FF XII

Viewpoint: 5 Reasons Why You Should Play Final Fantasy XII: The Zodiac Age’s Remaster

If there is one Final Fantasy title that has divided its fanbase, then it’s Final Fantasy XII. Originally released for the good ol’ PlayStation 2 in 2006, the game squeezed out the true capabilities of the aforementioned console’s graphical power, but split players due to its unique battle system and political storyline.

It was a Final Fantasy of a different flavour than previous instalments, that was for sure. But there is no denying that the game has its fair share of fans who regard it as one of the best JRPGs in existence. To such people, the upcoming HD remaster, Final Fantasy XII: The Zodiac Age, will no doubt be a good excuse to crack out the gambits and Espers once again.

But to those who didn’t haveĀ a chance to experience it the first time around? Playing The Zodiac Age is a pastime you likely won’t regret. Thus, without further ado, let us count down the key reasons why you should be playing this in July when the game finally hits the shelves.

1) The Stunning In-game Universe

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FFXII is set within the fictional world of Ivalice, which is where previous Square Enix titles such as the Final Fantasy Tactics games and Vagrant Story were set. In a similar way that Vagrant Story used the full power of the PS1, this game’s original release did the same with the PS2. Here, however, the visuals will be given a current-gen revamp, with the nooks and crannies of Ivalice looking sweeter than ever before. You will immerse yourself in a diverse and unique setting, from the Arabian-esque kingdom of Rabanastre to the wet and horrible Giza Plains to the relatively high-tech kingdom of Archadia. A world filled with anthropomorphic lizardfolk, rabbit-eared humanoids and high-tech airships (but public toilets haven’t been invented here yet, sorry!), your visit to Ivalice will unlikely to be one you forget in a hurry.

2) The Amount of Content

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Final Fantasy XII has a stunning amount of content and will have you hooked well outside the bounds of its main storyline. No better is this demonstrated than with the game’s ‘Hunts’. These missions have you join up with a clan led by the lovable Moogle, Montblanc, where you will receive ‘hunts’ and are given a special ‘mark’ to kill. In return for killing these special monsters, you will be justly rewarded with spoils and also gradual increases in rank within your clan. Anyone who has played the original can vouch for how much time the Hunts – and other sidequests – take up. As the old saying goes, you’re getting a whole lot of bang for your buck here.

3) The Unique Battle System

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FFXII really divided the fanbase with its battle system. Gone was the traditional turn-based mechanics of previous titles (well, except the MMO FFXI, of course) and in came a real-time experience. No separate battle screens here – enemies were dotted throughout the landscape and your team would draw their weapons upon contact. The interesting thing here though is the ‘Gambit’ mechanic which allows you to tinker with your team’s AI, controlling how they act in battle. Want Vaan to cast Cure on the team once they are all under 40% HP? You can do that. Want Ashe to use an antidote on allies who are poisoned? You can do that too, and much, much more. The Gambit system enables players to act strategically and make their party the way they want it to be. It adds a layer of depth and flexibility that is often absent in other JRPGs.

4) The Characters (Balthier)

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If you ask a FFXII fan about their favourite characters from the game, Balthier is sure to pop up. The witty British-accented charmer is a Sky Pirate, the ‘Han Solo’ of the game’s story, if you will. Together, alongside his sparsely-worded Viera partner, Fran, they act as Vaan’s mentors early on in the game. But, where cutscenes are concerned, Balthier has some of the most memorable dialogue in FF history, often referring to himself as a ‘leading man’. While that claim is no doubt questionable, this charming sky pirate will be on your mind long after the game has ended. Yes, the other characters have their merits, from the ambitious teenager Vaan to the jaded, aging soldier, Basch, but Balthier will always be the leading man in the eyes of many players – even if the game denies him this honour.

5) A Remastered Soundtrack

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Final Fantasy XII‘s soundtrack is truly underrated amongst the series’ long history of musical genius – and, much like the FFX re-release, it’s getting a remaster. Mostly composed by Final Fantasy Tactics composer, Hitoshi Sakimoto, the soundtrack manages to capture a unique atmosphere from the moments exploring the Dalmasca Estersunds to the epic Esper boss battles. Some favourite moments include the imperial majesty of the city of Rabanastre and the beautiful strings of the Ozmone Plains. If you thought that the original, synthesized music was underwhelming for a game of such high visual scope, then the new, fully orchestrated versions will more than make up for that. They will literally give Ivalice a whole new lease of life than ever before.

Will you be buying the remaster of Final Fantasy XII: The Zodiac Age? Let us know in the comments below!

Review: Crash Bandicoot N. Sane Trilogy (PS4)

Ladies and gentlemen, welcome to the biggest nostalgia-trip of the year! Before we embark on this old, yet new journey, I must insist on warning ye who enters, that this is a highly subjective review. There are too many memories here for me to be objective about it. But if you are not familiar with Crash Bandicoot, I sincerely hope that my enthusiasm for these games will make you want to try it out for yourself – be your own judge. Since this is a trilogy, I have chosen not to make a complex review of each of them, but rather a short and concise review of my total impression of the games.

Because the wait is over: Crash Bandicoot N. Sane Trilogy is finally here. Everybody who played these games when they were younger was probably waiting with great excitement for this. I know I have been. I am here to tell you that the wait was not in vain. Back to collecting apples and crushing crates, ya’ll!

ā€œActivision proudly presents an explosive blast from the past!ā€Ā With these words, the game is introduced in its new and polished form, and it becomes obvious who these games were revamped for – the generations that played them when they first came out: those already familiar with the universe. I instantly felt a rush of nostalgia, perhaps reaching its high point when playing Warped, mentally travelling back in time to when I was a little girl playing on my PlayStation. I spent countless hours on the Crash Bandicoot games – it is then, perhaps, no wonder that I have already spent an equal amount of time on the new version.

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Take it easy, buddy.

Great precision is required to play each of the games, although specifically in the first. The controls are fairly sensitive, but they have not changed. If you played the games when they first came out, then learning the controls will be no problem. I started playing with immediate ease because it was all so familiar. I then thought about muscle memory, and in Crash Bandicoot Warped, I could see how many levels still stuck with me after all these years – the result of perfecting them when I was younger.

One thing is demanded from you as a gamer: patience. Because these games… are difficult. If you’ve played the levels ā€œRoad To Nowhereā€ or ā€œThe High Roadā€, then you know what I am talking about. The first game is considerably harder than the two others. I don’t even know how many hours I spent on completing a single level. With that said, I realize that the majority of deaths are my own fault. When playing the first Bandicoot game, I often thought ā€œwas it really this difficult before?ā€. Sometimes the levels required such precision that they might come off as tedious.Ā I will admit that I went full on rage-mode a couple of times and had to take a few hours break, otherwise I would have thrown the controller at the TV – but hey, who hasn’t?

Your pulse rate will certainly increase. The difficulty is heightened by throwing several challenges at you simultaneously, which creates some real rage-mode moments. In the levels where Crash (or Coco) is being chased, apart from being stress-inducing, there is a certain rhythm to the levels. With the difficulty gradually increasing, that rhythm is easily broken – ruining the flow of the game. That can be frustrating at times.

I am really impressed with how the games turned out visually.Ā There has obviously been a huge upgrade to the graphics, and this is the most prominent change in the trilogy.Ā The camera angles are simple, thus they serve some interesting challenges when it comes to depth perception.Ā Everything looks so smooth and beautifully lighted – looking at how the sunlight peeks through the trees, and how the rain falls on the ground.Ā The levels inside the crypts are excellent examples of just how good the lighting is. This, along with the lovely details to the characters such as nuanced facial expressions, creates a beautiful recreation of a beloved universe.

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Those pipes look a little bit hot.

The level design is very familiar and well-made – even though you will have to learn each of them. If you manage to soar through a level on the first try, kudos to you! I also love how each level feels a bit different from the last, and not simply a repetition of the previous ones (apart from the fact that in Warped, some of the levels are actually the same, only with a higher difficulty!). The levels offer different points of view, with themed music, and new mechanics such as belly flops and double jumps – all of these factors create a nice diversity to them.

But oh, the music! The sound effects! One can appreciate the familiarity of it all as we reunite withĀ beloved characters such as Crash Bandicoot and his sister Coco, Aku Aku, Uka Uka (yes, confusing, I know), Cortex, and of course all the bosses you encounter throughout the games. I appreciate the fact that they implemented more playtime for Coco, and not just certain levels too.

Crash Bandicoot Warped is probably the game I played the most when I was younger.Ā I remember spending so many hours on it, so it’s no wonder that I suddenly found myself spending the same amount of hours on it this time around. Warped definitely features the best music of all the Bandicoot games, and it’s the one I was looking forward to playing the most. However,Ā it was interesting to see what had become of the other games as well.Ā 

All in all, Crash Bandicoot N. Sane Trilogy is a trip down memory lane. It is nothing more, nothing less.Ā The games within offer high entertainment value, and will definitely give you many hours of fun. The replayability is high because of the several hidden paths one might choose to take, and collecting different crystals and so on for the achievement hunter, if you are that kind of player. There’s plenty to go around. So have at it!Ā By playing these games, I feel that I have reunited with a friend I didn’t even know I missed this much, solving puzzles together just like we did before. I’m glad I finally have the complete trilogy in my gaming inventory too, and that I can now revisit them whenever I want.Ā 

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Viewpoint: Games that Relax Moods – Part II

Here’s our continuation of Games that Relax Moods: Part One folks. Remember to take it easy and relax to these games, once in a while.

5. Endless Ocean

Alright, as I have previously hinted there is another dolphin game in this ever-so tranquil list. Hence, this is it! Endless Ocean! It is sad to say, but Endless Ocean’s predecessor, Everblue did not make the cut because it was eclipsed by Ecco the Dolphin and his missing, kidnapped, and eaten sea friends. However, it is a beautiful thing Japanese game developer Arika persisted in furthering Everblue’s scuba diving adventures and released Endless Ocean for the Wii.

Endless Ocean (or Forever Blue if you reside in the Land of the Rising Sun) is essentially a videogame based on a group of scuba divers going for a splash under the deep blue depths and discovering the nooks and crannies of the ā€œendless oceanā€; looking for buried treasure and photographing exotic sea creatures, which could be quite dangerous because Disney’s Finding Nemo has ingrained it in my memory that cameras could knock a fish unconscious. But I for one have never scuba dived and caused severe brain concussion in a fish, so personally, I wouldn’t know. With that cautionary warning aside, Endless Ocean on the Wii and like every other Wii published videogame, it is connected to a motion-sensor that allows the players to use an on-screen cursor to guide the divers. Just remember, ā€œIt’s not a lake, it’s an oceanā€ meaning that you are no longer on top of the food chain once submerged under the deep, so watch out for those gnashing teeth and erected fins.

4. Cloud

When are clouds not relaxing? Oh, don’t answer that. Thanks to the University of Southern California (or So-Cal) students, everyone can now experience a day in the life with clouds. Cloud was designed and released by seven smarty-pants students in their efforts to produce a rewarding video-game during their Interactive Media Arts Master. It was published in 2005 and was released as a free downloadable game. Of course, nothing sounds better than a beautifully crafted free videogame. It didn’t take that long for Cloud to draw attention, and it had drawn the right one because it won the Best Student Philosophy award for artistic achievement at the Slamdance Guerilla Games Competition. By 2006, it received 600,000 download hits and 6 million visits – not bad, not bad.

Cloud’s plot was fairly creative, but like in all videogames, a plot does not necessarily constitute the whole worth of the game. More importantly, what counts is visually tying in the plot with the gameplay. Cloud was able to transcend beyond the typical aesthetics and gameplay, and if there is anyone out there that disagrees, well human please, it’s best to smack-talk elsewhere. I do despise smack-talkers. Just a fair warning for anyone thinking of gunning-down Cloud with their abrasive insults, I have heard several cases where smart-mouthing alecs have been severely incapacitated; some had their intestinal organs tied into an origami-like platypus whilst others had their incisor teeth removed and used for an Indonesian voodoo hair-growing potion – not really. In all seriousness, it is unimaginable to debrief Cloud as a lousy independent game because it gives everything you could possibly ask for in a free game: killing your time with sheer fulfillment. Go forth and conquer the sky.

3. Osmos

When I was in 7th grade I was tortured with extensive hours of microcosm biology; a smorgasbord of microscopic cells in mitosis endlessly splitting and fusing into another like blowing bubbles. So when I stumbled upon Osmos and found out that I can actively participate in this wonderful process of being a cell, I knew I had hit the motherload. You see,Ā gandering at cells proliferating into tiny bits and pieces and having to watch that production reverse is not enough for me to wholly keep my lids peeled open. The only way I could possibly stay up watching a documentary on amoebas devouring protozoa and bacteria is if the producer precipitously scattered googly-eyes on the amoebas as a lazy after-effect.

Well what can I say? I am no longer in 7th grade, so I can’t really whine about the dragging cell videos. And if I further pick at it, I am just sullying the name of Science, and that wouldn’t be so benign. In light of it all, Osmos will not bore you, but will carry you into a velvety cellulose backcloth; almost making you feel like a jellyfish undulating in jazzy waves. With an award-winning soundtrack, Osmos boasts a mesh of atmospheric and electronic soundscapes that would reel players into the infinitesimal existence of single-celled organisms.

2. Flower

Developed by thatgamecompany with the help of Nicholas Clark and Jenova Chen, Flower bloomed into an eye-catching ethereal indie game. The video-game was first released on February 12, 2009 in the PlayStation Network. It solidly gained a handful of followers after its release. As expected, since thatgamecompany has previously released flOw, a video-game much similar to Flower which initially skyrocketed thatgamecompany’s insoluble reputation into a distinguished name in the rapid industry of indie video-games. AndĀ no doubt, Flower is the spiritual successor of flOw and more. Upholding the same concept in gameplay as flOw, Flower provides a serene landscape to unreservedly maneuver around in without having to worry about austere demands and objectives. The goal is just to simply play and that is all.

What separates Flower from flOw is the wider-terrarium setting filled with rolling-green pastures emblazoned with countless flowers. The fundamental simplicity of both games remain intact but Flower has grown beyondĀ waif-likeĀ cellular organisms oscillating through plasma. Flower pumps a brand new experience outside of the cell by letting players take-on massive grass fields; wielding the untainted dint of nature, the wind. The title may seem a little misleading because it probably conjected an idea of gardening for the most of us, but even if it was about a remedial hobby like gardening, it would still be a delightful peppy game. In light of it all, the game has nothing to do with floriculture whatsoever. But it has something to do with fauna! Players will seize control or better yet, be the wind themselves. As they ramble about the prairies, flower petals will be swept along as the players continue to glide through different areas. Flower is a sure way to have yourself loosen-up after being aggrieved by shrilly-kids in Call of Duty.

1. A Boy and His Blob

Can you say throw back? A Boy and His Blob dates back to the days of the NES. It didn’t gain much deserved applaud and finger-snaps back then, but it certainly deserves a standing ovation now. This lively light-spirited platform game was released in 2009 for the Wii. WayForward Technologies revamped this antique ‘beaut’ to fit modern adventure games. Unlike remastered editions, the Wii version for A Boy and His Blob has been dramatically molded to the finest details, such as visually allowing the audience to see the transformation of our cheek-pinching cute blob. Each magical transformation happens whenever the protagonist, the boy, feeds his hodgepodge mate some jelly beans. This induces the blob to transform into various helpful obstacle-conquering objects, such as ladders, transportation holes, and etc.

Ultimately, without the blob, the boy would be aĀ gonerĀ before he could even learn how to utter, ā€œOh my dear!ā€ It’s called A Boy and His Blob for a good gosh darn reason. Both characters must forthwith combine their abilities in order to overcome the puzzles incorporated in each level. Imagine you are just a brain in a vat attached to a bio-mechanical vocal speaking box, which enables you to yell commands to your ever-loyal silver unicorn. A Boy and His Blob takes after the same said concept. Even if an enemy slightly brushes up the boy, he would inevitably die, and that is why he has his fateful blob by his side so both can conquer these troublesome pests.

That sums up this round of relaxing videogames! I hope you enjoyed, dear reader.

Interview: Jose Pantrigo From Randomize Studios Talks Indie Game Development, VR, More

We got the chance to sit down and speak to game developer Jose Pantrigo from Randomize Studios. We discussed indie game development,Ā the latest trends in the games industry, and much more.

Jose

Gamer Credentials

Born in Sitges, Barcelona, Spain, 42 years ago. Jose has been a game ‘freak’ since he was a child. He doesn’t know which word came out of his mouth first: ā€œMarioā€ or ā€œMom”. After several attempts at working in the games industry, he decided to go full indie on his own when smartphones became the ‘thing’. He has developed and published Meal on Wheels, Space Deactivator and Diary Of Zombie Apochalypse.

What inspired you to get into game development?

I have always loved videogames. I felt extremely curious when playing them, constantly questioning how things worked to get them moving. I would think: what kind of sorcery is that? So I started programming simple games with the Spectrum in Basic – that’s how I fell in love with the Randomize command…

What games have you created and which is your favourite?

I developed Meal on Wheels, Space Deactivator and Diary Of Zombie Apochalypse – all of them for iOS. Now I’m working hard on Beat Crisis Up for PC and Mac. I actually started working on it when I was a kid. It has been my ‘dream project’ for my entire life, and it has changed a lot, but it’s finally getting some shape. I can’t believe that the Beta is finally out. It’s easily my favourite game. Space Deactivator is in second place.

What advice would you offer for those just starting out?

Tough. If you plan to get a job at a big company, get a computer science degree. If you want to go full indie, don’t think you’ll make money straightaway – you won’t, plain and simple. You have to love and learn, and learn and love the craft, and do whatever it takes to make your games good. Really, really good. Don’t publish something average for the sake of it. Make it good!

What do you think is going to be a key trend in the games industry this year?

It’s going to be VR, and 4K too. I think that graphically we will see some absurdly good-looking games. The graphics cards these days are amazing!

What’s your favourite platform to sell games on?

PC and PS4. Personally I love the Switch, but I can’t see my latest game, in which you beat-up pixelated politicians and bankers to death, coming to a Nintendo console. Ha.

What are your favourite tools for game development?

I used Game Maker, Game Salad and now Unity. I’ll go with Unity, it’s quite flexible. I haven’t tried Unreal yet, but I’m tempted…maybe for my next game.

How do you stay motivated to achieve your goals?

Staying focused is all about having a clear vision. Making a game can be a daunting task and usually there are no rewards besides doing what you love. You have to stay focused.

Which events do you recommend indie developers showcase their game at?

At the beginning it’s your local events with an almost-finished game. In Beta form at least. Don’t go to E3 just with a title written on a piece of paper! You have to start from the bottom…

What do you think about VR?

It’s awesome, but it still has some hurdles to overcome to become the ‘thing’; dizziness…headaches…and also there’s still a lot of people who don’t like to move a lot when they’re playing games. VR has to convince people to get their butts out of the couch!

Games console of choice?

I’m a Nintendo guy, I love their franchises, especially Zelda and Metroid. Sony usually has a very strong library on their consoles too, so PlayStation 4 and Switch for me. I think Xbox One is largely awesome too…but I’m not keen on Microsoft exclusives.

Thanks for your time Jose

Thank you. It’s been a pleasure.

Beat Crisis Up, a 2D Metroidvania Beat ’em up, is coming to PC and Mac this Winter. The Beta for the game was released a few weeks ago. You can download and play it here.

Game Tune of the Month: Streets of Rage 2

Our ā€˜Tune of the Month’ for July is a real classic and continues the beat ’em up theme from last month. Streets of Rage 2 for the Mega Drive featured some ace music when Sega released it way back in 1993 (in Europe, that is).

The soundtrack is full of amazing songs, but in the end we chose the main boss theme, ā€˜Never Return Alive’. All these years on and it still sounds awesome.

What’s it from? Streets of Rage 2

Year: 1993

Platform: Mega Drive

Composed by: Yuzo Koshiro, Motohiro Kawashima

Gaming context: Filled with menace, this song would play as gamers were pitted against the biggest thugs from Mr. X’s pugilistic gang.

Did you play Streets of Rage 2 back in the ’90s? What was your favourite song?

Review: Oceanhorn: Monster of Uncharted Seas (Nintendo Switch)

Let’s get the obvious out of the way then, shall we? Yes, Oceanhorn: Monster of Uncharted Seas has borrowed quite a lot from a certain other famous series – The Legend of Zelda can be seen throughout, quite clearly. But does that mean it’s, by default, a bad game? Not at all. If you want to create a great experience, you look at the best in the industry for a few hints on how to do that. So that’s what the game’s developer, Cornfox & Bros., have done.

The isometric Oceanhorn features the puzzles, combat, and exploration you’d very much expect from a developer who’s been inspired by Zelda. In particular, The Wind Waker is the ultimate muse here – we even get to see our young protagonist sailing triumphantly across the impressively rendered ocean. However, Oceanhorn isn’t a soulless cut and paste affair, make no mistake, it’s full of its own charm, character and heart.

You’ll need to discover and sail to new islands to get anywhere in the game. We say sail, but this is pretty much an interactive loading screen with the ability to fire at enemies with your gun while you wait. In other words, you don’t control the boat like in Wind Waker and you can’t freely explore the oceans – this is not something we expected from a small indie title, but it’s worth pointing out. Once you arrive at these islands you’ll sometimes find towns where you get to meet the friendly folk in Oceanhorn. Mingling with these people helps to flesh out the story and culture of the world as you search for your missing father. You’ll be able to buy items, such as heart pieces and arrows, in the shops you find as well.

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Wind Waker, is that you?

Over the course of the ten hours or so that Oceanhorn lasts, you’ll encounter puzzles that consist of placing objects onto switches, blowing up secret walls, setting alight torches and pushing boxes into the correct place. There were very few times where we found ourselves stumped by the puzzles – they do repeat the same ideas quite often – but they were still fun to solve. The dungeons, where most of these puzzles can be found, aren’t overly complicated either, but they’re still rewarding to complete, especially as making your way through each of them grants you a power-up that enables you to advance further in the game. These upgrades include the ability to throw bombs, shoot arrows or even conjure spells and are useful in battles.

The combat, that can be found everywhere in the game, is simplistic though. Most times it does feel as if you can blindly mash the attack button, with very little in the way of strategy, to win. Lobbing a volley of bombs at your clumsy enemies is equally efficient in this regard. The one saving grace of the battle system? The experience you acquire after you defeat foes (and complete in-game challenges), allows you to level up and gain new perks. This is something we really liked, and it helped to differentiate the game from its evident inspiration.

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Bugs are evil, as we all knew

Oceanhorn has landed on the Switch four years after its iOS debut, so by now the character models – and their facial expressions – are a bit dated. However, the overall presentation is impressive on the hybrid console. The game runs seamlessly at 60 fps / 1080p in docked mode and at 60 fps / 720p in portable mode, (both look great, although we mainly played on the Switch’s lavish screen for comfort). Visually then, what you’re getting is a clean, colorful and bold image – it’s certainly the definitive version of the game.

Oceanhorn’s soundtrack is a treat to the ears as well. Backed up by industry legends like Nobuo Uematsu, (Final Fantasy) and Kenji Ito (Mana), along with Cornfox’s own talented Kalle Ylitalo, it won’t be long before you start appreciating the music this group has created. From whimsical and heroic themes, to dark and mysterious ones, there are some beautiful, and powerful, compositions in here. You can get a taster below of the main theme, composed by Uematsu himself.

Oceanhorn: Monster of Uncharted Seas is an enjoyable game, and it’s perfect for those just getting into the action-adventure genre. It doesn’t quite hit the lofty heights of a Zelda title, but it’s a damn good attempt that’s full of soul. The combat and puzzles might be too simple for those expecting more, but the stirring soundtrack, great visuals and sheer amount of love that has gone into the game mean it’s defintely worth a go.

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Hidden Gems: Hot Indie Steam Games This Week (03/07)

There have been some great indie games released on Steam, here’s a few we selected for this week. You might discover a wonderful experience in this mix:

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Be liberated and play as a bumble bee in this flight experience game. Grab a cuppa and unwind!

Equivoque

A charming visual novelette game with a unique art style. The story follows a young apprentice and two conflicting magicians. Just remember to question everything!

Flagsplosion

A ‘flag identifying quizzer’, guess and learn over 600 current flags from all over the globe. This game has many unlockable features and achievements too.

No70: Eye of Basir

Do you like mystery, intrigue and adventure? Yes. Well investigate from a first person perspective and find out about the No70 house then.

Gus Track Adventures VR

A ‘fun-for-all’ cute tracking adventure challenge on VR. Explore the many levels as Gus and figure out what is corrupting the world.

Planetbound

A snazzy, 2D rotary shoot ’em up – Jampacked with “intense action, space worms” and lots of pretty stars.

Humble Abode

A quirky mystery thriller. Your home becomes the playground of a sadistic intruder… Can you survive this nightmare?

1982

A fun, modern homage to 2D retro arcade shooters. Blast away with this game and test your strategy skills.

Viewpoint: Are We Impatient for Next-Gen?

After the Xbox One X’s showing at E3, it seems quite a few people are eager for Sony to (now) show off the PS5. Whether this is because they want a new experience or they just want Sony to have the most ‘powerful console’ on the market again, I’m not sure. Just so you know, I’m not eager for their next console at all. Yes, the inevitable rumors to come may seem exciting, but this urgency to surge forward to the next-generation of consoles is shaping the attitude of its consumers.

Ever since the release of the PlayStation 2, Xbox, and GameCube, there has been an exponential growth in the video game industry; distributing new game titles and expanding on old ones. Soon enough, video games were not just for stress-free fun anymore, it became a market, a race, a business.

Just take a glance at developers investing their titles on a specific video game console. Both companies invest in one another to produce more capital. Even now, most Facebook games operate on a pyramid scheme which prevents a player from advancing unless they recruit their friends and family. Therefore it is no surprise that we have already begun because it serves as a bridge to rapid consumerism; creating a new wave of gamers that are impatient and greedy.

Wario

More so, the gaming community itself is empowering this which generates a factual hearsay; turning inklings into truths. 2017 is not even over and we’re already hearing that some gamers are clamouring for the PS5 – do you really want another console right now? Seriously? All of this sounds too familiar, like a scandal excerpt running aghast across cashier aisles; displaying the same gossip on different magazines.

Another thing: when I look at my current library of games to complete, I’m pretty shocked at the sheer number of them. There are some that will take weeks to complete, some even months, that’s not to mention quite a few of these have DLC on top of the base game. I’ve spent a lot of money on these games… they need to be completed before I move on. It’s just a waste of money if I don’t finish them. Surely there are many people in a similar position?

As for the next generation of consoles, they can can wait. 2017 already has a wonderful lineup for new video games to come. So relax, the consoles we have now should suffice for a good while yet. Patience is a virtue, and instead of leaning towards the precipice to catch a glimpse of what’s ahead, everyone should take a step back, slow down, and enjoy the present view. It’s quite pretty.

What do you think? Are you ready for the next wave of consoles? Or is it too soon?

The Diary of a Cynical Gamer: Modern Warfare Remastered

June 29th 2017

So I find myself writing this entry not out of choice but out of necessity. I’m not one to stand by and accept something at face value without question. No, I will stand up for gamers as I feel there are too many times where we are taken for fools and deserve more. On this occasion, I’m looking directly at you, Activision.

First, though, a brief trip down nostalgia avenue if you will. It’s 2007, the Xbox 360 and PS3 were in their strides and HD was just becoming a thing (I know right?). Our relationship with historical warfare was coming to an end and the future was upon us. We welcomed in Modern Warfare…

The excitement of receiving a delivery alert whilst I was at work was too much. I was one of the few who ordered the night vision goggle edition and, surprisingly, they worked quite well. Modern Warfare was huge and, to me, a game changer and was one of the games of the generation. Who can forget that famous Ghillies in the Mist level?

So when I heard rumblings of a remake, you can imagine my excitement. I wanted to relive those moments of 2009, that excitement and a simple, non-complicated multiplayer experience. But before I could start giggling like a little school girl over the thought of this, Activision went and dashed all my hopes and dreams.

What sort of sick joke is it to tie this bundle of joy in with the most expensive editions of the latest Call of Duty game? To top it off; what even sicker joke is it to say it will never release on its own then change your mind and charge people Ā£30+ for the privilege? Ridiculous. Outright absurd. I refused to fall for their trickery the first time and I won’t fall for it this time either. The game doesn’t even come in its complete form with all the extra DLC. Nonsense.

Some will pay it. I think they’re wrong and have fallen for their cynical ways. I’ll rent it at most, I refuse to buy into this horrible business model of seeing loyal fans as bags of money and nothing more.

So with that, I’ll relive some other memories by playing Medal of Honor: Airborne via EA Access. Consider this rant, temporarily concluded.

Stephen

Viewpoint: Games that Relax Moods – Part I

Sometimes it is freeing to lay down on soft soil and gaze at the ever-expanding universe above; feeling all the stress unwind from our bones and evaporate into the midst of the night. Granted, such an event is peaceful and relaxing, but busy people often deprive themselves of such natural gratification. Some might even find it outlandish and bizarre that their fellow men and women cluster stars and label them after mythical creatures. But who can blame their dry logic? Yet, matching a gaze across the eternal abyss is not the only method in relaxation. There are so many others…

Yes, here are some video games that relax your senses. Break free from those cigarette breaks, and just pick up one of these titles. Your GABA (a chemical in the brain that induces relaxation and helps eliminate stress) receptors would be very grateful.

Ecco the Dolphin

Published by Sega, developed by Novotrade International, and released in 1992, this game provides a vibrant mesh of the 90’s color palette. There is already another dolphin game on this list (HINT: it is also set under the ocean) and I seriously considered if I should add Ecco the Dolphin, but this game is just too brilliant not to add on this list. So voila! Going back to the color scheme, at times it may look pretty harsh to the eyes – it is from the 90’s – but overall Ecco the Dolphin’s gameplay would unease and relax the high-strung mind.

The main protagonist is a bottle-nosed dolphin, Ecco. Players will plunge into the ocean using Ecco as he traverses the depths, looking for the root of the storm that killed his fellow sea friends. Feel free singing to fellow clams and other sea creatures, and back-flipping in the air to your heart’s content.

PokƩmon Snap

What is it with me and PokĆ©mon? No, what is it with us and PokĆ©mon? Ever since Nintendo announced that we can collect and pocket our own monsters, everyone jumped the wagon. It became a global addiction-pandemic, and that is why a PokĆ©mon game is on this list, just for the sake that it has caused a macro obsession… right?

With that said, Pokémon Snap takes home the cake for its peace-loving ways. What is so different about Pokémon Snap is its method of catching Pokémons. Instead of enslaving these creatures, Pokémon Snap uses a camera to capture images of them in their natural state. My heart flutters whenever I snap a picture of Butterfree, I can almost empathize with the Pokémon as it quietly exclaims its liberty that it is free from buttery human hands. And yes, our hands are buttery, okay maybe not butter, but our skin produces natural oil (Sebum) to keep us moisturized.

Blueberry Garden

Winner of the Seumas McNally Grand Prize for ā€˜Best Independent Game’, at the 2009 Independent Games Festival, scoots in Blueberry Garden. It also won ā€˜Best Innovation’ for the 2008 Swedish Game Awards. Alas, this delectable montage of awesomeness is developed by Erik SvedƤng, and personally, I feel that its soundtrack made Blueberry Garden even livelier. If it were not for Daduk’s composing prowess, this game would have been just another independent game amongst Steam’s stockpile of undeserving games.

If you want to soar through the sky and forget about your worldly troubles, then pick up Blueberry Garden, because when a game does not bother you with its plot and you find yourself playing it regardless, then it must be doing something right. I, for one, did not even get vexed about where I had to go, I just solved puzzles left and right as I led Mr. Pelican-Man through lavender skies and gentle grounds. I also remember dying in this game, and man, they made drowning look like he was sleeping on a tempur-pedic mattress.

flOw

Developed by Thatgamecompany, Jenova Chan and Nicholas Clark originally released flOw as a free flash game in 2006, which I vaguely remember playing back then. Fast forward to 2007, flOw was made available for the PS3, and later on SuperVillain adapted the game and released it for the PlayStation Portable as well in 2008. The free flash version received 100,000 downloads within the first two weeks. Such hits would only mean that flOw is definitively breathtaking or utterly stupid; good thing it’s the former.

Back in the hay days when Nokia phones were shaped like block-sized adapters, there was once a game that thrived within that cellular phone, and it was Snake. The simple concept of Snake is emulated by flOw. In the game, the player starts off as a molecular snake-like parasite – a very tiny one. Once he or she scoffs down other parasites in the cytoplasm, his or her parasite grows another segment; elongating the body until the player ceases to stop playing the game itself. Ultimately, you are the main predator in the game and everything else is prey, and without having to worry about other opposing adversaries, flOw makes for a very relaxing game.

Spore

Usually in most video games (especially in RPGs), they give players a lot of room for customizing their characters, from lime-green beards to ice-blue cataract eyes. But I feel there is always a limit with just accessorizing these characters with physical attributes, a true customization should start from the very root of life: the cell.

Published by Electronic Arts, Spore gives us that option. Now, players have the ability to develop their own species in the infinitesimal biological level. There are five stages in the game: the Cell stage, the Creature stage, the Tribal stage, the Civilization stage, and the Space stage. Each stage has a specific objective, and players must complete this objective in order to advance to the next evolution. Unlike previous games in this list, Spore has a main goal, and that is to reach a super massive black hole and obtain the ā€œStaff of Lifeā€. In the back of my mind, I am starting to think this game is really fitting for anyone suffering from delusions of grandeur or god complexes, then I chuckle to myself because in the end, everyone wants to be their own God one way or another.

You can look forward to more ‘Games that Relax Moods’ in Part II coming soon! Which games relax you reader?

Viewpoint: Why I’m Optimistic About the New Spider-Man Game

One of the most impressive games of E3 2017 was undoubtedly that of Insomniac’s Spider-Man. TheĀ presentation was a visual feast, showcasing a missionĀ where our favourite web-slinger subdues goons at a construction site, and then chases down a helicopter containing lesser-known Spidey villain, Mister Negative. Many would argue that this was the icing on the cake for Sony’s already impressive E3 presentation, and secured them the crown for the whole event. Combining all the key elements that make Spider-Man great – his agility, flexibility, web-slinging and wisecracking humour – could Insomniac give us the best Spider-Man video game in a while?

The question isn’t easy to answer. After all, a game can look as pretty as it wishes, but its the gameplay and feel of the game that truly counts. As far as the combat and swing mechanics of the game are concerned, it would seem that Insomniac’s effort takes cues from Beenox’s much-derided effort, The Amazing Spider-Man 2 and the Batman: Arkham games. No better is this exemplified than in the stealth section we were given at E3. Spidey can perch from high-up areas (in this case, the girders) and take out his enemies from above using stealth attacks. The difference between Batman and the wallcrawler though is noted, as you have a unique repertoire of attacks at your disposal.

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Like Bruce Wayne, Peter Parker is also a dab hand at creating useful gadgets. The clip showed him plant a device on the wall that yanked an unsuspecting thug off his feet and pasted him onto the wall with web fluid. Another example showed him leap from a girder and quietly faceplant a thug into submission, aided by his incredible spider-like agility. So, while Insomniac is taking cues from Rocksteady’s take on Batman, they are at least doing so in the right way, implementing the unique characteristics of Spider-Man in combat situations.

Where web-slinging is concerned, the demo showcases a superbly weighty swinging mechanic. As I have already stated, the swinging appears to take its inspiration from Beenox’s Amazing Spider-Man 2, but this is no bad thing since the swing mechanics of said game were its best feature. Here, the wisecracking web-slinger is just as agile and flexible as he has been in previous instalments. What’s more, the web-swinging is based purely on the skill of the player. Insomniac confirmed on Twitter that skilled players will be able to swing much faster than what was demonstrated. They merely wanted to keep the helicopter in view for purposes of the presentation. If Insomniac truly pull off a skill-based web-slinging mechanic, this could make getting around New York a real joy.

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One of many areas that The Amazing Spider-Man 2 failed to get right was its lacklustre story. The game, which already felt rushed, conjured multiple story threads that all had nothing to do with the other – it ended abruptly and was treated carelessly. Cletus Kassady, a deranged immoral serial killer in the comics, was reduced to a uncharismatic machete-wielding vigilante who eventually becomes an Oscorp experiment run amok – Carnage. There was Kraven too, who acted as your mentor for much of the game before finally turning on you in the end (spoilers!). But while the game tried some original things, it was poorly executed and created a plot as convoluted and messy as the film on which it was based.

Insomniac’s Spider-Man hasĀ a chance to create something truly better. For one thing, they’ve cast Peter as a relatively experienced 23-year-old crime-fighter, much unlike the inexperienced teenager depicted in recent games. Secondly, the appearance of lesser-known villain, Mister Negative, signifies that Insomniac aren’t just going to rely on the tired old A-Listers of Spider-Man’s rogues gallery, like Green Goblin and Doctor Octopus to carry the story. That, combined with the new Spider-Man suit, shows us that the game is being taken in a new and refreshing direction.

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All in all, Insomniac’s Spider-Man shows much promise and could prove to be the reinvigoration that the Spidey games need. The demo showed all the hallmarks of a fun and engaging action game with visual flair and style to boot. If the folks at Insomniac can manage to craft a unique and equally engaging narrative and carefully implement the combat and swinging mechanics, we could be onto something here. Excelsior!