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Arthur Damian

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Get ready to hatch, feed and clean-up. Tamagotchi is back!



Today Bandai America has celebrated the 20th anniversary of the original Tamagotchi. To memorialise the occasion, Bandai has decided to give the gift of nostalgia to Tamagotchi fans of the mid-to-late ’90s by releasing a smaller version of the device in limited quantities on November 5th this year! Better yet, Tamagotchi fans can pre-order the little handheld starting today!



The new Tamagotchi, despite being smaller, features the familiar egg shape, pixelated LCD charm and the recurrent need for TLC that endeared fans when it was first released. Bandai doesn’t mention the sleepless nights as a seven-year-old, waking to your crying Tamagotchi at 3am, but that’s neither here nor there.



Like the originals, the mini Tamagotchi device offers six different shell designs from the initial Japanese launch, and each contains six characters. Bandai also plan to feature the iconic packaging design from the original device.



The mini Tamagotchi will retail at $14.99 in the US!



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Battlefront II Open Beta: First Impressions



I spent a lot of time this weekend exploring the Star Wars: Battlefront II open beta (customary article reference here). After having played the first game enough to realise that it was an incomplete mess, I’d seen many a promising trailer for the sequel, and had decided that the EA DICE development team could only travel in one direction: straight up. Battlefront II boasts a significant increase in the amount of launch-day content over its predecessor; it has also done away with the notorious season pass, courtesy of EA’s hasty business MO change. But are these charitable alterations enough to bring Battlefront II out from the shade?









Yeah, you sell it, John Boyega.





I’ll begin by stating the obvious: Battlefront II is a vast improvement over its older sibling. By making the weapons feel unique and the classes distinct, the game already begins to depart from the unabashed anarchy of Battlefront; choosing a class, selecting a weapon, and adding your own customisation are all things that ought to have been fundamental in the development of a FPS. I found myself switching classes with surprising frequency as the game modes demanded it of me: the Specialist rifles actually were terrible in close quarters, whilst the Assault weapons required some trigger discipline at range.









Of course, the Heroes remained as powerful as one might expect – they were also easier to come by, provided you could accumulate enough Battle Points over the course of a round. But easy access to vehicles and lower-tier Elite Classes meant that it was still uncommon to see Darth Maul’s sabre spinning furiously more than once per game, and though no one enjoys being ruined by a Jet Trooper, the limitations on numbers forced players down alternate BP-spending routes.









Now, I’m still a little sore that vehicles no longer simply spawn on-map over the course of a round, but the sheer presence of so many more (and this applies to much of the new Battlefront II content) is a definite boon. That said, I am left hoping that larger maps offer more land-based vehicle variety, particularly because piloting a spacecraft can be pretty dull without others to dogfight. Did I mention just how entertaining dogfights are? No? We’ll get there.









The Beta did not offer much by way of map-and-mode content, but this did not hinder the experience. Galactic Assault translated the AT-AT Assault mode of yore into alternative settings, as the Republic fought to keep the Federation MTT from the palace in Theed (on Naboo, for the unaware). Here was a good opportunity to try out everything the Beta had to offer, from soldier classes to types of combat; I particularly enjoyed the chaotic gunfights within the palace walls, assuming the Federation got that far.









Starfighter Assault took the opportunity to show off the revamped space combat, complete with actual space battles, Star Destroyers, and a game mode that involved less random dogfights and more cooperation. I’m a huge fan of the space combat in the Battlefront series, and came away feeling pleasantly surprised. Intelligent UI helped pick out targets and avoid incoming fire, whilst the lack of preset “evasive manoeuvres” made for some great flying.









Strike left me in two minds. On the one hand, the 3rd person perspective excelled here, as the tiny map and frantic gameplay suited being more spatially aware; on the other hand, some matches lasted mere seconds, where others dragged on into tense overtime conclusions. The lack of short-range sights became a real problem, as using the crosshairs to aim became essential unless you could find a nice hillock on which to perch your Specialist rifle.









What struck me about Battlefront II was that everything made a bit more sense. Heavy soldiers lumbered forward through doorways with shields up and weapons spinning; Specialist snipers spied the glint of opposition scopes and engaged in long-range duels; Officers ran around, being largely useless and yelling morale-boosting commands as they were eviscerated by light-sabre blades. Sure, it might take a little more refinement before the game can be compared to its competitors, but Battlefront II has something that most other titles don’t: a vibrant pre-built fictional universe with its own loyal fan-base. My younger cousin goes crazy for these games because they provide fan service like no other: fighting in the Theed palace throne room just like Padme did in TPM has never looked so beautiful.









EA DICE are promising a significant increase in content that will walk hand-in-hand with free DLC over the course of 2018. The trade off is of course that loot crates have been introduced, but I’ve personally never found reason to bemoan their existence, provided they don’t prove fundamental in being the best. No: what will make or break Battlefront II is the support that EA DICE offer; the way in which the game unfolds and expands upon the clear potential demonstrated in the beta and whether or not players left feeling empty after the previous entry can be bought, bargained, or won.









Star Wars: Battlefront II is scheduled for release on console and PC on 17th November, which happens to be the day after my birthday. Nice. The open beta is now running until October 11th, extended from the 9th, so if you haven’t given it a go, now is your chance.



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REVIEW / Chaos;Child (PS4)





Chaos;Child is a fourth entry in the Science Adventure series of visual novel-styled games by 5pb and the sequel to Chaos;Head. Originally released in Japan 2014, it has over the last few years ended up on basically every platform, worldwide. In Chaos;Child, players control Takuru Miyashiro, president of Hekiho High School’s newspaper club, who experiences regular delusions. At key points throughout the story, the player is given the option to choose if Takuru experiences a negative or positive delusion (or neither). Each choice affects the plot’s direction and the way it diverges from the main narrative into a different version of the story. Chaos;Child uses psycho-suspense elements similar to previous entries in the series, but leans heavily on horror and gore without being excessive.

















Chaos;Child was my first foray into the true visual novel genre, assuming you don’t count other games like Danganronpa or Pyre which mix visual novel elements with varied gameplay. I went into the game not knowing much about it, nor having played any of its predecessors like Chaos;Head or Steins;Gate. Despite this lack of experience, I have a few strong ideas on what’s required to make a visual novel successful:






High quality visuals (e.g. character design, anatomy, and landscapes/backgrounds)


Varied but judicious use of background music and sound effects


Natural voice acting (e.g. no extreme high-pitched voices, unnecessary squealing)


A compelling storyline




For any good game, the final point should go without saying, but other genres can fall short in one of these areas and make up for it in others. However, a visual novel that is purely in that format, with no sections wandering around or playing minigames or participating in action sequences must meet all of these criteria to be successful, enjoyable and captivating. A quick glance at Steam’s visual novel tag will offer a plethora of games with horrendously lazy art and reliance on sex appeal with no knowledge of human anatomy. This alone is enough to turn me away from the visual novel experience because that’s all I’m going to be staring at for 10+ hours. With all of this in mind, Chaos;Child hits all of these criteria with reasonable to great success.
















Regarding the main high-school age characters, the character designs are pretty and cute without being very interesting. 5pb have done well to make the characters varied and unique despite only having a few different poses and expressions available, which is something that many games and anime lack. Chaos;Child does well not to fall into the anime/anime-style game trap of falling into stereotypes – while you still have the sister character, the childhood friend character, and the mysterious mute character, you wouldn’t be able to pick them just by looking at the art, which is refreshing.



The strength of Chaos;Child’s character design really shines in the horrific and less-cutesy characters. It’s imperative that if your game relies on the use of gore and horror imagery, you must be able to show these images appropriately and with an acceptable amount of detail. Chaos;Child has fantastic, eerie horror visuals with fantastic use of light and shadow and lingers for just the right amount of time on certain images to stir up a sense of dread and unease.













The music, while fairly unmemorable, is perfectly realised for each of the settings in the game – school, crime scenes, in the city and in flashbacks. What really stands out in Chaos;Child is the use of sound effects. In various scenes, sounds like a door ominously, continuously knocking in a specific pattern are used repetitively, which also contributes to the growing feeling of dread. Likewise, all other sound fades away at key points, along with the visuals, to make way for the sound of a racing heartbeat so muffling it’s as if the sound is in your own ears. All of the general sound effects like typing and pouring tea sound blend seamlessly into the dialogue and don’t feel as though they were introduced in an abrupt way, and fade out just as easily.



I’m the kind of person who doesn’t expect that a horror genre text-based adventure like a visual novel or a book will have the same effect as a movie or interactive game of the same genre, but I was genuinely feeling uneasy and gripping the controller harder and harder at regular intervals. The voice acting (all in Japanese) is refreshingly natural and really fits each of the characters perfectly. There is a complete lack of overwhelming anime-style personalities or irritating extremes like squealing or shouting, which I also appreciated, given the risk one runs when playing games such as these. Obviously screams and shrieks do happen, given that Chaos;Child has a reoccurring horror theme, but the volume is balanced well with the rest of the audio and it is used sparingly and to great effect.













Here comes the bulk of the review, as one might expect from a game that relies almost entirely on its storytelling. Chaos;Child‘s storyline is pretty unique, although I won’t spoil it here for those that intend to play the game in future. For reasons which are revealed later in the plot, Takuru has been beset with regular delusions, which I mentioned earlier in the review, which can be neutral, positive, or negative. The game doesn’t actually give you much of an indication of what you’re supposed to do with the delusions (selecting them involves pressing L2, R2, or leaving the screen centred) or even what they are at first. The delusion trigger pops up in response to certain stimuli in the plot, though it’s often as a response to talking to other people.



For example, Takuru is speaking with a classmate who is threatening him, and choosing the negative delusion shows a path where Takuru imagines in vivid, gory detail, what it would be like to attack the other student. After the delusion is over, Takuru shakes it off and makes a comment on whatever the delusion showed him. At face value your choices have no effect on how the plot progresses, although obviously they become important later on. Positive delusions, in my experience, are almost entirely related to wooing the female characters, even though not a single one of them show any interest in him. While the visuals are very tame, some of the situations that are brought up in positive delusions are quite sexually explicit. It feels a bit icky, like unnecessary fanservice, until you consider Takuru’s general disposition in the game.













Early in the game before any of the horror and gore starts affecting your character, Takuru spends an eternity talking about how he’s not a “normal”, and that he’s a “right-sider”. He also implies that his non-nerdy, non-tech and information-obsessed classmates are “normals” and nowhere near as intelligent as him. Multiple times he states that he is special, and that he wants to show all of them how superior he is compared to the rest of the class – or society in general. He also hates to admit it, but he’s clearly sexually and romantically frustrated and regularly reads ageing magazines about how to pick up women. I really, really disliked Takuru as a character because he reeks of what the internet loves to refer to as a “Nice Guy” or possibly even a “Neckbeard” in some contexts. Since the visual novel format has you constantly strapped to Takuru’s every thought and action, if you aren’t at all receptive to his obsessive love for himself, he’s going to start to grate on you.



Luckily, the other characters are more agreeable, even with their own flaws. Once the storyline deepens a little and it becomes less about Takuru’s thoughts on society and more about his obsessive interest in the case and his past, the grating feeling lessens considerably. Excluding how infuriating Takuru is in the first few hours of the game, Chaos;Child‘s storyline is really gripping and interesting. It’s also a lot longer than I had anticipated, and as such I haven’t even gotten to the end of the story at the time of writing this review. The first chapter alone, which feels insanely long, took at least 5 hours of solid gameplay to complete, although I’m certain it was longer than that. Even though the visual novel format can be exhausting, reading lines and lines of dialogue for hours on end, Chaos;Child‘s storyline will keep you saying “Just one more day, just one more scene” and I truly believe that is the hallmark of a fantastic story.













Provided you’re not too upset by unpleasant themes and gory screenshots, Chaos;Child will appeal to you. If you’re not a fan of visual novels or have no patience for non-action games, steer clear and maybe read a synopsis or watch a “let’s play” instead. The story is fantastic, but it might be more suited to a book than a game for some players. Chaos;Child‘s storyline turned what would have been an average to above average game for me into a truly intriguing one. I also think that with the prevalence of glossaries, chat logs, and any-time saving, a purchase on the Vita would be just as enjoyable.











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


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REVIEW / Cuphead (X1)



Note: A video form of my Cuphead review will be available Here and all images are taken from my gameplay I put up on my personal Youtube channel.



After being in development for what seemed like forever, Cuphead has finally arrived. Studio MDHR’s debut game is hand drawn to look like a 1930’s cartoon and it looks amazing. Now everyone around the block who has had a chance to talk about the game will tell you how difficult Cuphead is. While yes, it is difficult, by no means is it impossible and hardly ever are you handed an unfair situation. Anytime I found myself in a battle that took me awhile, I knew my downfalls were self-inflicted (miss timing a jump, not dodging at the right time, losing concentration). I can not say there was a single point of the game where I felt the game gave me an unfair situation which took luck or the perfect situation to happen for me to win.













The story of the game follows Cuphead and his best friend Mugman as they go to the Devil’s Casino. After the Devil sees them winning every roll, he makes a deal with them: win one more roll and they get all of his loot, lose and he owns their souls. Of course, they lose and to pay back the Devil, they have to collect the souls of other debtors in exchange for their own. It is a simple story, but it gets the game moving. There is actually very little in terms of story progression from beginning to end. It pretty much comes down to gathering the souls and bringing them to the Devil.



One more thing about the story, the cutscenes are played out in still pictures. As a guy who loves all of the animation put into the game, I would have loved to see the cutscenes have their own animations. By no means does this make the game worse, but I was disappointed to see a game that prides itself on it’s hand-drawn animations have still pictures to tell its story. That being said, who knows how much longer the game would have had to be delayed to put in those animations, so at the end of the day I am fine with it.













The gameplay of Cuphead is simple, but it works well. Cuphead (or Mugman) shoots bullets out of his hands to damage enemies and has both a jump and dash move to dodge enemy attacks. Pink enemy attacks can be parried which adds to your super move that I will talk about in a second. Using the coins found in the Run and Gun sections of the game, there is a shop in the game to buy new abilities to outfit yourself with and super moves can be unlocked at Mausoleums.



The shooting in the game is limited to only being able to shoot left, right, up, all diagonals, and down while in the air. I found this to be limiting a bit in what I wanted to do. If the fight called for me to shoot below the platform I was on I either had to keep jumping and aiming down or move all the way to the side and go down myself to reach them. Also, there were a few times that not having a full 360 degree range of aiming just didn’t cut it. Especially when you have only the peashooter, there are times that where you are standing is not viable. Putting those nitpicks to the side though, the gameplay is fluid and really works well.













Equippable abilities range from two different ways to shoot, one super ability, and one “charm” ability. I found myself using the normal peashooter for range and switching to the spread shot when close to deal out the big damage, but there are six different shooters available with different effects. For charms I really stuck with the smoke bomb ability which lets you take no damage while dashing, but there are others like more health for less damage, and an automatic parry.



In the bottom left of the screen while playing you will notice cards come up when you deal damage and parry pink attacks. This is your super meter. One card lets you do a more powerful attack, but letting all 5 cards fill up allows you to do your super. There are three supers, a powerful energy beam, invincibility for a very short time, and a ghost attack that can really wipe out enemies when used correctly. For most of my time, I used the energy beam because invincibility was too short, and with the ghost attack I was letting myself get hit more trying to deal out as much damage as possible. The supers are useful tools for different situations.













There are two different kinds of levels in Cuphead. First, are the bosses. Every boss is very different from the last one faced. You can start out fighting giant vegetables in a garden, to two boxing frogs, to a dragon while jumping on clouds, to a mermaid that turns into Medusa, to the Devil himself. I loved the design of the bosses and the stages they are placed in. The bosses seem lively with fluid movement, and the backgrounds can sometimes play into how a fight is handled, or sometimes have their own element of animation. The methods needed to win each fight comes down to knowing how to dodge attacks and knowing when to deal damage. There are no health bars or checkpoints in the game and the only indication of progress is when a boss goes into a different phase or you die and you see how close you were to the end on a timeline. Some bosses were a harder learning experience than others, I do not know how many times I saw I was so close to the end, only to die and start over from the beginning.



The second kind of level is the “run and gun.” These are the platforming areas of the game where you have to reach the end while dodging smaller enemies and find coins to spend in the shop. I had a fun time playing these levels, without them I feel the endless boss fights would be a bigger chore. While still challenging, I could always look towards a run and gun section to make the game feel a little more fresh when I spent too long on a previous fight.













In the end, Cuphead was a blast to play from beginning to end. It is difficult and you will be tested as a gamer, but this throwback to 1930’s era cartoons is an absolute piece of art with great gameplay to accompany it. The $20 price tag is perfect for it and for anyone who has been waiting for this since it was first announced years ago, the wait was worth it.





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REVIEW / Darkwood (PC)



Although Darkwood only saw full release in mid-August of this year, it already has quite the following due to its lengthy (as in three years) Alpha release. Its novel approach to survival horror – with the emphasis heavily on survival – has drawn a lot of attention, and fans eagerly awaited the game’s ending that has only now been included in the full release. From the get-go, the game delivers on atmosphere. There’s something about limiting your visibility that automatically has you on edge; did you see something move in the darkness, or are you just letting your imagination run away with you? The soundtrack and sound effects are also well chosen and judiciously used to increase the tension as well as guide the player toward objectives and away from danger.













The game consists of a Prologue and two Chapters, although the prologue can be skipped as it serves mostly as the game’s tutorial. For first time players, this is a mistake; not because the game is particularly difficult or the controls differ widely from other games, but because this tutorial is carefully designed as an introduction to the Darkwood world, as well as our main character. Backstory is delivered from a doctor living in the woods, although he is quickly marked as an unreliable narrator, with claims of persecution, paranoia, and warped, terrifying images of the people he supposedly helped. The aspersions cast on his character are not lessened as you explore his house, where cages stand empty and behind the door of a locked room, someone cries pitifully to be let out.



Although you gather materials and learn how to wield weapons as the doctor, after he comes across a collapsed figure in a forest clearing and begins torturing the man for information, you begin to play as the captive instead. The tutorial does not attempt to hold the player’s hand through the various game functions; it is very bare-bones instruction as the player moves through the story. Briefly, we are introduced to combat, the crafting system, and how to navigate the game environment, but all of it is done in a minimal, almost under-explained way.













Most of the gameplay in Chapter 1 and Chapter 2 is a combination of exploring the environment and reinforcing various “hideouts”. The passage of time is marked with “day” and “night” segments of gameplay. During the day, the protagonist scrounges for supplies and meets various inhabitants of the overgrown, dangerous forest who will trade with him or ask him to accomplish various tasks in exchange for information. At night, it is not safe to be outside, and the protagonist is forced to take shelter in one of several rundown buildings.



The nighttime portions are where the real horror happens; like a more serious version of Don’t Starve, you hole up and try to keep the darkness at bay. There’s a significant amount of downtime as you wait through the darkness. However, in this game, the light you need to stay safe can also alert certain supernatural elements to your presence. Randomized events happen throughout the night, including phantom images in the room with you, shadows lurking just outside of view, and ominous, persistent knocking at the doors and windows. And of course, stuff that breaks into your house and tries to kill you.













Frankly, despite the developer’s claims that this was a horror game “without jumpscares”, the tension and paranoia induced by the hostile nature of the game environment allow the player to scare themselves. The keyboard controls are not as refined as one might hope, but the ease with which a player can accidentally open a door in the dead of night, while something lurks in the darkness just outside- in the right circumstances, it’s actually something of a benefit to a horror game.



The game’s character designs, which are really only visible when interacting with other characters, are amazing- they are disquieting without being gory or grotesque. The same can be said of any artwork in cutscenes or when interacting with special areas or concocting power-ups, but the bulk of the game is a top-down view of the protagonist and his environment.While every environment is incredibly detailed, the top-down view prevents the aesthetics of the game from being enjoyed fully.













The best thing about Darkwood is that it gives the player an objective, but attempts to provide as much freedom as possible to them while imposing actual consequences for actions. Most of the characters you talk to, you can also choose to attack and potentially kill. For every task a character asks of you, there is potentially another way to gain the information or benefits they offer. Even the power-ups you can get by filling a hypodermic needle with the strange mushrooms growing in the forest require you to choose a negative effect to go along with your new abilities.



Darkwood’s creators call their game “unforgiving”, but what I think they really mean is that the game strives to truly put you in the place of the protagonist- not particularly strong, but a potentially resourceful person who is trying to get out of this frightening place alive. It asks a lot of its players: perseverance, strategic thinking, and constant vigilance. It definitely delivers on being a unique entry in the survival horror genre, but for a lot of players, may end up as something of an acquired taste.









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



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REVIEW / Warriors All-Stars (PS4)



The Warriors franchise has been duplicated multiple times as of late. This style of gameplay can be seen in Hyrule Warriors, Fire Emblem Warriors, and even Dragon Quest Heroes. The formula of looking super bad-ass by wiping out screen-fulls of enemies with one guy (or girl) is popular, so it makes sense that they would want to throw a bunch of skins on it. You would think that with all of these recent games using the formula that a recent Warriors game would be the top experience. Normally, you would be right. However, Warriors All-Stars has decided to forgo fine-tuned gameplay for needless fan-service and a paint-by-numbers story.













If you have ever played a Dynasty Warriors game then you will feel right at home with this title. Levels are filled with wave after wave of squishy enemies for you to smash through and objectives for you to complete. Battles are fought using light, heavy, and special attacks. Fighting the nameless grunts is easy, with most if not all of them not being able to lay a hand on you in any given battle.



Bosses are another story entirely, with most of them employing cheap A.O.E. tactics in order to keep you away from them. Then, once you get back up, you find yourself caught up in their attack all over again. So, in turn, I was forced to use cheap tactics of my own if I wanted to have a fighting chance. I walked away from battles feeling like I out-cheated the computer, not like I outmaneuvered it in combat. This mad me annoyed whenever I had to deal with someone I couldn’t kill in a few smacks.













My biggest gripe with Warriors All-Stars has to be the lack of any sort of co-op multiplayer. The best part about hack and slash games would have to be taking on crazy and slightly stupid bosses with a friend. Fighting together makes up for a lot of the series shortcomings with the two of you being able to split up objectives on the battlefield.



Yet none of that is present in Warriors All-Stars. Another game that would have greatly benefited from couch co-op has been denied it. I had the same problem with Hyrule Warriors when it was brought to the 3DS, but I gave that one a pass because of the weaker hardware. But this game is on the PS4. Come on, guys!













The story of Warriors All-Stars is basically a direct rip from a lot of other collaboration games, the first one coming to mind is Fire Emblem Heroes. To sum it up, creatures in the world that the game takes place in use the last of the magic of a dying power source in order to summon multiple different characters from the Koei Tecmo games in order to help them save their realm. However, in a twisty twist that almost no-one saw coming, the characters are recruited by different sides and now have to fight each other in large-scale battles. It goes without saying that everyone is stuck in this world until they can solve the problem at hand. But first, they have to survive each other.



Since the game has three different sides for you to play that adds a level of replayability. Look, I’m not saying that the story is the worst thing in the world. I would actually have to know what is going on in order to make that claim. Sadly most of the story plays out in text conversations that show up while you are in the middle of the fight. And seeing that the game was only subbed in English your choices are to pay attention to the story and give the already annoying bosses an advantage or solely paying attention to the combat and blocking the story out entirely. I picked the latter.













Honestly, the characters are the best part about Warriors All-Stars. From the crazy fighting style of Kasumi from Dead or Alive to the swordplay of William Adams from Nioh, every character in the game plays refreshingly well. Combos are flashy and over the top. Taking down giant groups of enemies feels just as great as it does in any other Warriors game. O



n top of that, they decided to keep the original art style of every character which makes the game look interesting, albeit sometimes really weird. It’s hard to take a battle seriously when the rest of your team starts dancing and cheering you on. It is equally as hard when you are throwing huge dice at people, I’m looking at you Rio. The environments are pretty the first time you see them but you will soon notice that you are seeing the same things over and over again.













It seems that the biggest problem that Warriors All-Stars suffers from is lack of heart and ambition. Koei Tecmo had the ability here to tell an amazing story and the opted to make a soulless Hack & Slash. Its average, plain and simple.









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



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Battlefront II: An open beta and a revived multiplayer



It’s been a big week for videogame tributes to the galaxy far, far away. EA have been teasing the sequel to 2015’s Star Wars: Battlefront since E3 in June, in what appears to be an effort to prove that “we can do better than the first game.” In fact, a recent trailer revolved around drawing comparisons between the original and the sequel, showing us all just how sorry they were that Star Wars: Battlefront was an incomplete game at launch.









I know, I’m being harsh. But EA have since changed their motto, and as a result, I was filled with much enthusiasm at the prospect of being able to try out Star Wars: Battlefront II in an open beta that has begun for anyone and everyone today.









For those of you who have pre-ordered the game, shame on yo— I mean, this should be old news: the beta for those players has been running for a few days now. But if you’re feeling hesitant, a little wounded after the previous entry, the open beta can be downloaded on all relevant stores for free right this very instant.









The Star Wars: Battlefront II beta itself is multiplayer only, meaning you’ll be treated to a small glimpse of the larger online environment. In practice, this means you’ll have access to 3 maps, one from each of the Star Wars eras: Naboo, Fondor, and Takodana. Each map is paired with a different game mode.









On Naboo, you’ll be fighting on the streets of Theed, as the droid army attempts to take the palace and force a surrender (the Galactic Assault mode). In orbit above Fondor you’ll play Starfighter Assault, attacking or defending an Imperial shipyard and the Star Destroyer it houses. And then there’s Takodana (that’s Maz’s castle for those of you familiar with The Force Awakens) on which you’ll be playing the package retrieval game-mode Strike.









With 4 classes to choose from (assault, heavy, officer, and specialist), 4 heroes (Darth Maul, Rey, Han Solo, and Boba Fett), and even the split screen Arcade mode, there’s plenty to taste. The Star Wars: Battlefront II beta is due to run from October 6th – 9th on all platforms, so get a wriggle on if you want to experience the latest from EA DICE before you buy.









If you’re a staunch traditionalist – like me – you’ll be about to close this article and sigh, knowing full well that the game will never compare to the original, 2005’s Star Wars: Battlefront II.



Luckily, a miracle has occurred.



As of a few days ago, both Steam and GOG (the store operated by CD Projekt Red) announced that the classic Star Wars: Battlefront II multiplayer servers were back online, hosting lobbies of up to 64 players in a cross-play scheme orchestrated by Disney. Since then, demand has been pushing those servers to the limit, as players suffering from massive nostalgia trips jostled to get back to playing the game that defined their youth.









*sniffs fondly*



If you don’t already own the game, you can grab it on either of the two stores mentioned above for USD $5/10 respectively. If you want to know more about the new game, check out the webpage here; keep it with us for a run-down of the good, the bad, and the ugly once the Star Wars: Battlefront II open beta has drawn to a close.





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RollerCoaster Tycoon fuels nostalgia with classic version



Since the early 2000’s, RollerCoaster Tycoon has arisen as a model of simplicity of what is possible to achieve with a videogame. RCT quickly became the staple of construction and management simulation games, popularizing the genre by implementing the idea of creating your very own theme park. The interface was also quite simple to use compared to other world-building games. Of course, this enabled millennials (like me) to enjoy this experience early on in their childhood.



A decade and a half later, loyal fans of the game can now relive their fond memories of the classic games. Chris Sawyer, the original creator and producer, has teamed up with Atari® to present RollerCoaster Tycoon Classic. The game is now available on Steam for PC.









The remastered title includes updated versions of the original theme park sims, RollerCoaster Tycoon and RollerCoaster Tycoon 2. Aiming to focus on the best features the series has to offer, Sawyer revisits the two most popular games of the Tycoon series. In addition, players can enjoy new add-ons not found in the original games. The Scenario Editor Toolkit, Wacky Worlds, and Time Twister expansion packs add new layers to a timeless gaming experience.









Key Features





The Coaster Builder allows you to create intricate roller coasters through pre-made designs. However, if you prefer a more detailed build, you can also create your coasters piece by piece.


The game implements intuitive design so you can keep everyone at your park happy. Terraform the geography and atmosphere to create your own unique park.


Manage your finances and keep your staff organized to run your park efficiently.


Create unique theme parks in a multitude of environments.


Explore challenges with 95 classic park scenarios from RCT and RCT2.


Enjoy a classic gameplay style with isometric graphics and original ambiance/soundtrack from the original games.


That last feature is why this game experience is worth it. Fans of the series will remember the hours spent engineering their own theme park in that style. Ever since the forgettable RollerCoaster Tycoon World, fans have clamored for a return to traditional gameplay. It’s safe to say Sawyer and Atari® have delivered.









Download RollerCoaster Tycoon Classic on Steam. For more information on this game or the series visit RollerCoasterTycoon.com, or visit the Twitter and Facebook pages.



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Assassin’s Creed Origins DLC Discovery Tour: It’s a history lesson after all!



Education is the best weapon. Assassin’s Creed Origins’ new upcoming DLC will certainly support this ideal. The player will delve into the ancient Egyptian setting within the game mode Discovery Tour. This free piece of DLC launches early 2018, so we won’t have to worry about the hole in our pockets after getting Origins.









What can we expect?



Developed by Ubisoft, the Assassin’s Creed franchise started in 2007. The tenth major installment had now dropped after ten years. It seems like the series has been with us forever, but we don’t tire of it. Furthermore, this DLC turns Origins into an interactive history lesson, which will be sure to please many keen fans. It’s been in development for two years and Ubisoft did a good job keeping it under wraps. Kudos. In any case, Discovery Tour essentially avoids combat. Gone will also be the narrative of the main campaign. Instead, the practicalities of mummification and Cleopatra’s life will replace it. Players are able to traverse through famed locations such as Alexandria and the Nile Delta, and many more. The tour has been brought to life, primarily with the use of audio narration and drawings.



This, and the tale of the opposition between Templars and Assassins alike from the construction of the pyramids, will be included. The open-world restoration of ancient Egypt will feel more realistic and bring about a fresher take on AC-type exploration.





Mummies!



Ever wondered how corpses were mummified? I had always been curious to know. Discovery Tour is a game mode that will exhibit the detailed process of mummifications during the era of BC. It will definitely be a very educational journey for the players. They will watch people and animals work and live their lives during this time. Hopefully, the DLC will almost be as immersive as physically going back in time!



Ubisoft previously received backlash from players for the factual inaccuracies of AC Unity. It had caused so much upset that the developers had to resort to openly telling the public that the game is “not a history lesson”. Could this have inspired the contents of Discovery Tour? Whatever the answer is to that, we are looking forward to this game mode as players. Historians and Egyptologists alike had been asked to contribute knowledge during the development process. This is to ultimately add accuracy. It would be like walking around an open-world museum, with little to no hostility. No need to worry about practically carrying a target around your back – phew!





Conclusion



There has always been the question of whether videogames (which address history in a way) should be used for educational purposes. Discovery Tour is most definitely not exempt from this argument. Those who disagree have called games such as these ‘gimmicks’ more than anything. Realistically, we will not know until the DLC arrives. In any case, I do admire the sentimental idea that it is intending to deliver. Assassin’s Creed is widely known for being conveyed back through time to witness key events in history.



Discovery Tour will allow us to look back into ancient Egypt and still have the power to entice young minds. Because whether we’d like to admit it or not, there had always been a time in the classroom where we’d rather be anywhere but there. What’s not to like with a videogame that will immerse and captivate you in a time far before our own?



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Run Double Jump 2017: An Indie Gaming Gathering in Egypt



On September 14th, I had the opportunity to attend one of Egypt’s very few video game industry events. Run Double Jump is an event that encourages indie developers in Egypt to discuss their work and showcase their games. Its mission is to energize investors and professionals towards supporting the video game industry in Egypt. Furthermore, RDJ aims to raise awareness about the presence and struggles of video game development in Egypt. The Egyptian Information Technology Institute (ITI), IGDA Egypt Chapter and Egyptian indie game studio, 2024 Studios were the event organizers.



Each year, attendees test the showcased games and provide feedback to the developers. As a result, aspiring developers in the region gradually become open to the idea of sharing their work. This should help developers perpetually fine-tune their project until it’s ready for release. In turn, these indie developers and volunteer testers assist with shaping the Middle Eastern video game industry into a more solid form. The featured games this year were playable across multiple platforms such as mobile, PC, and VR.









Run Double Jump 2017 also featured multiple talks and workshops by industry professionals. Here are some that highlighted different aspects of the industry…



When from Scratch was from Scratch – Ahmed Naguib (Instinct Games)








Instinct Games’ Ahmed Naguib provided the audience with a historical overview on the evolution of video game development





Instinct Games, one of the four development teams behind ARK: Survival Evolved, was represented by game developer Ahmed Naguib. In his talk, he discussed the history of the iconic id Software and its founder, John Carmack. That included the 1991 title Catacomb 3-D, the first video game to introduce 3D graphics into the Catacomb series. In addition, the talk featured 1993’s DOOM, how it was more of a service rather than a product. That is all thanks to DOOM being one of the first ever modder-friendly games.



Nowadays, id Software is a subsidiary of ZeniMax Media, mother company of Fallout developer Bethesda Softworks. Naguib closed his talk with the four pillars of the video game industry ecosystem. That included Innovation and Development, Publishing and Advertising, the Consumers (a.k.a. players) and Events/Conferences. In conclusion, he pressed on the fact that the proper handling of these four pillars is key for Egypt’s ability to compete and penetrate the worldwide video game market.





How AR and VR can revolutionize Media – Momen Al-Adl (MO4 Network)








Media and creative agency representative Momen Al-Adl discussed how media and PR services are advancing – all thanks to augmented and virtual reality





MO4 Network‘s Momen Al-Adl gave us an insightful talk about the current fast-growing tech: AR and VR. Momen highlighted how AR and VR present an opportunity rather than simply impose a challenge for Egyptian developers. “You can be the first. There are many firsts left,” he said, emphasizing on the full half of the glass. Momen presented MO4 Network to have the first VR studio that offers a VR incubation program in Egypt. The program kicked off back in July. MO4 Network are also the first ever recipients of Facebook’s Virtual Reality Grant in the Middle East.



With that being said, MO4 Network aim to motivate potential applicants to create VR experiences that could be marketable and playable by many. The agency’s affiliation with local online hub CairoScene could even grant the involved or winning developers online exposure. Al-Adl then spoke about how AR and VR shouldn’t be used only for game development, but for gamifying anything that isn’t a game. That includes news, advertisements, and brand experiences. Developers can help broaden the horizon of interactive entertainment by focusing on creating VR experiences as much as VR games.





Making Money with Serious Games? – Laila Shoukry (Technische Universität Darmstadt)








PhD student Laila Shoukry discussed gamified education and its prominence in Egypt and the Middle East





Ms Shoukry’s passion was all about using gamification for the purpose of nurturing the community around us. Her focus during her studies was on gamified education. She believed in the life-changing impact that gamification can have on society. Despite most games being merely and naturally entertaining, she believed that games can be created for a greater cause. Laila revealed to the audience how committed the Middle East is to the educational branch of gamification. According to statistical data from her studies, the Middle East currently has the highest level of growth in gamified education. Yet, the region still has the lowest worldwide income. Currently, it is estimated to be worth a total of 81 billion dollars…and counting.



Shoukry mentioned that in 2022, the Middle Easterners’ presence is expected to grow by 30%. The leading nations in gamified education in the Middle East include Egypt, Turkey, Kuwait, Jordan, Lebanon and the United Arab Emirates. The top educational apps include English language learning apps and early childhood education apps. Laila also confirmed that serious games on mobile are easier to maintain and provide the highest possible revenues. The speaker closed her session by highlighting the importance for developers to ensure added value to the user’s knowledge, while maintaining a fun and enjoyable gamified experience.





After walking you through some of the sessions’ highlights, and after personally attending almost all 12 sessions of the day, the time came to announce the glorious winning team.





AND THE WINNER IS…










What winning team, you say? Well, RDJ 2017 does not just serve as a platform for raising awareness and motivating Egyptian gamedevs. The event organizers believed that embedding some competition and rewards could serve the event’s purpose well. The highest prize rewarded was an Indie Prize scholarship, sponsored by Casual Connect and the Computer Games Association (CGA).











Two-man team Youmaku Games walked out of the event more victorious than ever





The winning team, Youmaku Games, comprising of graphic designer/concept artist Ashraf Abou Heikal and developer Youssef Aly, will get the opportunity to attend Casual Connect USA next January. The event is set to take place in Anaheim, California. At Casual Connect, not only will Youmaku Games get to attend lectures given by industry professionals, but they will also get a spot in the Indie Prize showcase.



As part of the Indie Prize scholarship, the duo are set to compete with other developers. This way, they’ll get a shot at winning the highly-desired Indie Prize awards while getting their game out there for everyone to see and enjoy. I’ve personally had the utmost pleasure trying out their flamboyant 2D platformer game, Skelewton’s First Law. All I can vouch for is this: it is the kind of game I want to see released on Steam – so I can buy it and earn it with a sense of patriotic pride.









So to those of you who believe that video game development is dead in the Middle East, I bestow this article into your hands as microscopic proof of its quietly beating heart. For the Egyptian gamedev industry to get a boost, we will need more support from our government and from potential investors. And I can only imagine how fruitful it would be if global cross-studio partnerships are ever formed.



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