will actually be appreciated. That being said, being bread isn’t for everyone. Ask yourself not what can I bread for my country, but what can my country bread for me? Are you up for the toast challenge?
Hello once again to all the RGN gamers, it’s me again, John Clark, bringing you a look at the new Early Access game Trine 3: The Artifacts of Power. This game gave me that feeling in which I said to myself ‘I am not noing going to enjoy this and it’s not going to be fun, not my type of game. But I was so wrong! On so many levels this is what I want in an Action Puzzler, read on for what I think of this game currently at the 4th update version of release on Steam with modding capability support built in and everything. With over 7 million titles sold throughout the franchise thus far, the third entry can definitely be described as one of the more anticipated titles hitting Early Access.
Well, I put the game on and wow the graphics were not what I expected they were way better. There’s a single player as well and online play, and what I found really fun first was the single player. What I did not expect once again was the excellently written storyline. If you like games where you have to think and do puzzles, working out how to proceed then you will likely love this game and its creative bosses. Some aspects of the game could still be improved such as keyboard and mouse controls.
The mix of 3D and 2D elements is a welcome change. Although the series has always been somewhat 2.5D in appearance there are now 3D gameplay elements not just there for looks. Amadeus the Wizard, Pontius the Knight, and Zoya the Thief are summoned by the Trine once again and must make their way through a number of mysterious scenarios which will require the player utilizing all new mechanics in a familiar but totally revamped fashion.
Online gameplay is largely the same as what can be found in the single player story mode but instead of switching between heroes players have friends to join them. When trying to get from point a to point b is figured out then puzzles can be worked on next. When the people you play with online that don’t take their time though it can rush the flow of the game. Players can get frustrated with a lack of quick navigation and immediate understanding so it’s probably best for players to get their bearings in single player before moving onto the online platform itself.
So far the game has a few playable pieces of content which are highly polished but admittedly harder than previous entries in the series since there is now 3D navigation as mentioned above. The final version is aimed at being around 7 hours long for average skill players seeing the content one time around and new Challenge Rooms are being added still. As Trine 3 rolls out more updates we will continue covering the game, for now check out the Steam Page and Official Trailer below for more.
Tasked with battling an ever-changing variety of enemy hordes room after room, The Weaponographist has players assuming the role of dungeoneer Doug McGrave who is seeking vengeance on a witch who has cursed his ability to hold on to goods or currency. Because of a refusal to aid a town in which the dungeon is overflowing with bad guys, this witch has given this main character a really raw deal. This means that each time a weapon is picked up it must be used until it’s no good then discarded.
Some of the weapons you’ll use include whips, spears, swords, machine guns, pogo sticks, and magic staffs equipped with fire spells, as well as number of other pieces which I won’t spoil since finding them is part of the fun. Enemies vary wildly from demons to monkeys in top hats, very accurate and pesky bow and arrow wielding foes, tommy-gun mafia types, brutes, and a hell of a lot more.
Fists are a default option when there’s nothing else around, and mastery of different weapons will be vital since there’s not always going to be access to your favorite weapons. Thankfully, the town Doug’s residing in has decided to accept what appears to be the blood (called goop in-game) of the monsters he’s vanquishing allowing for purchase of upgrades to how powerful each weapon is.
Attribute increases like increased health can also be purchased, and there are also special perks available such as guarantees that a treasure chest will approach Doug at certain points in the dungeon run. Small touches like this keep things interesting and progressing forward, but the great variety of gear picked up off of fallen foes is what makes the game great. That and well thought out enemy / level design. In addition to the weapons you pick up there’s also some area spells that act as secondary weapons but are only available as a supporting item like a staff is picked up off an enemy then they’re gone once used up.
Players must reach the bottom of the dungeon by proceeding through a number of depths. Each “depth” is a series of randomly generated rooms which take a fair amount of time to get through. Once players reach the end of a depth they must face the boss for that floor.
In case of defeat, a quicksave style altar can be activated. If players die they will get an option to go directly back to the boss battle but not without paying a price. A large percentage of their goop will be lost if this option is chosen, and even then the depth will have to be replayed if death occurs 3 times so these quicksave / checkpoint alters are far from overpowered.
Another factor to this game is the combo meter. I’ve managed to get over 100 and felt like that was something awesome, but it was much more difficult to get to 150 and beyond. The developer has stated that the game gets much more difficult around you once the combo meter drops, but I found it easier to just fight and pay less attention to it. It was unclear how much of an advantage keeping the combo going was actually giving to the player.
When you first look at The Weaponographist you may be turned off by what appears to be less than ideal visuals that have been done before and simplistic gameplay. Not to hurt anyone’s feelings who worked on the game though, the graphics aren’t bad they just feel generic. But while the presentation of the game could use some work, after an hour of play you’ll find that the fine-tuned gameplay more than makes up for the sometimes underwhelming aesthetics of the game. Polish has been placed in all of the right areas and after the momentum of the game really gets going it’s quite an enjoyable experience.
As the game proceeds the graphics do seem to have more and more love put into them. Beyond that, enemy variety increases and the weapons continue to get crazier and crazier. A huge part of the fun is just being able to discover new enemy types and figure out how using their own tools against them will work best. Different foes respond in various ways to different gear, so just picking favorites isn’t enough. Damaging one with a certain weapon won’t yield the same results with another enemy, Doug has to get good at everything and a sort-of rhythm begins to develop in each room as far as player strategy versus enemies that are being spawned.
It’s excellent to see another studio I previously hadn’t heard of getting shine thanks to indie publishing house Mastertronic. Puuba, the development studio behind The Weaponographist, has shown a great understanding of what makes games good. Though the visual look to this game isn’t the worst we’ve seen, it surely would be a more inviting game if it boasted a sharper image. The creativity put into animations and later levels is commendable, and bosses are very unique and challenging. Nonetheless, anybody who passes by this game without at least trying out the free demo is perhaps a fool and at best missing out on a high-tension, high-fun factor action / arcade style dungeon game. While I wouldn’t go as far as to call this an RPG nor a roguelike, The Weaponographist does have its own style and feel to it and receives a 6.8 out of 10 from RealGamerNewz.