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REVIEW / All Walls Must Fall (PC)



All Walls Must Fall is an isometric tech-noir tactics game by inbetweengames that involves time travel, action, and an interesting plot, all set in a very, very gay East Berlin 2089 where the Cold War never ended. I assume I now have your attention. A disclaimer before we begin: I’m not much of a tactics player, so after I gave the game a good crack I unleashed it on my boyfriend, who is very experienced with tactics games, to make sure I wasn’t nitpicking anything that was typical of the genre that I wasn’t used to.













All Walls Must Fall begins with a nuclear strike on the east side of the Berlin Wall. For 150 years, both sides of the wall had used time manipulation technology to observe and counter each other’s every move, yet neither side appears to be aware of who was responsible for the strike. As the state of affairs grew more fragile, both sides of the war scrambled to send agents back in time to find out who orchestrated the attack and how to prevent it.



When you enter your first mission, you (an unseen handler) are introduced to Kai, a big bear of a a secret agent with a metal arm. Mission Control explains that in each mission you will be taken back in time, something Kai is used to doing, to gather information about the attack in the lead-up to the strike and hopefully prevent it from ever happening. I’m honestly not sure why they needed to have the player character as a handler, since the only relevance it ever has is Mission Control explaining that you’re responsible for telling your agent, Kai, where to go. Throughout the game you jump and loop through a single night in the city of Berlin to solve the case of the mysterious nuclear strike.













During missions you are allotted time resources, which you can lose and gain depending on your actions. You move Kai around the map with your mouse and/or WASD, and spin the camera with E and R. You can left click on squares close to or far away from Kai to tell him where to go, square-by-square, or during combat mode you can use the right click to dash, which eats time resources but allows you to avoid gunfire and other obstacles.



Time resource is also eaten by doing things like hacking drone terminals and weapons scanners. Discovering new rooms in buildings, successfully interrogating foes, and finding mission-critical items provides Kai with more time resource to use. Kai’s movements, and his walk cycle (or lack thereof, as he moves in the same few frames from square to square), look a little clunky compared to all of the faceless NPCs milling around and dancing. However, given that it’s a indie tactics game and not a big name adventure or action game, I feel the lack of smoothness can be forgiven.













Sometimes coming into contact with foes will begin an interrogation minigame where you have to select the right responses to allow you to pass through a blocked area, gain information or gain items crucial to the mission. You can win in a number of ways, whether it be by scaring them into giving you what you want, flirting with them, or having them respect you enough to let you go ahead. Because my tactics game skills aren’t fantastic, subsequent playthroughs of early missions relied much more on talking my way through encounters where possible and hacking unfriendly drones and weapon scanners to allow passage.



My boyfriend, on the other hand, took a more gung-ho approach and often ended up in combat mode. Combat mode freezes time and allows you to plan your actions, move-for-move, while the enemy does the same. There are a small variety of interesting enemies such as spectres, drones and general guards with guns (of which there can be many all at once). During battle you carefully choose to hide behind cover, choose routes that won’t result in Kai being hurt, and make careful use of your time reloading and waiting behind cover. At the end of combat you can “drop” the battle and watch as the whole thing plays out in a fantastic little video, which can make you feel like a real badass.













When I played through the first three missions of All Walls Must Fall, I was tasked with defusing bombs, finding dead drops in ash trays, and eliminating or sweet-talking guys in a club so they couldn’t escape. When I went to compare notes with the boyfriend, he reported stealing holographic statues and collecting feathers…what? On a briefly-shown screen as the game as loading up, inbetweengames report that All Walls Must Fall contains procedural generation. I wasn’t surprised, especially once I played through the first few missions. The buildings you infiltrate during missions all seem to be set on the same, identical street, and contain the same throng of club rats dancing to the same oontz oontz beats in mostly identical rooms. I figured the procedural generation would purely be limited, as it usually is in indie games, to the layout of the buildings.



As it turns out, when you load up a new campaign from the main menu, you will be randomly thrown into one of a few different campaigns which eventually intersect as you progress. Easy missions in my campaign turned out to be very hard missions later on in my boyfriend’s campaign. I was really impressed with this level of detail being thrown into such a small game; it definitely lends itself to much better replayability than previously expected.













At the end of each mission, you’re given a score which is paid out in credits (money) based on how many people you killed, how long the mission took and your remaining time resource. You are then transported to a shop where you can make upgrades to yourself and your weapon. This is another example of where replayability is maximised in All Walls Must Fall, as there are myriad options for customization.



I prioritized sweet-talking and getting positive reactions to my interrogation responses, as well as upgrading my body armor as far as possible. You could also buy any number of weapons, dual-wield guns, choose to go without and simply use your metal fist, or even add on strange augmentations like pheromones. The upgrade options feel really robust for a game of this size, and I really enjoyed puzzling out what would be useful for the next mission.













For all its good points, however, All Walls Must Fall has a few flaws that ultimately come down to needing a cut and polish. Put bluntly, the music and locales for each mission are just really, really boring. I understand that it was by design that this version of Berlin is very gay and almost completely made up of techno gay bars while also being very oppressed on the outside due to being in the midst of a war. However, every single building you infiltrate looks exactly the same, and a lot of the character models look identical to one another when you’re interrogating them.



A fresh coat of paint on some of the walls and a few extra character portraits wouldn’t go amiss in making the game just a bit prettier. In spite of this, the style of the character art is perfect for the concept and time period. As I said earlier when talking about movement around the field, Kai would look and feel so much more natural if he actually appeared as though he was walking. I understand that having a weird half-movement is better than just having him slide, completely still, from square-to-square, but it does still feel awkward.













I didn’t get this far in, but my boyfriend also commented that the option to interrogate and talk your way through problems becomes less and less of an option as the storyline progresses, so one may get caught out by that down the line if they decided to go with the same approach I did. In speaking of the storyline, while I didn’t see it all the way through to the end, I found it very interesting. It’s incredibly clear that a lot of thought was put into the setting and setting up intrigue in some parts.



While there is something lacking in some of the visuals and movement, All Walls Must Fall is quite an appealing title with incredibly satisfying battle and customization systems. It does feel a little like there’s something missing that would give it that little extra kick from “good” to “great” indie game. All Walls Must Fall is a fairly accessible tactics game with an interesting concept, and with a proper polish it could really shine. At the price it’s being offered for on Steam ($9.99 with a current, at the time of writing, discount to $6.99), I would recommend it to any tactics game players looking for a fun and appropriately challenging timesink.









This review is based on a retail copy of the game provided by the publisher.



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RETRO REVIEW / Digimon Rumble Arena (Playstation)



16 years ago, on February 24th, 2002, Digimon Rumble Arena was released for the original PlayStation. Rumble Arena was one of the games that screams my childhood and one of the animes that brought many arguments between my friends. While Pokemon may have been the top choice for some, and Smash Bros. for others, stick with me to truly understand my appreciation for this game, despite all the years that have gone by.













Graphics & Tech Specs



Take your mind back to 2002, before the 4K gaming days. The controls respond well and the graphics aren’t too hideous (you do have to remember this is a PlayStation game). The game is full of vibrant colors, both on the Digimon’s pixelated bodies and within fights. The great variety of colors that were generated in 2002 for developing this game do show some great power. Technically speaking, for a PlayStation original title, it was good for it’s time.



Developers also do an excellent job showing the multiple designs and breeds of Digimon. The resemblance to their anime doppelgängers are adequate for us to recognize from our favorite childhood creatures. As an added bonus, the characters movement in each stage shows exceptional fluidity and the usage of each characters individual skill, speed, and strength. Sifting through the issues that were underdeveloped or untouched, you’ll find the single-player mode to be an unsurprising unfulfilling. Naturally, it’s in multiplayer fighting where the real fun resides.















Battle & Evolution



I remember being in 2nd grade purchasing this game, ecstatic that I would soon be able to control all my favorite anime characters! Agumon, Veemon, Impmon, and more would soon be mine to control and battle! Rumble Arena was a game where I had a lot of fun fighting other Digimon, with a game mode very similar to Super Smash Bros. where players could move more freely compared to a more classic fighting game. Basically, you just fight other Digimon. What’s more, for those who love the anime, you find yourself battling with the Digimon from the show!



By attacking your opponent, or getting attacked yourself, your blue bar will fill up and once it’s full, your Digimon can Digivolve to it’s next form, supposedly becoming even more powerful. Though sometimes it feels like you’ve just become a different Digimon and power is nowhere into it. What’s more, there is only one Digivolution in this game, so don’t expect to see every Digivolutions for each Digimon. Another kink in this game is that new moves from an evolved Digimon don’t augment whatever that creature was originally capable of. Instead, limitations come into play in an extremely unappealing way; taking away the original powers that made your stock model Digimon so powerful to begin with.













Nostalgic Classic or Not?



I played this game back when I was Digimon-obsession, when I was around 7 or 8 years old. I won’t deny that even now, after 16 years since the games release, this game still has its quirks. Unfortunately, the nostalgia is not there as much as you’d think. Looking back, neither polished nor fair, Rumble Arena has problems to spare. The game brings short-lasted entertainment to the table, just as it did in 2002.



Truly, I don’t think it’s amazing fighting game for the era, but for Digimon fans it’s a classical masterpiece! Whatever potentially disastrous effects the “mon” craze may have had on you in your youth, there’s no denying their appeal in the here and now. There will always be a certain degree of likeability about Rumble Arena. It has a charm all its own – a kind of clunky quirkiness within a cloud of fandom. A long story short, despite my original impression on playing this game again after 16 years, it truly is fun to play, but does not hold up to what I thought it was as a youngster.





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REVIEW / Violet Cycle (PC)



I will always give a game a fair chance, regardless of it’s genre or my initial feelings on it’s style. I generally get an immediate sense as to whether I’m going to want to play through a title about 10 minutes into the game; either I’m instantly hooked, which usually bodes really well for the title as a whole, or I let out a loud sigh and know I’ve got a bit of work ahead of me. I will happily put my hands up and say I’ve been proven wrong and pleasantly surprised many times in the past and that not playing enough of any game is a bit like judging a book by its cover. Sadly, I’m not sure this was the case with Violet Cycle.









The basic premise of the game is great; you play a character called Unit 3 and are tasked with getting to the reactor core at the top of a multi-level ship which has been infested by a being called The Entropy. You have to hop from level to level removing traces of the infection and beating the bad guys as you go. As par for the course, you pick up fragments of story from terminals along your way and basically piece things together from there.



Violet Cycle also has some roguelike elements in the items that you pick up, the enemies that you face and the way the levels are built. I always love that a game can change on each run and this is a genuine plus for me. All good so far? Sadly, in my opinion, this is about where the good stops.













I’ll give points for the graphical choices that have been made here. There’s a real late 80s arcade feel to Violet Cycle which I find rather appealing. They’ve taken an isometric, blocky style and used loads of neon so you get a very classic view of what I think people thought the future would look like back then.



Everything in the game is rather understated and I don’t by any means think this is a bad thing. The issue is that it’s all well and good looking nice (though even this is subjective), but few of the other elements worked for me. This is kind of a case of make the game work before thinking about what it looks like, not the other way round.













Nothing about this game felt comfortable. It’s fine to make a game difficult, and as part of the roguelike genre Violet Cycle certainly is, but you should never feel physically awkward playing it. Keyboard controls are pretty much a no go; yes, I know you can change them but honestly, how often do you muck about with the settings? The ones in place here are by no mean fluid or intuative. Keyboard and mouse controls are something that I think any PC gamer worth their salt should be used to by now. Here you’re using WASD and JIKL for you movements and actions and your movements are not WASD. This doesn’t feel right.



Back when I started gaming, all of the controls were bunched up on the keyboard, and I can tell you from experience that they stopped doing that for a reason; this is not the retro feel you want your game to have. Pad controls are supported, but don’t feel a massive amount better, when they decide they want to work at all. I was using a brand new game pad and it was a case of the game reading what I was doing when it felt like it. Games have to feel fluid or frustration sets in really quickly and it’s really off putting.













Understanding the commands and performing them aren’t always the same thing.







Violet Cycle is definitely a challenging game, but it’s hard for the wrong reasons. The levels don’t seem to be particularly difficult to navigate and your foes aren’t impregnable. The problem is it’s really easy to lose track of what you’re doing on account of the dire controls. Sometimes it feels like a fight just getting your character to do what you want it to.



With this in mind you’re bound to get killed by even the weakest of enemies. You’re concentrating on pushing the right buttons and not enough on the game. I’m pretty sure this wasn’t intentional but it’s making something that is probably designed to have a difficulty curve, unnaturally difficult which spoils the experience.













I’d love to say I got a huge way into the game and be able to tell you all about the experiences I had, but to be brutally honest, I got a few floors in and gave up. It took me several runs to get even this far. I’m a fair gamer and I like to hope I’m a fair reviewer but I genuinely didn’t want to go any further. I absolutely love the roguelike genre and I love everything that comes with it. I’m used to getting killed over and over and starting from scratch but I always want that one more try. I didn’t feel that with this title and it’s a genuine shame.



What I will say is that my painfully short time with the game (in comparison to other titles I’ve reviewed and spent literally hours with) is down to personal dislike. To be completely honest, I’d suggest giving Violet Cycle a bit of your own time; you might end up sliding into the comments to tell me what I’ve written here is total nonsense. I don’t want to put anyone off completely. As I always say, this was my experience and you may have an entirely different one.













If you don’t mind persevering and you’re willing to go through the pain of learning the controls and actually forcing yourself to get good, then you might want to give Violet Cycle a try. There are actually elements of a really good game in there and a lot of effort has clearly been made in its making. If you want a good roguelike, though, there’s a massive list of other games that I’d be pushing your way before this one.







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Rick and Morty are set to appear on PSVR



Many of you who have a silly sense of humour and like adult cartoons will at least be acquainted with Rick and Morty. Those of you that love the show will probably be quite pleased to be able to get a little bit more intimate with the pair in a virtual reality setting. Sound interesting? I sincerely hope so or the bit of news I’m about to bring you is going to be slightly pointless. The cartoon couple are going to be coming to your PSVR on April 10th in Rick and Morty: Virtual Rick-ality.









Appearing in North America at local stores on the aforementioned date, Rick and Morty: Virtual Rick-ality will be getting a price tag of $29.99. Fans of the show (and hopefully the game) can also pick up the limited Collectors Edition. This package will of course include a copy of the game along with a Funko Pop! Rick and Morty vinyl figure and an exclusive double-sided poster featuring Rick and Morty comic book cover art.









As this title is coming from Adult Swim games, I think we can safely say you’ll have to suspend any notion of normalcy along with your belief when you enter the game. Rick and Morty: Virtual Rick-ality is a cutting edge VR adventure which invites you to solve puzzles, step through portals into strange dimensions, and of course get yelled at by Rick. None of this is particularly strange, however, you are also invited to fight aliens, press buttons, and quite obviously drink detergent. All I can say is thank you for the weird Adult Swim. It looks like you’ve done it again.









So what features can we expect from the game, then? Well, we’re going to be meeting our two friends in full 3D virtual glory and exploring iconic settings with them such as Rick’s garage. You will learn how to fix an intergalactic car and help Rick (or don’t) as you explore a series of strange dimensions. Oh, as this is VR, you can also expect some very real fake floors.









While you lot salivate over the strangeness that is sure to be coming in April, I’m going to go for a lie down while I contemplate my life and try and make sense of anything I’ve just written. I’m hearing whispers of massive interest floating about the TVGB office, by the way. I would definitely expect to see more on this interesting looking title in the not-so-far off future.



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REVIEW / Smashbox Arena (PSVR)



With so many small VR “experiences” and gallery shooters coming out for all VR platforms, it’s hard at times to ween out the good from the bad. Smashbox Arena, developed by BixBox VR, falls somewhere in the grey area many people aren’t willing to explore. The game has a lot of good things going for it, but unfortunately in this case the cons within it outweighs the pros.













Smashbox Arena has an amazing concept. It’s essentially VR dodgeball. They accomplish this by having a 3v3 setting where every person has a gun. By people I mean AI since nobody plays this game, but more on this later. Each player is equipped with a “gun” that allows them to pickup a dodgeball that is randomly spawned on the map and allows them to shoot the balls at their opponent. When attacked by someone, you can catch the ball mid-air and attempt to shoot it back. You can also block incoming attacks if you’re holding a dodgeball yourself. All in all it makes for a fun experience, if you can get past the fact that the “Story Mode” id just about 5 matches of playing the game with AI.













The Story Mode within Smashbox Arena is one of the biggest jokes in any VR game. When you think of a “Story Mode” within a video game you tend to lean towards thinking of there being an actual story. Sorry to disappoint, but this game has absolutely ZERO story. When you select Story Mode in the main menu it then asks which difficulty you’d like to play it at. Regardless of difficulty the game seems to play the same exact way. Regardless it places you in what seems to be a test match agains another team with 3 AI against yourself and 2 AI. This mode is not fun at all. I completed the entire thing, 5 matches, on easy in about 15 minutes. aside from the trophies, there seems to be no reason to go back.













The multiplayer is one of the most interesting, and only other, portions of Smashbox Arena. This is what is expected when reading the description of the game. Two game modes seems to be the main way most of these smaller VR games tend to go. The multiplayer was non-existent. Sure you can boot up the game and get into a lobby. However, finding even one other person to play with tends to be the real issue. Unfortunately for both the potential players and the developers, this game is dead. Not a single person was online and able to join a game other than myself.













The lack of population online aside, Smashbox Arena has one really cool aspect going for it. When you are eliminated for the given round, you can still see what everyone is doing on the map in real time. Not only this, but it essentially makes you a giant above the map and you have the ability to see what everyone is doing and can move the map around as you see fit. The few maps this game has were also pretty cool. They all had almost a paintball arena vibe and were a good size for the small 3v3 games that are had on them.













In the end I don’t think Smashbox Arena warrants whatever price point it is currently at. Even at $1, the game itself is completely pointless unless you’re out to get some easy trophies. If this game still had a healthy multiplayer population this may have been a completely different review, but it doesn’t; the most important component of dodgeball is having other players to dodge the balls.









This review is based on a retail copy of the game provided by the publisher.



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Harvest Moon: Light of Hope Special Edition now available for pre-order



In Harvest Moon: Light of Hope, players begin the game as most Harvest Moon protagonists do: looking for a fresh start and new surroundings that happen to lead to farming. During their voyage, a storm breaks out and the ship goes down. They wash up on the shores of a small harbour town which is now in shambles from the storm and set off to rebuild the town and save the lighthouse. With all the usual staples of Harvest Moon included; such as growing crops, tending livestock, and gathering materials for repairs; players will be able to make new friends, start a family, revive the lighthouse and save the town.









Harvest Moon: Light of Hope Special Edition is the console release of the original Steam edition of Harvest Moon: Light of Hope, which is now available for pre-order at Gamestop. Pre-orders of Harvest Moon: Light of Hope Special Edition will come with a 6 inch plush of the series’ iconic barnyard friend: the cow (now in chocolate!). Harvest Moon: Light of Hope Special Edition will feature the chocolate cow plush as a pre-order bonus with the standard boxed retail version that is launching on the Nintendo Switch and Playstation 4 (retail and digitally) in May 2018.



The Special Edition version of the game has some brand-new features only available in the console versions. More information about these features will be revealed leading up to the launch in May.



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Total War Rome II getting new Desert Kingdoms content pack



Total War is known for their expansive, sprawling overworld and staggeringly large battles. Rome II is, of course, no exception. Until now it has not included several territories of the sprawling Roman Empire at its height. Finally, on March 8th, you’ll be able to play one of four new factions from the broader context of one of the greatest empires of all time: The Kush, Saba, Nabatea, and Masaesyli.











It never ceases to amaze me how huge these battles can be





These are complete new factions, with new unit, building, and tech rosters. Not only that, but the release of this DLC will coincide with an update to the base game. This update will, in effect, introduce female characters into the game. Cleopatra, Teuta, and many others will be available for anyone with the base game on March 8th.











I wish I was half as jacked as this woman





If you’re curious about the exact mechanics of these additions (which are in-depth and really interesting), you can check out this blog post on the update. If you still aren’t sold, check out the announcement trailer below:









If you are sold, you can actually pick up the Desert Kingdoms DLC right now on Steam for 10% off! This deal is only valid until the release of the content pack.



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Code: Realize limited editions announced



The visual novel is a great thing to come out of gaming. This quintessentially Eastern art has come a long way over the years. Fans of this format may well be interested to know that Aksys Games have just announced that their otome (story-based adventure) is going to be getting two special North American editions. Code: Realize is heading for the PS Vita and PS4, and will be landing on those consoles March 30th.



The Vita version of the game will include the Code: RealizeFuture Blessings- game, a full colour cloth banner featuring all of the gentlemen you will meet during the story, nine exclusive character pins, eight collectable bromide character cards and a custom sleeve so you can unite Future Blessings with Code Realize: Guardian of Rebirth, which is sold separately. The PS4 version of the game grants you the banner, pins and cards but Code Realize -Bouquet of Rainbows– will also give you both of the aforementioned games on one disc. So no need to buy a further game to complete the set.









Fans of all things Steampunk should quite like this one, as 19th century Victorian London is very much where this story unfolds. You take the role of Code: Realize‘s protagonist Cardia. Isolated and alone in a mansion on the outskirts of steampunk London, you are an outcast who is shunned as a monster. Cardia is cursed. Her blood is highly poisonous and a single touch from her can be instantly lethal. Through a number of events, some more significant than others, Cardia will be pursued by the Royal Guard, kidnapped by gentleman thief Arsene Lupin and joined by a host of other handsome figures taken from the best of Western Literature. With these new found friends (and suitors), Cardia will set out to unravel the mysteries surrounding the definition of her very existence.









Code: Realize fans have been waiting patiently and we’re excited to finally present them with a beautiful package of premium items that celebrate the gorgeous artwork and setting of the story,” said Akibo Shieh, founded and CEO of Aksys Games. “With more titles coming up this summer, it’s a perfect time to fall in love with the visual novel again.”



More titles are indeed in the pipeline. Aksys have also announced their plans to release three other otome titles over the next few months. These are namely: 7’scarlet, Psychedelica of the Black Butterfly, and Psychedelica of the Ashen Hawk. Each story is said to be brimming with mystery, suspense and of course as is somewhat typical for this genre, a wee bit of romance.









This is really good news for two reasons. This will all obviously appeal to fans of the visual novel as an art form and many will be very happy to add four new titles to their library. Those of you that may not be as into this form of storytelling or may be new to it but love a good collectible might also want to be adding these special editions to your hoard. The additional items packaged with these games look really nice in their own right before you even chuck a disk into your console. Either way, you only need to wait till the end of next month to be able to grab a copy (or copies) for yourself and keep an eye out in the coming months for those other titles we’ve mentioned here. Of course, if we happen to come across any individual news in that time, your TVGB friends as always have your back, and we will of course let you know.



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EA Originals title “Fe” now available worldwide



EA, Electronic Arts Inc., announced alongside Swedish studio Zoink Games that Fe is now available for download worldwide. Fe is named after the game’s protagonist.



In the game, players will navigate through a Nordic like forest as Fe, a cub like creature in appearance. The player will run, jump and glide through the forest in order to uncover the secrets of the origin of Fe. The forest is inhabited by machines known as the silent ones, who seek to disrupt the ecosystem that Fe is attempting to protect. Fe will learn the language of the forest by singing in-tune with various plants and animals, each providing a benefit to Fe’s journey.









Fe is now available on Playstation 4, Xbox One, Nintendo Switch, and Origins for PC.



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Slice, Dice & Rice from Arc System Works is out now on PS4

Arc System Works (Guilty Gear, BlazBlue) and Polish developer Dojo Games have come together to proudly announce the release of a new and unique fighting game Slice, Dice & Rice.









Slice, Dice & Rice is touted as the fighting game without health bars that has dancing along the blade’s edge for survival. Players are tasked with finding an opening in an opponent’s defense and ending the round with a single, clean hit, rather than punching and slashing over and over until their foe is defeated.









Hit points are a thing of the past in Slice, Dice & Rice – each scratch will impair your movement and every wound may be the one that seals your defeat. This is no Tekken – the tension never, ever stops. This unique little game is perfect for the discerning fighting game fan looking for something a little different.



Features







EASY TO PLAY, HARD TO MASTER

An intuitive set of basic abilities removes the need for memorizing inputs and move-lists, while retaining strategic complexity.




STYLIZED GRAPHICS

Winning never looked so good! Slick, comic book like graphics make the action pop.




SIX UNIQUE STAGES

Battle across an alternative version of the Japanese underground.




EIGHT DISTINCT FIGHTERS

Choose one of 8 characters, all with their own stories and unique fighting styles.




PARRY & CLASH

Blocking is for the passive. Take the fight to the enemy!






Slice, Dice & Rice is available now on the PlayStation Network for PlayStation 4.



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