Plunge deep into the Lovecraft universe and bring to life the mysterious RPG with Cyanide Studio’s upcoming release, Call of Cthulhu.
The investigative sci-fi mystery-RPG has finally been handed an official release date, and it’s only a couple of months away.
Call Of Cthulhu Details
Below are a few details about the upcoming thrilling adventure game:
Players will explore the depths of Darkwater Island as Private Investigator Edward Pierce in a chilling first-person view discovering the dreadful secrets that lie within the twisted community.
You will make your way through haunting asylums, underground bars and plenty of secret areas and passageways all scattered throughout the eerie community of Darkwater Island.
Players have the decision to tackle all investigations at their own pace using their own methods. Gain intel by conversing with the many civilians populating the island, or perhaps have your own personal discoveries and observe every detail buried in the surroundings.
Control Pierce’s sanity which can warp his mind – a mind that has become ever-so-fragile after The Great War – and see how long he can last during the terrors of Darkwater, as well as the disturbing truths seemingly hidden around every corner.
Fans can expect to see Call of Cthulhu released right around Halloween on October 30th, 2018. Scary stuff. The game is coming to the PS4, Xbox One and PC.
After 11 years, The Fire Pro Wrestling series will make its return to a PlayStation console with Fire Pro Wrestling World. The title released on PC to rave reviews one year ago but, PS4 players can get to play it for themselves on August 28th 2018. Developer Spike Chunsoft looks to keep the fire burning.
Fire Pro Wrestling World
Fire Pro wrestling is known for two major things. The first being it’s massive editing suite where players create thousands of custom wrestlers from the past and present. Historically Fire Pro has never been affiliated with any wrestling promotions which allowed players to create their favourite real-life wrestlers with custom names.
This time around, New Japan Pro Wrestling has provided its likeness. This will make for a truly unique experience.
Fire Pro is also known for its steep learning curve. Instead of the simulation style seen in WWE’s annual 2K series, Fire Pro has more of an arcade feel. Grappling is timed to the second to chain to together manoeuvres. It isn’t easy but, It’s a very rewarding experience once mastered
The possibilities are truly endless with multiple matches types not found anywhere else. From typical tag team matches to barbed wire death matches, to MMA cage battles, Fire Pro wrestling is back with a vengeance.
Hop into the ring when Fire Pro Wrestling Worlds slams onto the PS4 this August. Meanwhile, check out the PS4 game trailer below featuring New Japan wrestling stars Kenny Omega, Okada and others.
The original Night Trap released in 1992 for the Sega CD. At the time I was only 5 years old, and as I grew older, the game always seemed to elude me. Part of the reason was that I never owned a Sega CD, Panasonic 3D0 or Sega 32X until just last year.
The other reason is my stubbornness to never buy a disc-based game unless it’s complete. Needless to say, I have always wanted to play it and I never had a real shot at it.
Night Trap is an interactive experience which uses full-motion video. You are a special agent that is tasked with surveillance duty as you watch a group of co-eds in a house. The girls are in danger from a bunch of weird vampire creatures. The actual game is very basic and repetitive as most full motion games were. You switch between camera angles and activate traps to capture the vampire creatures. Each trap you set triggers a different video scenario. As I type this article, the game doesn’t sound very exciting at all but, you have to understand this game’s history.
In 1993, Night Trap was the centre of attention at US Congress hearings. Along with Mortal Kombat, Night Trap had parents on edge about violence and sexual content in video games. It wasn’t every day that kids saw inadequately clothed women being kidnapped on their game consoles. Looking at the games we have today though, Night Trap is like a serving of soft serve ice cream. My how the times have changed. Nonetheless, it’s one of the things that lead to the ESRB or Entertainment Software Rating Board that is so prominent today.
This all took place during an infamous time in gaming history where Nintendo and Sega were in the heat of a console war. Sega was on fire and Nintendo was doing their best to keep things clean. It was during the 1993 hearings that then chairman of Nintendo Howard Lincoln stated that “Night Trap would never appear on a Nintendo console”. Fast forward to 2018, and Night Trap is announced for release on the Nintendo Switch.
This will be the second re-release of the game as Limited Run Games released 5,000 copies for the PlayStation 4 last year. I picked up a collector edition and Limited Run was nice enough to also send me a digital code.
Finally, I got my chance to see what the fuss was all about. It took me all of about 20 minutes to realize that Night Trap is not a good game. I do appreciate the cheesy 80s style video and costumes. I am a sucker for classic VHS style charm. I also appreciate developer Screaming Villains for reworking the game from the ground up. While the experience isn’t great, Night Trap will always have a special place in my heart.
All in all, Night Trap is a cult classic that sparked a real debate about content in video games. It will always be a nice part of video game history. Night Trap is set to go up for pre-order at Limited Run Games today. Unlike the PS4 release, there won’t be a release limit.
Would you, as a human being, enter a relationship with an android (if it were as real as us)? Would you trust an android with your children? Do you believe technology to be a potential threat to mankind?
With its release a mere month ago, Detroit: Become Human gained instant recognition and fame. If you haven’t played the game yet, I must warn you that this article will contain spoilers.
Thoughts And Reflections On Detroit: Become Human
In Detroit: Become Human, we follow the three protagonists Markus, Kara, and Connor. Categorized as “Deviants,” an error in their program allows them to stray from their given tasks, becoming autonomous individuals. They each have their very own personality and unique way of interacting with things, creating three very different stories that eventually intertwine.
The game offers some of the best interactive gameplay and storytelling I’ve experienced in a while, and I was very hesitant to let these androids go when the game was done because I had grown so attached to them. Following their story was much more engaging than I would have imagined, and I genuinely care about each of the protagonists. However, should I feel conflicted that I feel empathy and care for these androids, machines made to serve us?
Chloe quickly became one of the most interesting characters in Detroit: Become Human.
I want to shed some light on a different character in Detroit: Become Human. One that surprised me with her presence and unexpected “conversation”. Serving as Elijah Kamski’s servant (the guy who created androids), Chloe is the first female android to pass the Turing Test, a psychological test that checks if a machine may possess the abilities to demonstrate intelligent behaviour equal to a human being.
But that is not what fascinates me. The fact that she was displayed on the menu-screen, she was the first face I met when I entered the game, and the last when I was exiting. She went from being formal, robot-like in her speech and attitude, to becoming a sentient being, commenting and questioning the choices I had made in the game. Even though our meeting with her in-game was brief, Chloe was a character that I continually looked forward to seeing again. Because she was unpredictable. When at one point she asked “are we friends?” my jaw dropped by surprise. I said yes. Yes, we were friends.
After she asked that question it was interesting to just sit there and observe her reaction. When it became clear that she was paying attention to the choices I made in the game, and even giving her own opinions on them, she gradually realized just how much of a self-thinking individual she is. As soon as she realized that she had said something that was outside of her program, her gaze became gradually more unfocused, and her facial expression turned into uncertainty and doubt… and sometimes fear?
These small, yet intriguing interactions with Chloe made me just sit on the menu for several minutes to wait and see if she said something else. That is how involved I got.
The incredibly hostile attitude of the human beings in the game is not necessarily a way that I would have reacted myself, even though I can, in some ways, understand the panic. Some don’t even render it a discussion, because it is easy to just discard the thought as “ridiculous,” and just throw it away.
Aren’t these androids a product of our own mistakes? Will humanity fall by their own hands?
Is the scenario of androids leading a revolution real?
Historically speaking, Homo Sapiens, that’s us, get most of the blame for the extinction of several animal species, including different human species. Being the remaining Sapiens, we are used to being on top of the world. We are used to being the only creatures being able to converse and develop our language as complex as we do.
Many people are afraid of technology going too far; but when is it too far? Take for example Sophia the Robot, the first robot to gain a citizenship in Saudi Arabia, a country that only recently allowed women to drive. Even though Sophia is not nearly as lifelike as the ones in Detroit: Become Human, I think my point still stands. At this rate, the idea of our creations becoming autonomous seems to be a more and more relevant topic of discussion.
Are the androids simply a projection of who we want to be?
The game developers have made sure to portray the androids as “better than us,” both morally and physically, and that may be why the thought of them becoming sentient beings scares us. However, these are all existential questions that might never be answered, but I think it’s fun to contemplate them now and again, anyway.
Detroit: Become Human is a game that discusses these issues thoroughly and, in my opinion, pretty convincingly.
Limited Run Games held its very first E3 press conference with a nice list of indie game releases.
If you aren’t familiar with Limited Run Games, they release digital games in physical format. Most of these were previously released on PC. What makes Limited Run special is that their releases are extremely limited (usually between 2,000 – 5,000 copies). Many of these games become highly collectible due to their limited nature. Games started as PlayStation exclusive titles until a partnership with Nintendo Switch began this past Spring.
Limited Run Highlights Indie Titles
Along with a cheesy, yet charming green screen and weird 2D audience, Limited Run announced the following upcoming titles during their press conference:
PlayStation 4
Iconoclasts
Observer
Thumper
The House in Fata Morgana
Spelunky
Phantom Breaker Battle Grounds Overdrive
Exile’s End
Salt and Sanctuary
Double Switch 25th Anniversary
PS Vita
Iconoclasts
The House in Fata Morgana
2064: Read Only Memories
VA-11 HALL-A
Senran Kagura Bon Appetit
Spelunky
Exile’s End
Phantom Breaker Battle Grounds Overdrive
Salt and Sanctuary
Nintendo Switch
Golf Story
Layers of Fear
Thumper
Oceanhorn: Monster of Uncharted Seas
Cosmic Star Heroine
Night Trap
Yooka-Laylee
Dust: An Elysian Tail
If you are a fan of classic retro style games, want physical PC titles or just desire something obscure, well, Limited Run Games may have something for you. They even toss a cool collector’s card for each game you purchase. I have a lot of Limited Run titles on my game shelf and I must be honest when I say I hadn’t heard of 75% of them prior.
They have exposed me to a whole new world of indie games and experiences. If you happened to miss the press conference, be sure to check out the replay on Twitch.tv.
Fighting iconic terrors like Godzilla and Alien from the classic VHS film era is due to hit the video gaming world in the upcoming co-op platformer, Epic Loon.
Gather your friends and choose to partner up or battle each other in engaging and completely bonkers gameplay from French developers Macrales Studios.
Epic Loon Brings Back Beloved Couch Co-Op
Here are a few takeaways surrounding the premise and mechanics of the upcoming indie title:
Teaming up with up to four players in local co-op, players will take on the role of the vile alien species born from the coveted VHS cleaner tape determined to wipe out the collection of quirky renditions of VHS classics, such as Nosferatu, Jurassic Park and Godzilla.
Two separate gameplay modes will have players either teaming up for a co-op adventure or duking it out in competitive ‘Battle Mode’ across various classic film settings.
Revitalizing the local couch co-op experience brings forth a vintage style of gameplay to help match the retro ambience.
With over 350 levels to master and unique game modes like Hardcore difficulty and Speedrun settings, players will find themselves amidst a bizarre action platformer overflowing with content.
Epic Loon will come crashing down on the classic VHS scene after the start of summer on June 28th, 2018. The Switch, Xbox One and PS4 are all seeing console releases of the alien swarming co-op platformer, as well as a launch on PC.
Stay tuned for more on the classic film destroying couch co-op title, Epic Loon, as we near the official release next month.
The release date of Detroit: Become Human is just around the corner, and I have taken a little look at the demo. So, if you’re still on the fence about whether to buy the game and want some more information about it, read on…
From the creators of Beyond: Two Souls and Heavy Rain, Quantic Dream has now created a science fiction adventure game called Detroit: Become Human.
What Makes Us Human?
That is the question as the player joins the story of three different androids in a society where they are mere slaves, designed to do our every bidding. What happens when they realize that they are, in fact, self-thinking individuals though? You will be challenged to answer moral questions, leading the androids onto different paths, ultimately to different end points.
Will they stray from their given paths, or will they fulfil their originally designed program?
What these three androids have in common is that they have all broken from their original programming, as the player helps them adapt to their ‘new life’.
The visuals are amazing!
Connor (played by Bryan Dechart from True Blood; The Remaining) is an android designed to investigate crime scenes, assisting the Detroit Police Department in tracking down so-called deviants – androids that have broken their program, leaving their owners and/or turned to crime.
Will you remain cool and calculated, or will you begin to feel sympathy for your fellow androids, and consequently begin to question the orders you are given?
Markus (played by Jesse Williams from Grey’s Anatomy; Cabin in the Woods) is one of the androids that have broken free from his programming, and he is the one that might be the cause of an android revolution. He becomes a part of a movement that wants to liberate the android population – but in doing so, will you resort to the pacifist route… or to violence?
Kara (played by Valorie Curry from The Twilight Saga: Breaking Dawn Part 2; Blair Witch) is a deviant on the run with an innocent girl she has sworn to protect, and Kara must accept the inequalities she faces… or strive to rebel against them as she keeps the girl safe.
I mean, seriously. Look at these details.
Hostage Situation
In the demo, you play as Connor, who has been assigned to assist in a hostage situation. A rogue android has taken a little girl and is threatening to kill himself, taking her with him.
As Connor, you have to search around the apartment and piece together how this could have happened in the first place. By scanning and analyzing the crime scenes, there are small things in the environment Connor can interact with, challenging his abilities to be empathic.
After you’ve created a good picture of the crime scene, the time has come to confront the criminal; and save the girl.
Deducing from the mere half hour it took to play this demo; I must say it looks pretty darn good. How about visually stunning, as well as having some super smooth gameplay.
The narrative design is familiar if you’ve played Quantic Dreams’ games before, where each decision you make will shape and form the outcome of the story.
How you control the androids will have an impact on their life – if you decide that they will have one. Because there is a catch; if the path you choose leads to a character’s death (and yes, that can even be one of the protagonists), the story will move on nevertheless.
So be mindful – otherwise, a second or third playthrough might be in order.
In other words, if you categorize yourself as a science fiction enthusiast or just love a good story in video games, Detroit: Become Human is probably for you. Something different perhaps.
In an awesome looking new title from Grimorio of Games comes the next speed-running platformer, Super Hyperactive Ninja.
Heading to consoles and Steam, you will need to get through sharp cartoon style levels and consume more coffee to keep your energy up and flowing.
Super Hyperactive Ninja
Taking speed running to the next level, you will need to harness lightning quick reflexes to recover the stolen coffee before the inevitable sleep inducing caffeine crash ends your game. The unique platformer has loads of cool features shown off in the announcement trailer.
Check out the blazing trailer below and soak in the hyperactive-ness of the latest platforming hero:
Along with the meteoric trailer also comes a trail of features and content within the release of Super Hyperactive Ninja:
Players can expect to try their speed running skills throughout over 50 levels that are sure to throw out one challenge after another.
The speed run friendly game is sure to be completely difficult to master but promises to be fair in punishment and execution.
A hidden 2-player battle mode is teased to be discovered somewhere within the game adding something a little extra outside of the platforming mayhem.
Your ninja skills will not be confined to one sure path as many hidden secrets and pathways can be discovered by utilizing unlockable items.
Awesome sharp 2D visuals that take on the charming appearance of hand-drawn cartoons.
Coming to PC and PS4 on May 22nd and Xbox One on May 25th, Super Hyperactive Ninja is sure to heat up gamepads everywhere once the coffee-addicted platformer lands.
As they say, there’s no “I” in “team.” From the man who has believed in this mantra since his previous game Brothers: A Tale of Two Sons, Josef Fares is the director of the co-op exclusive A Way Out. Made by Hazelight Studios and published by Electronic Arts, this is a game I have been looking forward to ever since it was announced on E3 in 2017.
A Way Out is a textbook action-adventure game, but it’s unique in so many ways. As mentioned, there is no single-player option. You can play either local co-op, with a traditional split-screen style, or you can play online with another player. I chose to play the game in local co-op, so I can’t comment on how the game works online. From my experience with Fares’ previous game, Brothers: A Tale of Two Sons, I knew local co-op would not be a problem, as Brothers offered an amazing co-op experience.
A Way Out Review
At the beginning of the game, each player has to assign a character, which can be described in these short terms:
Meet Vincent Moretti. Smart and strategic, Vincent prefers the stealthy route when it comes to handling situations and is not one to be underestimated. Vincent is convicted of murder, and the game opens with him being lead into prison. Outside the prison, Vincent is in a somewhat rocky place with his very pregnant wife.
Meet Leo Caruso. Tough, honest, and never afraid to do things the hard way, Leo is a stubborn man who is willing to do whatever it takes to get the job done. Leo is already an inmate when Vincent entered the prison and was convicted of grand theft. Outside the bars, Leo’s faithful girlfriend and their beloved son are waiting for him.
While the two men have each taken a very different path in life up until this very moment, Leo and Vincent’s unique stories are connected into one fantastic storyline. As they slowly get to know each other, they find out about a common enemy, a con man named Harvey – the sole reason for them being in prison in the first place. Queue revenge-plot!
Prison is a dangerous place to be and escaping it isn’t easy. Leo and Vincent are determined to get out. How else are they going to get their revenge? So, walk around the prison, do your chores, and make discreet conversation with the other inmates to gather information on security, how the prison is built, its weaknesses, etc. Do everything you can to make the prison break more manageable, without letting anyone else know what you’re planning.
Take a break from the “escaped convict” life, and play a round or two of tic-tac-toe with your partner!
There are bound to be some fights in prison and this is no different. The fighting scenes are well-made, and in the very first one Leo and Vincent must work together in a ‘fighting circle’. The fights are badass, smoothly shifting from Leo’s perspective to Vincent’s – and it works really well. The quick-time events are terrific and so much fun. Three words: slow-motion scenes. However, there are also stealth-missions while inside the prison; one is the distraction, the other does the dirty work. The reliance on both of you to do your job is exciting and serves for some very refreshing gameplay.
The question on everyone’s mind is; how did they get there in the first place? The storyline moves back and forth between past and present, giving the player a right amount of story both before and after their escape from prison. And yeah, that is not a spoiler, by the way. The majority of the game does not actually surround itself with after prison; it surrounds itself with what happens after their escape. Leo and Vincent’s reunion with the world is not necessarily easy, as they finally must encounter the problems that have been waiting for them outside the bars.
What I really like is how A Way Out integrates the co-op factor into every single aspect of the game – with masterful success. Upon completing a task, such as opening heavy doors and climbing certain obstacles, you are dependent on your partner to help you. That’s just the minor things. The game is extremely interesting in how it presents a variety of different ways of getting through multiple situations.
The two escaped convicts have their own methods: while Leo prefers brute force, Vincent wants more stealth. Most importantly, the players actually have to agree on the choice. And let me tell you, that can definitely create some tension on each side of the couch. This also creates some great replay value – I would like to find out if the story unfolded differently if I had made other choices.
The nice pacing of the game makes each moment all the more engaging.
When it comes to dialogue and script, there is an excellent synergy between Leo and Vincent and it is well-written, intriguing and thrilling. The voice-acting was good, and the synergy between the voice-actors was just as good as the characters in-game. The emotions change quickly from witty commentary that made both me and my partner laugh out loud, to severe conversations that created a pit in our stomach.
Visually, A Way Out is a stunning action-game with perfect pacing. Like Brothers: A Tale of Two Sons, the game knows that it has beautiful scenery, and gives the player plenty of chances to slow down and observe, before throwing out a fast-paced challenge. As Leo and Vincent naturally must spend a lot of time outside, the game really gets a chance to show off incredible lighting and with perfect corresponding ambience.
The more I think about it, the more I realize the different nuances implemented within. In different instances of the game, the perspective changes. Some parts use the classic GTA top-down style, others it’s a Tekken/Street Fighter style. Josef Fares has made some bold decisions by adding a lot of variety, but somehow it just works perfectly and feels refreshing.
There is also a distinct change in audio when each character has separate conversations. If the players are exploring on different sides of a scenario, then the one who started to speak first will have the highest audio or the ‘focus‘ of the conversations. When one of the characters encounters a critical discussion, the game will automatically focus more on that. It’s an excellent way to focus on the essential things, and even though it was a bit confusing at first, it worked surprisingly well.
It wasn’t until I played A Way Out that I realized how much I’ve missed classic split-screen co-op. Nothing beats it. Where have all the good ones gone anyway? Because if I had to find a flaw in this game, I would say that I wished it was just a little bit longer… I wanted more, and though I know that wishes like that are often a double-edged sword, A Way Out is so much more than a get-out-of-prison game.
[There’s a huge twist at the end, a true turning point of the story; if you’re playing with someone in the same room, there might or might not be a problem. And that’s all I am going to say about that].
Sonic Mania created one of the best platforming experiences in all of 2017, as well as one of the most memorable Sonic the Hedgehog titles since his introduction to the new wave of 3D gaming. And after less than a year of release, Mania has officially sold over one million copies worldwide.
To celebrate the milestone and incredible success of the 16-bit revival of everyone’s favourite blue blur, Sega has announced the release of Sonic Mania Plus – a definitive version of the hit 2017 platformer packed with extra exclusives including new playable characters. To help bring in the new announcement Sega has also unveiled a brand new trailer showcasing the new characters and content, which can be seen below.
The new content featured in the upcoming release of Sonic Mania Plus includes:
Two new playable characters from the Sonic universe – Mighty the Armadillo and Ray the Flying Squirrel – both of which debuted in the 1993 Japanese release of SegaSonic the Hedgehog (Arcade).
All new Encore mode beefs up the replayability by adding new layouts and new challenges to previous zones and levels throughout Mania.
Four player versus modes, as well as ghost time trials, will be added to the competition and time attack modes now allowing you and three of your friends to compete in a unique challenge against one another.
If springing for the physical release of Mania Plus, players will receive an exclusive 32-page art book and a unique reversible cover showing off an old-school Sega Mega Drive cover, all included in slick holographic packaging.
Previous owners of Sonic Mania will have the option of downloading the Encore DLC pack upon release of Mania Plus at a generous price tag of £3.99.
[amazon_textlink asin=’B07BTNCVPC’ text=’Sonic Mania Plus’ template=’ProductLink’ store=’geali01-21′ marketplace=’UK’ link_id=’b841830a-4cb6-11e8-856a-7d65cb239a64′] is set to hit retailers everywhere on July 17th, 2018 for the PS4, Xbox One and Switch – with the DLC also coming to PC.
Never-ending darkness. The only safety is from a small ray of light coming from your tiny flashlight. A creaking sound comes from behind you. You turn around, but of course, there’s nothing there. Your heart skips a few beats as you hear a child laughing in the distance. They’re watching you. Then, you start to hear small steps. Slow. But then the pause between each step becomes shorter. Someone’s coming…
The last and final episode of the Little Nightmares’ DLC is out, at last, and is titled The Residence. As the world of Six and The Runaway Kid has unfolded, we have eventually gotten more horrifying insight into what might exist in the Maw. However, there is one character left that has yet to tell her story; the Geisha.
Some say that a person’s home describes a lot about their personality. We get to explore the residence of the Geisha, who surrounds herself with creepy-looking dolls and plenty of books. What exactly this says about her we never fully know, but I am sure that there are several possible theories to why she’s so interested in literature and porcelain figures. All I can do is make an educated guess and say that there must be a quite uncomfortable and scary story behind her character.
Hello?… Hi. Nice place you got here.
The episode starts out eerily silent, but it doesn’t take long before you hear a song coming from a small music box. The song fades away as we explore further into the house, and the player eventually encounters a new enemy: small, dark apparitions with small masks. What makes them even more creepy is the fact that they have the look and laugh that resembles children. The only way to attack them is to shine at them with your flashlight, so hold on to that thing, because it is going to save your life. With that said, the mechanic instantly reminded me of Alan Wake, where you have to focus your flashlight on the ghosts to weaken them.
In contrast to the previous episodes in the DLC, The Residence gives you a greater illusion of a more open-world. We are much more free to explore, as there is not necessarily a given way to go. The puzzles don’t have to be solved in a certain order, and they feel more intricate and detailed. Roughly, The Kid has to find dolls that are scattered around the Geisha’s residence and put them in their proper place.
While this might seem simple at first, the complexity of finding each doll easily swallows the time. There is also a stronger action element, which is interesting and refreshing compared to the previous episodes in this DLC. As if my stress levels weren’t high enough playing this game!
Looking at the episode from the puzzle side of things, The Residence was definitely one of the more challenging ones. It is also the shortest, where I used up approximately 2 hours at a relatively slow pace. However, in those two short hours, we discover the terrible fate of all those who have suffered the wrath of the Geisha – with a pretty huge twist at the end… well, of course, I’m not going to reveal this now… play it for yourself and find out!
The eye sees everything.
What Little Nightmares masters is the continuous suspense of not knowing what is in the next room. It gets really intense at times, and I love it: I had to remember to stop once in a while and take a breather. However, this universe’s definite greatest strength is its take on the concept of fear. As we have seen before in various shapes and forms, The Residence wants to see our reaction to darkness, masks, and creepy inanimate objects such as mannequins.
The Little Nightmares universe will always hold a special place for me. I followed the game when the working title was “Hunger,” and I remember going to a lecture where the narrative writer of the game told the audience how the game would play on people’s nightmares, and I thought, “There’s no way that I’m going to miss out on this game!” The borderline between horror, thriller, and uncanny valley is unique, and I have yet to see games that use these elements the same way that Little Nightmares do.
At the end of the episode, I got an achievement that said: “we’ll meet again.” And I cannot help but wonder; is this a suggestion that it might not be the last of Little Nightmares? Are we truly finished? There might not be anything special behind it, but it certainly peaked my curiosity. Even with all these questions, I don’t know if we will ever receive an answer.
The Runaway Kid’s story has come to an end. With beautiful scenery and masterful storytelling, this has been a memorable experience. What the Little Nightmares universe is so good at doing, is to tell my brain to be ready to hit the emergency panic button, and then cranking my anxiety up to the maximum. It starts out in uncomfortable silence before increasing to a horrifying crescendo.
The first person rogue-lite adventure game – City of Brass – combines the exhilarating nature of becoming a swift thief with the action of first-hand combat involving whips and swords.
You make your way through the turbulent ruins filled with valuable riches and treasures in the next release out of Uppercut Games. Backing up the release date announcement, the developers have also released a slick new trailer for us:
Takeaways – City of Brass
A few takeaways from what we know about the whip-lashing, treasure thieving rogue-lite are:
City of Brass is a first-person adventure game giving players the unique combination of handling a bullwhip and a blade to strike down, disarm or trip-up enemies, as well as using the whip to swing to safety or grab out of reach items.
The fast-paced hack and slash gameplay will have players fighting their way through damned souls of the ancient ruined city in hopes of discovering the hidden treasure all packed into an Arabian Nights-style setting.
The rogue-lite style of gameplay allows every playthrough to play differently from the last with shifting streets and the ability to use knowledge from previous playthroughs to push further into the city.
Unique Blessings and Burdens system allows players of all skill levels to adjust various optional modifiers in the game to tailor the experience to the players liking.
Players may also use Microsoft’s streaming service, Mixer, to see themselves involved in live-streamer’s gameplay by either spawning additional enemies or helping out by giving gold or other useful items.
City of Brass has officially been announced for release on May 4th, not long, and it’s coming to the PS4, Xbox One and PC.
The ex-Bioshock developers at Uppercut Games have City of Brass in an Early Access stage for anyone eager for a jumpstart in the quick-thieving action.