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Summer in Mara Review – Go Fetch

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It’s tough to properly review a video game when you aren’t able to finish it due to a game-breaking bug. If I’m going to be honest, I’m relieved that Summer in Mara broke. I can tell that developer Chibig poured a lot of love into it, but the game is a mess of bizarre design choices and poorly implemented ideas. It’s a shame that this Kickstarted game didn’t receive the polish it deserved.

 

I can’t recommend this game to anyone, even without taking the game-breaking bug into account. Let’s get into what went wrong with Summer in Mara and the few things that did work well.

 

All About Execution

 

Summer in Mara Review

 

You start the game as Koa, a little girl who’s never known a life outside of her home island. Koa was adopted and raised by Haku, a Qüido whose in-game model is kind of terrifying. The story is simple and told through excessive, uninspired dialogue. It doesn’t take long to realize that Koa is a spoiled brat who constantly tells every person she meets that she’s… not a child? I understand that children can be irrational and immature, but Koa is literally a child.

 

The game’s story starts out fine but quickly becomes obnoxious to the point of being intolerable. Almost every character Koa runs into lectures her on being polite and having manners; most of those same characters don’t even follow their own advice and are incredibly rude. At first glance, it may seem like the game is trying to teach children the importance of treating others well. But is this game even aimed at children?

 

It’s okay for a story to repeat ideas, especially if it’s trying to make a point. The problem with Summer in Mara‘s approach is how little this actually benefits the narrative. Everyone repeats the same information, and if not for the art, I’d think most of the side characters are one person placed in different locations.

 

Summer in Mara Review

 

Another weak point in Summer in Mara is the lackluster farming mechanics. Farming is central to the game, but its implementation becomes a huge burden for the player. Koa’s home island is the only location I ran into where you can plant and harvest. This means you have to travel by boat and through a couple of loading screens to reach it when you’re off on other islands. You aren’t required to do this just a few times⁠. The game forces you to make dozens of these trips to get anything done.  had to travel back to Koa’s home island too many times just to grow one or two vegetables, just to complete a mission, come back, and repeat the process over and over.

 

Traveling by boat isn’t very satisfying. You don’t really do anything other than move in one of several directions. Opening your map to see where you need to go is inconvenient considering how often you may need to look at it. You can dive from your boat later on in the game, but the controls are a mess and you sort of have to figure it out while Koa drowns.

 

“Fetch, girl!”

 

Summer in Mara Review

 

My biggest gripe with Summer in Mara is the …

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Top 5 Upcoming Animated Video Game Adaptations

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On the first episode of CD Projekt Red’s Night City Wire series, it was unexpectedly announced that  Netflix and Studio Trigger would partner together  to produce Cyberpunk: Edgerunners

This project was green-lit due to the success of Netflix’s Castlevania adaptation. The show achieved widespread critical praise for its animation and faithful adaptation of the games. This success hasn’t gone unnoticed by other publishers who are hoping to follow Konami’s lead. So here are the Top 5 Animated Video Game Adaptations currently in the works.

 

1.The Cuphead Show!

Cuphead received widespread praise for its animation, which paid homage to early Fleischer studios cartoons, like Betty Boop and Popeye the Sailor. The studios meticulous attention to top quality animation led to universal praise upon release. The animation was so prominent, Netflix decided to produce and distribute a TV series at StudioMDHR. 

While there are no confirmed story details, the recent Inside Peek trailer has shown familiar characters; Cuphead, Mugman, King Dice and The Devil will all be featured. Expect to see the brothers get into some classic 1930’s hijinks, with The Devil himself trying to take their souls. 

The series is being worked on by a small, relatively inexperienced team. After seeing their beautiful animation in the hands of players, I’m eager to see what they are capable of when creating a show. The Cuphead Show is slated to hit the small screen on January 1st, 2021. 

 

2.Devil May Cry

 

With the well received release of Devil May Cry 5, the franchise has been back in good standings. Easily one of Capcom’s most beloved originals, Devil May Cry’s flourish filled, combo-based fighting system is tailor-made for an anime adaptation. 

Devil May Cry: The Animated Series released in 2007, serving as an in-between for the events of Devil May Cry and Devil May Cry 2. It received mostly positive reviews, but has started to show its age when compared to modern action anime. The new series will be developed by Adi Shankar (this name’s going to come up a lot), the showrunner for Castlevania, who was able to create stunningly violent scenes with only an NES game for reference.

There is no release date set, but an easter egg in Castlevania season 3 implies that an announcement is sooner than later.

 

3.Hyper Light Drifter

 

 

Hyper Light Drifter is one of the rare cases where a Kickstarter project manages to exceed backers’ expectations. The game has a striking art style, with a 16-bit, SNES graphical design. The style works remarkably well in a cinematic fashion; a detail the game flaunts in it’s opening cutscene. These scenes inspired Adi Shankar (I told you), to begin working with Alex Preston, Lead Developer from Heart Machine studios, on an animated mini-series adaptation of the game. It will be interesting to see how they handle the lack of voiced dialogue as hiring voice actors may take away from the SNES atmosphere the game had originally built. 

 

4.Assassin’s Creed

 

The Assassin’s Creed franchise has struggled to find success in film and television adaptations. The film was an absolute disaster both critically and financially but I’m still excited to see this project come

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The Dark Eye: Book of Heroes Review – Meet Joe Blech

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Tabletop and video games take on many different distinctions that make it difficult to transition between the two, and The Dark Eye: Book of Heroes exemplifies this in every possible way. They rely heavily on the complexities of the tabletop game The Dark Eye, yet the entirety of the game offers a simplified, automated take on these complexities. You’re left with a hollow experience that doesn’t even keep your attention through the end. This game will serve as a shining piece of evidence of why tabletop systems and mechanics don’t engage a player when translated into video game form.

 

Stat and character sheets are integral parts of tabletop games because you’re constantly referencing it to determine strategy, outcomes, and role-playing moments. However, when these things are automated for you, all of these stats become cumbersome and virtually meaningless to the player. The developers at Random Potion Oy fundamentally miss this. Sitting back and watching as virtual rolls are made for you and algorithms calculate the outcomes encompasses the entirety of this game. The Dark Eye: Book of Heroes gives you few actions to actually take, all of which are made by simply clicking on a spot or an enemy. While point-and-click adventures have a place in gaming, there’s no saving a game that resorts to this and gives no mental stimulation whatsoever.

 

The Dark Eye Book of Heroes Character Sheet

 

Point-and-click games need to have some sort of stakes or tension in order to keep your attention. You can see this in a game as old as Grim Fandango, where you have an engaging story giving context to unique and interesting puzzles. You also find it in a game like Desperados III, which released just one week after The Dark Eye: Book of Heroes, where the constant threat of alerting enemies and being spotted keeps you on the edge of your seat. Somehow, The Dark Eye: Book of Heroes misses all of this in favor of automated gameplay and puzzles that aren’t even puzzles. Finding different stones lying around a particular area and putting them where the game tells you they belong is not a puzzle.

 

Naturally, this game is largely meant to be a multiplayer game in which you can adventure with your friends and clear dungeons much like in a tabletop RPG, but three other players by my side wouldn’t give the game the purpose and stakes that it needs. That needs to come from the designers, and unfortunately, they fell asleep at the wheel with this one. It’s hard to imagine that through all of the meetings they must’ve had in pre-production, nobody stood up and pointed out that the player isn’t actually doing anything throughout the game. The most entertaining part of the game is sifting through the vast number of options you can choose for your character. However, this is all rendered pointless by the inability to truly play your role. No matter what, your job is to click on an enemy until they’re dead, move onto the next room, and repeat that cycle until you find what you need to end the level.

 

The Dark Eye Book of Heroes Combat2

 

As you do this, AI companions that supposedly have “their own personalities” wander around and do nothing but search …

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Min Min and Vault Boy Join Smash Ultimate – Impressions

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Super Smash Bros. Ultimate just got updated to Ver. 8.0.0. With it comes a swathe of balance changes, but also plenty of new DLC content. Owners of the second Fighter Pass will get access to Min Min, a new fighter from ARMS, as well as her stage and some other bells and whistles. Here’s a quick rundown and some early impressions of how much bang you’ll get for your DLC buck.

 

New Fighter: Min Min

 

Min Min Smash

Throwing punches is the name of Min Min’s game. Her extendable arms can cover huge chunks of the battlefield and can even be gently angled to catch your foes off guard. Both her normal and special attacks cast out her arms, which initially takes some getting used but soon you’ll be dishing out 1-2 punch combos for big damage. Because her neutral and side special attacks function near identically to one another, her move list ends up feeling a little incomplete. To make up for this, her down special instantly swaps out her right arm between the swift Ramram, the bulky Megawatt, or a second Dragon arm. Though they don’t change how she plays, their attack power and speeds change dramatically, making Min Min a fairly reactionary fighter. Plus, landing a meaty blow with the Megawatt is remarkably satisfying.

Min Min Smash Gameplay

Based on my time with her I’ve noticed she’s best suited for edge guarding and taking on heavy hitters like Ganondorf or King Dedede. If you can maintain a good distance from those kind of fighters, her stretchy arms can pummel them into dust. Min Min’s greatest weakness is how open to attack she leaves herself after throwing even the simplest of punches – not unlike how brawling works in the original ARMS game. Nimble opponents will run circles around her and she’s susceptible to aerial assaults from anyone capable of hopping over her punches. With no real crowd control tactics, Min Min is generally weak in close encounters. That said her grabs are punishing, especially her brutal back throw which can easily KO opponents if they’re carrying decent damage.

 

New Stage : Spring Stadium

 

Smash Bros Spring Stadium

Min Min’s new stage, Spring Stadium, is a total knockout. With its bold colors and rowdy audience it fits the Smash vibe beautifully. When hazards are switched on, a trio of platforms temporarily warp into jump pads which can violently shoot your fighter up a fair distance. There’s also two small portions of ceiling capable of ricocheting any foe lucky or unlucky enough to get launched into the rafters. It’s a bouncy, vibrant stage with a true party mode sensibility. For the hardcore players, it looks like the stage won’t be tournament legal thanks to the protective parts of the ceiling which are present even with hazards off. It’s a shame, because the music selection for this stage is excellent.

 

New Mii Costume: Vault Boy

 

Vault Boy Smash Bros Gameplay

It would also be criminal not to mention just how great the new Vault Boy Mii Gunner costume looks. His retro-future blaster is frankly adorable and he’s fun to tinker around with on quickplay. Sadly, this costume doesn’t come with an extra music track so anyone looking forward to listening to some of The Ink Spot’s iconic hits while …

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Zack Snyder’s Justice League – First Impressions

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The DC Cinematic Universe has been a mixed bag since the release of Man of Steel, with one of its most controversial entries being 2017’s Justice League. The film was met with a startling amount of indifference, considering this was the first live action outing of DC’s most popular team of heroes. It received mostly negative reviews and under performed at the box office, making only $657 million, compared to Batman v Superman’s $873 million. With such an underwhelming performance, monetarily and critically, general discussion around the film faded as DC began to pivot towards smaller scale, character focused films like Joker and Shazam!. On June 19th 2020, the HBO Max YouTube channel released a 34 second teaser trailer for Zack Snyder’s Justice League, featuring never before seen footage and voice over. This reveal has left fans of the original film wondering if this project is worth caring about, hopeful it will be something to keep their eyes on.

 

A Complicated History

 

2017’s Justice League underwent a tumultuous development with several rewrites, reshoots and directorial change. This led to a film that strayed far from Zack Snyder’s original vision. The script was re-written multiple times, which is not particularly uncommon, and mostly attributed to Batman v Superman’s negative reception. Snyder and Chris Terrio’s original script contained horror elements, but Batman V Superman received such negative reviews for its dark tone, Snyder and Warner Bros. decided to lighten things up. This is the version of the script that Zack Snyder’s Justice League will be based on.

The original version was nearing the end of production when Snyder had to leave due to a family tragedy. Warner Bros. was not willing to delay the film until he was ready to return, hiring Joss Whedon to finish in his place. This induced significant re-writes and expensive re-shoots, including the infamous mustache-gate. Whedon’s take had a significantly lighter tone, adding comedy and a color grade change from Snyder’s signature greys and blacks, to a red and orange hue. This change can be seen in the first official trailer, which used footage from Snyder’s version, compared to its final trailer from Whedon’s completed film.

After release, an internet campaign began with the hashtag #releasethesnydercut. The campaign was initially spearheaded by hopeful, passionate fans and felt like a pipedream. Bigger names began to speak out in support, including Gal Gadot, Ben Affleck and, the hashtags most vocal supporter, Jason Mamoa. They rallied with fans to get the Snyder cut to see the light of day. The campaign came to a head on the 20th May 2020, when Zack Snyder held a Man of Steel watch party. Snyder invited several fans into a zoom call with Henry Cavill, revealing a poster for Zack Snyder’s Justice League, set for 2021.

 

What is the Difference?

 

Snyder has spent the last two years sharing concept art and story details that imply the film he wanted to make would have been very different to the one we saw.

Justice League was widely criticized for its villain, Steppenwolf. He was the epitome of the ‘bland, hulking, grey, CGI villain’ trope that has plagued DCEU films …

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Dread Nautical Review – The Haunting of Horatio Hornblower

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“My mind’s an endless storm out in the cold unknown.”

 

My relationship with X-Com is one of unrequited love and passionate hatred. Even though I got into the turn-based party quite late with Firaxis’ 2012 version of Enemy Unknown, I still found myself absorbed in an adventure that took a year from my life. It was an astonishing time, albeit the victory was short-lived when I remembered that every battle was one accomplished with save-scumming, which was expected, even if it still took the wind out of my sails.

 

Even now, 8 years after Enemy Unknown set the AA-market on fire with a vivid reminder as to how intense turn-based combat can be, no other developer has been able to recreate the same fire — not even Firaxis themselves. X-Com 2 lacked the same fiery strategy, even with a stealth angle, Massive Chalice over-complicated how you could approach the enemy, and Phantom Doctrine suffered from being too dry. Let’s see how Dread Nautical can fare from the rest of the squad.

 

A screenshot of Dread Nautical, showcasing a lineup of random monsters ready to attack your crew.

 

This is the latest title from Zen Studios, a team responsible for the 3,452 different pinball tables present in Pinball FX. Varied landslide of over-sensationalized bar games aside, Zen have also seen themselves dabbling in various fun little exercises for casual gamers, like the tower-defense breeze of Castlestorm, or the quite in-depth Infinite Minigolf. They certainly have an eye for easy-to-pick-up games, and Dread Nautical is no exception.

 

You play as a survivor, lounging about on a ship named Hope with various other hedonistic bastards whose middle names might as well be “decadence”. While everyone is spitting on the workers unlucky enough to reside underneath the Second-Class deck, the capitalism that fueled their cruise trip collapses, and the souls of the damned begin to take over, bringing the ship into an inescapable loop of purgatory. It’s up to you and whoever you can find among the vast ship and its decks in order to find a way out of this madness.

 

Dread Nautical‘s gameplay is something worth observing, if only for how ambitious it seems to be. From the beginning, you have one premade survivor with a small backstory as to their presence on the ship, and you’re stuck in a small room with an elevator connected to every single part of the ship, inexplicably. If this elevator is to be believed, then the ship is the size of Blackpool Tower using the Sphinx as a skateboard, but nevertheless, you jump into the elevator and begin your journey to freedom.

 

A screenshot of Dread Nautical, showcasing a boss enemy surrounded by its own group of monsters.

 

If those strained opening paragraphs weren’t enough of a clue, then allow me to reiterate that Dread Nautical‘s gameplay is heavily inspired by the meaty dish of X-Com, with a side-order of roguelite mechanics, but we’ll get to that. With a maximum squad of three, you barrel through the abandoned leisurely spots of the ship, fighting whatever nasties come up, until you reach the helm and sound the foghorn. Once the foghorn is sounded, you and your party pass out and wake up once more where you began, with more of the ship opening up.

 

When you’re in the vicinity of an enemy, you’ll immediately switch to a combat

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The Innsmouth Case Review – The Definition of Insanity

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Einstein once said, ‘The definition of insanity is doing the same thing over and over and expecting a different result.’ An oddly applicable statement when discussing The Innsmouth Case, a H. P. Lovecraft-themed, choose-your-own-adventure game. It’s a genre that’s often criticized for its obtuse logic and how it makes the player retread a lot of familiar ground as they hope for a favourable outcome of events. But does The Innsmouth Case manage to do enough to shake the trappings of its genre to make for an entertaining and compelling game?

 

  1. Nope.
  2. No.
  3. Not really.
  4. All of the above.

 

Dead End Case

 

In a self-aware nod to film noir, things kick off just like any detective story does. A femme fatale walks into a PI’s office and offers him a job he can’t refuse. The case? A young girl called Tabitha has gone missing, suspected of being kidnapped in the enigmatic coastal town of Innsmouth. Upon arrival, it’s immediately clear that the town isn’t what it seems. Your detective does everything to suppress the Wicker Man vibes of the situation and soldiers on to solve the case.

 

The Innsmouth Case Opening

 

It’s worth mentioning that The Innsmouth Case doesn’t play like a ‘whodunit’ detective game. There are no clues to collect, no witnesses to badger into confessions, and no revelatory leaps of logic. This is a classic choose-your-own-adventure game, meaning the gameplay largely consists of clicking through numerous dialogue trees and seeing where that takes you. It’s an antiquated approach to gameplay that’s initially charming, but that good will dissipates once the trial and error nature of the genre rears its head.

Locating the kidnapped girl turns out to be a McGuffin for the true gameplay objective: seeing all of the game’s endings. Not to be one-upped by Nier: Automata’s 26 endings, The Innsmouth Case boasts 27 unique conclusions, which is about a dozen too many. Your choices inevitably result in your detective getting shot, mauled by ferrets, or transformed into an eldritch horror. When any of those things happen, the game ends, prompting you to reload the journey from a previous checkpoint to hunt for alternative outcomes. While this is standard within the genre, The Innsmouth Case doesn’t do anything to expedite this process. The provided list of rewind time checkpoints are placed way too far back in the story, forcing you to replay lengthy sections before you can return to remake pivotal decisions. To make matters worse, if you unwittingly start wandering towards an ending you’ve already experienced, there’s no quick way to backpedal to a previous dialogue tree. Instead, you have to endure the ending playing out for what may be the upteenth time before you get the chance to turn back the clock and try again. As a result, working the case inadvertently becomes a test of patience that’d decidedly play quicker and easier if it were a book, not a game.

 

The Innsmouth Case Text gameplay

 

To combat this somewhat, the game wisely treats endings like ‘collectible dead ends’ – there’s even an in-game achievement menu that showcases all the conclusions you’ve discovered. However, the unfortunate side effect of having so many endings is how it trivializes your journey through the story. It’s difficult to stay …

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Beyond Blue Review – Underwater Love

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“Looking down into the water, it’s hard to make out your face.”

 

You know, it’s crazy how in all of this advancement into making games fun and educational hasn’t led into the two meeting each other for younger audiences. I highly doubt you’re going to find a pre-teen kid who is down for some Civilization or Crusader Kings, so it’s only fair that a more interactive and accessible core is granted for these types of lessons. Thank Christ for games like Beyond Blue, in that regard.

 

This is the latest fully-fledged title from E-Line Media, a publisher and developer that has been making pretty hefty waves in the name of accessible and pioneering games. Their arty platformer Never Alone was a wonderful little stroll through the stories of the Iñupiat tribe, and their school-ready remix of Minecraft dubbed “MinecraftEdu. These are all the signs of a group ready to make sure that gaming reaches the audience necessary to expand, and each new addition in their catalog makes it much more admirable.

 

An in-engine screenshot of Beyond Blue, showcasing the character Mirai staring out into the water.

 

You play as Mirai, a woman who is eager to high-five whales until they grow human arms. She’s part of a team that includes the timid Andre and the marine biologist Irene, who’re exploring a part of the Western Pacific while streaming it live to the world. On the way, Mirai becomes enamored with a specific family of sperm whales, investigates a phenomenon involving the malnutrition of nearby aquatic life, and deals with her sister, Ren, aiding their aunt, who is suffering from dementia.

 

This all sounds like a bit of a mouthful, doesn’t it? In actuality, it is, even though it shouldn’t be. Beyond Blue isn’t necessarily a long game, involving several operations and deep dives that are quite linear in their presentation, but the story is fairly dense, although it shouldn’t be for this type of educational gathering. A lot of the time, you’re given dialogue choices that are supposed to determine your actions in how the story progresses, which isn’t implemented properly, but included nonetheless.

 

It’s an odd inclusion, but it feels like Beyond Blue wants to commit to this dialogue choice cliche purely because Never Alone had a story as well. Although, Never Alone‘s story could easily grasp the notion that what followed was a campfire tale, stories told by generations of this tribe. Beyond Blue doesn’t have that distinction yet still bombards you with irrelevant dialogue, with its only reason to exist being for vague callbacks.

 

An in-engine screenshot of Beyond Blue, showcasing a orb made of fish, in what is known as a "bait ball".

 

The theme of family plays a part in almost every aspect, and those thematic elements are extremely strong throughout. Whether it’s Mirai choosing to live out in the sea to be closer to her dreams, Irene not having a connection to her daughter, or the whales struggle through these turbulent times– They’re there, in full force. It’s just that the game trips up trying to have its cake and eat it too.

 

At the very least, you can say that Beyond Blue’s story isn’t completely ham-fisted in nature, but the dialogue choices knee-cap it into something that resembles an ego trip. Why not just have Mirai struggle with her sisters inability to care for her aunt and …

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Ion Fury Review – Old Habits, Die Hard

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An in-game screenshot of Ion Fury, showcasing an easter egg which is a picture of the "Doge" meme.

 

“Fighting a constant and bitter battle with our own overblown egos.”

 

At a time where nostalgia as a selling point is exercised more regularly than actual gameplay, it’s only fair to revisit what they intend to invoke for the player. Sure, DUSK might be the best thing since bread that’s been sliced for you by a harem of women who think “No really, Anon, you have such a great taste in arthouse films”, but what about the inspirations, like Quake or HalfLife, or DOOM? You gotta find out what it was that made those games click, and in the case of Ion Fury, these sentiments seemed like an after-thought in the name of fanboys worldwide.

 

This is the sophomore title from American-based studio Voidpoint, along with the long-stagnant corpse of 3D Realms, and my oh my, hasn’t this game had the most riveting of journeys? From its first inception to a throwback that the boomer-shooter crowd would revel in eternally, it all started with a lawsuit from boomer-metal kingpins Iron Maiden due to Ion Fury’s previous name, Ion Maiden. Content for a while, the game saw further controversy for a rather unfunny, but nonetheless harmless, joke, which saw a flare of outrage from people accusing the studio of homophobia. It could’ve potentially sunk the studio, but the flame that burns twice as bright, so on and so forth.

 

An in-game screenshot of Ion Fury, showcasing an easter egg of one of the lead developer's daughters toy.

 

You play as Shelly I-Never-Caught-Her-Last-Name, fresh off her pixie performance in the 2016 release Bombshell and catching up on some R ‘n’ R in her local cyberpunk bar. However, her vacation is quickly cut short by the intrusion of Dr. Heskel and his ragtag but limitless army of cyborg cultists. With a shattered glass and a triple-barrel revolver, Shelly plans to take down Heskel for ruining some well-deserved beauty sleep, with the added bonus of taking down Heskel’s newly-formed cyber cult.

 

If certain names and clues are simply bouncing off your receptors, then let it be declared here: Ion Fury is more than just a tribute to a bygone age of pseudo-3D FPS malarkey. It sees itself as more of a logical next step, with Ken Silverman’s Build engine being pushed to the limits. What 3D Realms, Monolith, and Action Forms did in the past falters in paralyzed awe at what Voidpoint can do with 20 years of hindsight. Move over, Randy Pitchford; the true rectifier of outdated game design is here!

 

Be aghast at the graphical qualities! Look at these textures! Valiant voxels! Oh yeah, this is a true testament to what ‘90s hardware can do and has to be the first thing that you unavoidably talk about when it comes to Ion Fury. What Voidpoint has done with the Build engine is a marvel, a technical achievement in and of itself, and you do have to drink it in. The first level is the ‘90s FPS equivalent of Citizen Kane, and it’s nothing but breathtaking to see what’s in store.

 

An in-game screenshot of Ion Fury, showcasing the character Shelly standing in a ruined city with the Ion Bow.

 

Despite having a lot in common with Duke Nukem 3D, first and foremost, Ion Fury still eyes the other two parts of the Build engine Tri-Force, starting with Shadow Warrior‘s tight combat design,

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Marvel’s Spider-Man: Miles Morales Arrives This Year on PS5

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Marvel’s Spider-Man, developed by Insomniac Games and published by Sony Interactive Entertainment, was a high profile PS4 exclusive that instantly blew critics and audiences away. Combining Insomniac’s experience with open-world superpowered gameplay (as fixated on in the Infamous franchise) with what may be the most iconic superhero IP in the world proved to be as exciting in execution as it was in concept. After a tumultuous history with Activision, Spider-Man found himself in masterful hands taking the satisfying web-slinging of Spidey’s past and elevating it to the stratosphere. With the added leverage of two successful Spider-Man films released in its aftermath, it makes all too much sense that Insomniac Games would be eager to follow up their massive hit.

 

Insomniac Games broke sales records with Marvel’s Spider-Man

 

Today at Sony’s “The Future of Gaming” event, the murmurings of a new Spider-Man game coming soon were swiftly confirmed, but with a different protagonist at the center. Spider-Man: Into the Spider-Verse made Miles Morales a household name and was largely considered a masterpiece. Now Miles is headlining a video game all on his own. Announced for a Holiday 2020 release, Marvel’s Spider-Man: Miles Morales is keeping the momentum going for the franchise and likely serving as a launch title for the PS5.

The trailer premiering the game shows Miles holding his own in snowy NYC, swinging with the same finesse that made the game’s prequel so satisfying. Meanwhile, his powers against enemies of all shapes and sizes can only be described as electric. The trailer is a triumphant tribute to all things Spidey as he fluidly maneuvers through his environment smoother than ever before. The picturesque footage of Miles protecting his city wears the honorable badge of all being “captured on PS5”, making for an excellent debut of the PS5’s power.

As of now, Insomniac Studios are playing coy about Marvel’s Spider-Man: Miles Morales being an outright sequel to Marvel’s Spider-Man or more of a standalone expansion, but it’ll no doubt raise the PS5’s profile singlehandedly.

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