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Football Manager Touch makes its debut on Nintendo Switch



Get your sheepskin coat ready. You can now lead your favourite football team to glory home or away on Nintendo’s flagship system.



Sports Interactive and Sega Europe have teamed up once again, this time to transfer Football Manager Touch to the Nintendo Switch. It’s available now as a digital purchase from the Nintendo eShop. They’ve had help too; sister studio Hardlight (the team behind Sonic Jump and Sonic Dash) have helped out from a technological standpoint to integrate the game seamlessly for the Switch.



Football Manager is the behemoth footy sim, putting you in the hot seat of any club in more than 50 countries across the world. If you’ve ever dreamed of managing your favourite football club, you have the chance. It’s hugely entertaining and so realistic that in real life Sky Sports uses their player stats in their football coverage, and clubs all over the world actually use it as a scouting tool. Football club chairmen the world over have received applications for jobs from players whose only management experience comes from playing the game.











It’s something of an unexpected move by Sports Interactive, the studio behind the hugely popular football management simulator. For years now there has been a swell of gamers wishing that the game would be released on console, only to have their hopes dashed. So far, it has been PC/Laptop or mobile devices, and even that has only happened recently.



However, it makes sense that their first move into console gaming for this massive title would be the Nintendo Switch. It takes advantage of the Switch’s touch interface, making a port of the mobile version of the game a lot easier. Don’t be fooled though, this isn’t a like-for-like substitution. There has actually been a lot more work put into this port to help it take advantage of the other control elements of the Switch.



Football Manager Touch has been fully optimised for the Switch with a bespoke user interface and a customised control system that takes full advantage of the system’s various controller input options, including support for both the touchscreen and Joy-Con



controllers. This gives fans a unique Football Manager experience that can be played on the move or docked at home and enjoyed on the big screen.



In addition, Football Manager Touch on Switch will offer a fully-fledged single-player experience including the series’ acclaimed 3D Match Engine – the first time that the 3D engine has been playable on a home console.



It has been a challenging port as Miles Jacobson, chief of Sports Interactive, explains: “It’s been a huge technical achievement to bring Football Manager to the Switch but, as a studio, we’ve embraced the unique design opportunities that the console offers. Thanks to the support we’ve had from Hardlight throughout the development process we’ve been able to create a Football Manager experience that is just as immersive and enjoyable whether you’re managing on the move during your commute or playing it on your TV.”



Jacobson is as excited about this release as us footy fans are. “This is a milestone release for Football Manager. This is our first console release in a number of years but it is also our most innovative release of Football Manager Touch to date thanks to the various control methods we’ve included that gives everyone a way of playing Football Manager that suits them.”



Football Manager Touch on Switch includes the same feature set as the tablet version of the game. It’s not as fully-featured as the full laptop/PC version, but it’s perfect for casual gaming which is why it makes sense for Switch’s latest signing.





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Games for Change announces first slate of programming for its 15th annual festival



Games for Change, the festival that brings together gaming educators, developers, researchers, designers and more in the pursuit of gaming for social innovation, has announced the lineup of programming for their 15th annual Games for Change Festival. Running from June 28th to 30th, 2018, the festival will host a number of speakers, panels and workshops at Parsons School of Design at The New School in New York City. By bringing together the broad range of thinkers and innovators within the gaming community, the festival seeks to advocate the power of videogames as a vehicle for social change.



As in previous years, the scope of the festival will be broken down into three tracks, this year’s being Civics & Social Issues, Neurogaming & Health, and the Games for Learning Summit. Each track comes with their own roster of distinguished speakers and interactive panels, such as “Mozak: Turning the World Into a Neuroscience Lab” with Zoran Popovic (Director at the Center for Game Science at the University of Washington), in which attendees will be encouraged to explore the links between decision-making and the mechanics of videogames, focusing on neuroscience and behavioral psychology. The “Games and Empathy” panel tackles the social application of videogames with moderators Matthew Farber (Associate Professor at American University) and Karen Schrier (Associate Professor/Director of Games at Marist College), while “MinecraftEDU” will examine how Minecraft Education is inspiring the next generation of STEM leaders through immersive learning.



In honor of its 15th year, Games for Change co-founder Barry Joseph (also the Associate Director of Digital Learning at the American Museum of Natural History) is encouraging attendees to bring in submissions from previous years to contribute to a pop-up museum. Celebrating the festival’s history through exhibits created by participants, Barry is set to host a workshop teaching copy writing and narrative creation, and the pop-up will be displayed for the entire community to enjoy over the course of the festival.



Last year’s VR for Change Summit, now the 2nd annual XR for Change Summit, will take place on June 30th, bringing the community together for a frank and open discussion on the advancement of new technologies and the development initiatives. Games for Change is expecting additional speakers specifically for this summit, so those interested in attending should keep their eyes peeled for an announcement in the coming weeks.



The 15th annual Games for Change festival promises to be bigger and better than ever while paying homage to their roots, staying true to the sense of social advocacy and passion for change that started it all. Tickets can be purchased here, with single day passes starting at $150.









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Banner Saga Trilogy: Bonus Edition trailer and details



With news of the upcoming Banner Saga 3 from developer Stoic and publisher Versus Evil, also comes the announcement of Banner Saga Trilogy: Bonus Edition. This edition of the game will include Banner Saga 1, 2, and the upcoming third release. This is a physical copy of the game which will also include a mini art book, poster, and best-of soundtrack, as well as an in-game digital item called the Horn of Lichbaen. Banner Saga 3 is being touted as the final installment in the series, so this edition of the game will provide the complete story.









Banner Saga Trilogy: Bonus Edition will be published by 505 Games and will be available in physical form for the Playstation 4 and Xbox One on July 24th in the U.S and July 27th in Europe.



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Battle Fleet Ground Assault rumbles onto Steam in May



Let’s have a quick pop quiz. What is better than guns in videogames? Big guns? Possibly. Bombs and missiles? Now we’re getting there. Tanks? Bingo! Yes, there’s nothing better than rolling around inside an absolute ton of heavily armored, explosive, carnage making goodness. Battle Fleet Ground Assault, which is due for May 1st, absolutely lets you do this and goes one better. Why bother with one measly little tank when you can be part of a bone crunching fleet of them? If you happen to be a bit interested in how you’re going to be able to get your kill on next, you might want to read on.









As I’ve just noted, Battle Fleet Ground Assault (the sequel to Battle Fleet) will be hitting Steam next month. Tactics and strategy are the order of the day in this unique turn based war game which will throw you into the chaos of some of the most well known tank theater battles of World War 2. You’ll also be able to play with a wide array of historically accurate tanks and other vehicles to give this already interesting game a bit more spice. There are actually a total of 20 different playable tanks at your disposal, so there’s plenty there to keep you entertained.









So what else can we expect, then? Well, continuing the Worms/Scorched Earth angle plus power mechanic evident in Battle Fleet 2, Battle Fleet Ground Assault will throw you into intense single player battles and a robust campaign. In addition to this you will also be able to participate in an intense multiplayer mode. You will be traversing deep, fully destructible environments and literally picking your opponents apart. This isn’t just a game about blowing stuff up; you’ll want to dissect the enemy. Hit the engines to cripple your foe’s maneuverability or just go straight for the jugular. If you smash the crew compartment, you smash the crew. The ability to use different types of shell and armor will only add to the list of tactics at your disposal.









After the success of our last two Battle Fleet titles, we noticed that players were massively demanding the addition of tanks to their vehicles armada. Not only did we listen to them, but we decided to take it to another level and develop an entirely new game solely focusing on tactical tank battles.We can’t wait for the community’s feedback when the game comes out on May 1st and also feel very excited about the upcoming VR support,” says Mythical City Games CEO, Jedrzej Jonasz.









That’s a very good point, actually … Battle Fleet Ground Assault will be getting full VR support later this year. This will not only allow you to experience the game in full VR but also allow you to play in this mode against players who don’t have the facility. This is great because it means that the list of people for you to obliterate goes up tenfold.









This actually looks very interesting. The whole tank thing has been done quite a bit in recent years with World of Tanks and its ilk. This isn’t just a case of running around blowing stuff up; it actually commands the need for the use of a bit of thought. The fact that this game is historically accurate also makes things a bit more interesting. All in all, Battle Fleet Ground Assault looks like it may well be one to watch. Train your sights on May and prepare to have a literal blast.



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The Day the World Changed, a chilling VR experience, premieres at the 2018 Tribeca Film Festival



Marrying VR technology with first-hand survivor testimony from Hiroshima, virtual reality experience The Day the World Changed is set to premiere at the 2018 Tribeca Film Festival. The result of a winning partnership between Tomorrow Never Knows, the International Campaign to Abolish Nuclear Weapons (ICAN), Nobel Media and the Saul Zaentz Innovation Fund in Film and Media Studies at Johns Hopkins University, The Day the World Changed promises to shine a grim spotlight on the horrific consequences of nuclear war.









Beginning as a commission by Nobel Media, whose hope was to showcase the humanitarian work of ICAN, this VR experience presents, through three interactive chapters, a historical retelling of the atomic bomb, from its first ever use as a weapon of mass murder, to the nuclear arms race in its aftermath. Creators Gabo Arora and Saschka Unseld, along with producer Jennifer Tiexiera, have come together to create an “unwavering, uncomfortable experience” that will force participants to stare into the gritty reality that is nuclear war, and to combat the detachment that our “fetishization of nuclear superiority” has spurred on.



Opening with the circumstances that led to the development of the first atomic bomb, and the subsequent decision on behalf of the United States government to drop said bomb on Hiroshima, the first chapter will serve as the backbone, providing a basis of understanding for participants.



Leading into the second chapter armed with the knowledge garnered from the first, they will then be allowed to walk through the aftermath of the August 6th, 1945 bombing, which resulted in the heinous deaths of over 90,000 people. Participants will be able to experience the consequences of these horrors first hand as they walk through the virtual ruins of the last standing structure in Hiroshima.



Finally, The Day the World Changed will return to the present through the resulting arms race, in an effort to espouse to participants the very precarious position we are all in, how close we are at any moment to another unspeakable tragedy, and the importance of public advocacy in the pursuit of abolishing nuclear weapons.









With an admirable message and the goal of elevating immersive storytelling through the use of VR technology, The Day the World Changed signifies the merits of virtual reality in crossing personal and geographical borders in the pursuit of sharing experiences. Premiering at the Tribeca Film Festival, The Day the World Changed is planned to run from April 20th to 29th in the Virtual Arcade.



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REVIEW / Super Seducer: How to Talk to Girls (PC)



Editor’s Note: Salutations, readers! My partner, Al Valentín, had some THOUGHTS on the recently released Super Seducer. What follows is a well documented tale of their experience with the game.



The best survival horror game of 2018 has already been released, and it’s Super Seducer: How To Talk To Girls on Steam. Do you enjoy cringing at poorly scripted dialogue with even worse execution by the actors? Do you love getting questionable advice about how to interact with the people you desire? Do you want to be given the chance to be a harasser of women and say the things you know you should never say but in a controlled environment where you don’t have to actually get cussed out? Then, boy, is this the game for you. Play it and get ready to be thrust into an endless oscillation between cringing so intensely that you feel trapped in a void of pure embarrassment with no recourse but sheer terror, or laughing in sorrow at the state of the world until you cry. Or at least, that’s how I felt.













Developed by RLR Training Inc, the company of noted “seduction guru” or Pick Up Artist (PUA) Richard La Ruina, this game uses dating simulator style mechanics to put forth a live action visual novel guide for straight men trying to speak to the straight women they desire. La Ruina starts the game by letting us know that he’s designed a “psychologically challenging” game experience that utilizes “real dating principles” to allow you to reach romantic success. The game is pitched to players as though it’s the freaking Never Alone of the PUA community, allowing you to gain a grasp of the bizarre and mysterious brains and language of women. While it’s framed as a challenging and useful guide, it mobilizes a completely generalized understanding of what women want as though the category is essential, static, unchanging and lacking any diversity in their opinions, outlooks or desire.



With ten different scenarios, players are asked to take control of La Ruina, guiding him through the date with the goal of a kiss, a phone number or a date. Your goal is essentially to impose on women in a variety of everyday situations to get them to want to date you or be with you. This ranges from women walking on their way to meet friends, women you work with, women you see at the club, women you’re friends with. The goal is to not “make it too easy” for the woman to leave without talking to you, to ensure that you can “do most of the talking at first.” You’re trying to create a captive audience as you aim to sell yourself as a person she should want to date.













At first glance, this may seem like what all dating amounts to but there’s a big difference here. These aren’t tips that are aimed at helping people determine whether or not they’re compatible in meaningful ways, but rather teaching people how to manipulate the information they are given by a woman to lull her into a sense of security and enable you to get what you want: sex.



La Ruina and “seduction coaches” like him aren’t here to tell you that you should be yourself and find a person that respects and appreciates that. Instead, they tell you 1) that women don’t REALLY know what they want and it’s your job to MAKE THEM SEE what they really want and 2) what is most important is the end goal of dating and sleeping with a woman rather than treating her like a person, so lying or obscuring the truth is perfectly okay. This is the ethos that guides the game and much of popular culture at large in its depictions of heterosexual romance specifically, as well as more generally. It reflects a culture of coercion where bodily autonomy and “no” actually means “convince me.” It’s a thought process that’s dangerous in any context but particularly that of dating and romance where violence (sexual or otherwise) is a constant concern for many women, men and non-binary people. To not think of this game and the PUA community at large in this way is to be missing a large and important part of the puzzle.













Acknowledging how this ethos shapes the game, we then have to think about the imagery and choices that are built into the game. The goal is first and foremost to help you learn how to navigate social interactions with women. But there’s also two other main aims. One major one is to excite the player. This is done through its casting of attractive actresses to play the parts but also in the way that women are framed as props throughout the game. From the main menu screens where La Ruina makes duck face while wearing guy liner as he’s surrounded by women, to even when he offers us “coaching” tips in between the choices we pick throughout the game, we will be given a different view of the women in question based on our success that is meant to “reward” us.



If you get the question totally wrong, you’re given a red broken heart and La Ruina sits alone on a bed. If you pick an answer that’s merely acceptable, you get a yellow half heart and there are two models who look off camera like Stepford Wives wearing dresses. And if you choose the correct answer, the women surround him, laying on the bed in just lingerie. Their attractiveness tempered, for me at least, by the vacant looks in their eyes, so clearly bored and unengaged. It’s also important to note that literally every single woman within the main game as a model or actress is thin and white, representing a very narrow ideal of who is beautiful and desirable. While body diversity and racial inclusion in a game like Super Seducer isn’t really a prize, it’s plain to see how even this decision again reflects a normative understanding of how women should be and who men should and do want to be with.













But outside of arousing the player, the game is also aiming to make them laugh by giving them outlandish answers that you can choose. There’s a scene midway through the game that aims to teach us about how to get out of the so-called “friend zone,” which begins with La Ruina awkwardly staring at a woman’s pictures on his laptop, biting his lip and stroking the screen with fervor. We then cut to him in a coffee shop with this woman who we learn is his longtime friend. This whole scene offers some of the most upsetting choices. You are given the option to check out another girl while talking to your friend which is absolutely fine especially if the relationship is platonic. But when you select the option that allows you to make note of the woman being sexy and attractive, what actually takes place is La Ruina talking about the woman’s breasts and “fanny” in a way that clearly makes the friend uncomfortable, even going so far as saying how he wishes he could just “slip it in” a little. I’ve got just the tip for La Ruina: that just makes you look like an asshole.



Furthermore, it’s noted that as a person’s longtime friend, you have no obligation to help them unless you can assure that she’s eventually going to have sex with you. When the friend asks for a favor, you can tell her that you’ll do it but only if she gives you a blowjob. Later on, when the friend breaks up with her boyfriend, La Ruina visibly smiles and looks overjoyed at the news, centering himself and the chance to have sex with somebody who he’s supposed to care about rather than centering how she may be sad. Then, the player is instructed to get her to drink wine, make her feel comfortable before kissing her. He’s told to emphasize how “weird” this whole thing is, to pre-empt her objections so that she won’t be able to voice them. Then, when the character asks if he has a condom before they engage in sex, you literally have the option to say, “A condom? What, do you have AIDS or something?” Such a statement is not only inappropriate, but dangerous. Also, if that’s how one might treat a friend, who needs enemies?













La Ruina tells the player to challenge a woman on something she believes, make them prove themselves as intelligent or worthy of an opinion, then approve of them. He tells us that this has a “powerful psychological effect” and will make women want you. But I’ve got to say that if, like in one scenario presented, I’m sitting at a coffee shop reading to prep for the class I teach, and some random man comes infringing on my time and space to then ply me with questions about my work and research, making me prove to them that it matters, my first reaction isn’t likely to be attraction or arousal. It would likely be immense irritation.



Still, the scene with the blonde professor remains one of the most hilarious for the actress’s deadpan delivery that made me guffaw. There’s a moment where La Ruina aims to make a Back to the Future reference and she plainly says she doesn’t know what he means and his response is essentially, “Oh, ok,” before changing the subject. There’s one part where you can ask for her number “too early” and then she says no and he asks why, suggesting she might be a lesbian and she states, “I just don’t want to see you again.” She’s the real MVP. May everybody who finds themselves in such a situation have the strength to stand firm in the face of pushy pickup artists!













But even this scene then just asks us to ask a couple more questions before we inevitably get the number. This extends back to my earlier point: the idea that women can and will say no because they simply don’t like you is not entertained. Instead, it’s just a matter of making the right approach because if you say the right things, follow the right steps, you can never fail. Chemistry is an alien concept for pickup artists; it’s really just a matter of wearing a woman down to the best of your ability.



In yet another scene, La Ruina approaches a woman randomly in the park, and begins to interrogate her on where she’s going and why she’s dressed up while walking by. The woman’s acting skills are pretty poor and the chemistry between them feels robotic, incredibly awkward and like one of the most painful things to watch. As La Ruina continues asking her questions, he then decides it would be good to engage this stranger in a debate about immigration! Not only does it seem ridiculous that somebody would think it’s going to be an effective pickup line but it is about simply arguing against whatever the woman says and trying to get her to see the “other perspective.” This means that if she’s pro-immigration, you’re meant to tell her why immigrants shouldn’t be allowed her and if she’s anti-immigration, you’re meant to try and change her mind with a quick sentence. Changing one’s political opinion is rarely ever that easy, especially with strangers, but it also completely means that there’s no element of ethics here. You’re meant to debate on whether immigrants are people who deserve rights, protection, safety and resources like all human beings in the hopes that it will get you laid! And it’s made all the more absurd by the fact that the actress you engage in this debate with is very clearly an immigrant with a thick Eastern European accent!













Later on, we’re treated to another scene with the same actress where they go on their first date. A friend and I made our way through the last half of the game and were desperate to finally finish it. Once we finally completed the last date, we’re treated to a cutscene of La Ruina congratulating us for “beating” it and giving us some trivia. He tells us that one actress appears in a few different scenes with a wig on for those less observant players. He informs us that the close friend scenario actually stars a close friend of his and is in some ways based on real life. And then, he tells us that the woman my friend and I said had absolutely no chemistry with him, who he awkwardly debated on immigration, is actually his wife. We literally screamed, confused, shocked, shaken and hysterical. In some ways, the torture of playing this game was almost all worth it in that moment.



I’ve seen plenty of reviews on Steam and elsewhere that emphasize that the game is actually quite funny. I can’t disagree with that but I can say that it’s not because it always intends to be comical. While this game may make you laugh, it’s oftentimes in the way that you awkwardly laugh because you can’t believe what you just saw or that people actually think this way. La Ruina claims to be a master of seduction but if this was a chance to show off his skills, it’s a chance that he missed terribly. He comes off as stiff and strange, not usually charming or engaging except for perhaps one scene where the actress working with him is so sassy and funny herself that she’s able to carry the scenario. Still, when you’re playing as somebody who has actually been sexually harassed or had to deal with the unwanted advances of pushy men in any way, you’re left feeling more angry than amused.













Overall, Super Seducer represents a poorly conceived, poorly executed and deeply problematic dumpster fire of a videogame. It presents no real challenge, as surely men must know that most of the options are completely ridiculous and unlikely to be effective, leaving fairly obvious choices. It doesn’t teach that much and that which it purports to teach is built on a faulty and problematic understanding of gender and sexuality. The scenes never feel sexy or interesting but mostly just painfully awkward. For those of us who have or do struggle to connect with people romantically or have social anxiety, a guide on how to do it seems like a wonderful idea. But if the guide treats the object of your desire as less of a person and more like an object, it’s not a good one. If it mobilizes overly simplistic understandings of what an entire gender category wants, it’s unrealistic. And if you think that listening to another man like La Ruina tell you what women want rather than asking an individual woman that herself, you may be part of the problem. Perhaps one day we’ll get a visual novel dating guide that can effectively help us in our romantic endeavors. For now, know that Super Seducer simply ain’t it.









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











Al Valentín is a PhD student in Women’s and Gender Studies living, loving and nerding in Brooklyn, NY. Their research brings game studies and gender studies together to think through questions of subjectivity, affect, emotions, difference and social justice. While they grew up on games like Sonic, Streets of Rage and ToeJam and Earl in Panic on Funkotron, Al’s gaming love now mostly revolves around shooters, role playing games and dating sims. In addition to gaming, they enjoy baking, selfies and designing their next tattoos. You can read more about their work by visiting their website or following them on Twitter.





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VR thriller Blind coming to Oculus Rift, HTC Vive, and OSVR



Tiny Bull Studios and Surprise Attack Games have cooked up something really unique. It’s a horror game for VR headsets called Blind, and it seems like it’s going to seriously break some ground.



Blind is already a spooky concept on a flat screen. A woman wakes up in a strange room with no memory of how or why she got there, and more importantly, she’s blind. Now she must navigate this unfamiliar house using her newfound power of echolocation. She’s not alone, either. A being called the Warden guides her through the puzzles that stand between her and the truth.



Now imagine this scenario — you’ve taken the role of this blind woman, and all you can see is blackness. This is because you’ve got a VR headset on and you’re going to have to navigate this house without the solace of briefly looking away from your monitor.



You wanna see how spooky this actually is? The announcement trailer is extraordinarily creepy.









Coming later in Spring 2018 (Tiny Bull Studios is keeping it under wraps at this point), Blind will be available for Oculus Rift, HTC Vive, and OSVR. What’s cool is that Blind was developed specifically for VR platforms, which means this game is gonna be spooky as hell.



In case you don’t happen to own a powerful enough computer, Blind will also be released for PSVR later this year.



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REVIEW / Atelier Lydie and Suelle: The Alchemists and the Mysterious Paintings (PS4)



Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings is the 19th installment in the main Atelier series of RPGs developed by Gust. Atelier Lydie & Suelle celebrates 20 years of the franchise, and my return to the series since the last Atelier game I played: Atelier Iris 3: Grand Phantasm, ninth in the main series overall.













When you return to a series after missing 10 games over two console generations, you inevitably find that many aspects have changed while you were away. The core concept of the Atelier games has not changed too much; your party contains at least one alchemist who operates out of an atelier, using alchemy to create items beneficial to the party and to NPCs.



As you follow the storyline, whatever it may be in that particular entry, you make money, and sometimes gain reputation or ranks, by taking on requests from people in the town. Noticeboard postings usually involve your run-of-the-mill “bash X number of Y monster” quests, or fetch quests that may involve crafting items with alchemy. The Atelier series has never been groundbreaking, although it is very popular, but it always had its own original feel.















Regrettably, Atelier Lydie & Suelle lacks all of the original feel of the pre-PS3 era entries, despite containing all of these key components. I went into Atelier Lydie & Suelle expecting a cutesy, fun popcorn JRPG and received a painfully bland, generic moe game with a surprisingly robust alchemy system. Lydie and Suelle (call her Sue) Marlen are novice alchemist twin sisters living with their incompetent alchemist father, Roger, in their atelier.



Compared to other ateliers in the city of Merveille, the Marlen family’s atelier is a joke – barely an odd job store. Lydie and Suelle made a promise with their late mother to have the best atelier in the kingdom. One day they stumble across a mysterious painting in their father’s off-limits basement and somehow venture inside. Within the painting they discover myriad powerful and high-quality alchemy ingredients, but when they bring their discovery to their father he dismisses the experience and bans them from the basement anew.













Undeterred, the girls set out to join the new atelier ranking system proposed by the kingdom and receive tutelage from a competent alchemist to learn how to properly utilize the ingredients they find. If Lydie and Suelle pass all of the ranking examinations and improve their reputation to the point that they reach the highest rank possible, their atelier will be considered the best in the land and their promise to their mother will be fulfilled.



Going into Atelier Lydie and Suelle, I absolutely had some reservations, mainly due to the abundant moe cuteness on the front cover alone. First, I knew that I would immediately need to change the voice language to Japanese, because any English dub of these characters was going to inevitably going to grate. I fired up the game, watched the lackluster opening cinematic, and was a little surprised to find that this was another JRPG that was English-subbed only. I was pleased until I heard the high-pitched, squeaky voices of the titular twins as they announced the name of the game. Oof. A bit painful. The audio, from the background music to the voice acting, in Atelier Lydie and Suelle is generic at best and poor at worst.













There are a few competent voice actors in the mix, but the main female characters definitely traded skill for overbearing cuteness. The background and battle music isn’t terrible, but it’s nothing to write home about. Suelle’s battle theme (battle themes change base on which twin you’ve chosen as your point man) was very reminiscent of another game I reviewed, Blue Reflection. In fact, the battle landscape and music reminded me a lot of Blue Reflection, and I wasn’t overly surprised to find out that Gust was also responsible for more than one of these pretty but unremarkable JRPGs.



Monsters roam freely on the field and touching one will initiate a turn-based battle sequence. Your options in battle are to use basic attacks, use items (for the twins this includes damaging items created via alchemy), use special skills, or flee. Lydie and Suelle battle together, alone, for the most part, but are later joined by tag-alongs such as the knight Matthias, who serves to actually lend some muscle in his basic attacks and protect the girls from any damage coming their way. Fans of the Atelier series can expect to see many familiar enemies, including the dreaded and powerful (I’m being sarcastic, of course) punis.













While exploring town and nearby fields, Lydie and Suelle can inspect sparkling items to gather alchemy ingredients. Certain parts of the environment, like large logs and giant crystals can be kicked (Sue) or smacked with a staff (Lydie) multiple times to break them apart and receive multiple items. Alchemy ingredients can also be bought at stores. All alchemy ingredients have different rankings, traits and components which can affect what they are synthesized into later on.



While you’re wandering around the field, characters in your party will occasionally comment on what you’re doing, what you’ve just picked up, or the weather or time of day. Sometimes this matches up with what’s happening in the game, but I’ve had characters complain about how it’s raining when the forecast and in-game weather is perfectly sunny and bright. I’ve also had characters talk about how late it is and how they’re getting sleepy when they have had a full night of sleep and it’s only midday in-game time. It seems to me that Gust decided to throw in some fun banter but didn’t care enough to actually have it relevant to what was going on at all times. This was one of the many small things that made the game feel really cheap and rushed.















Another aspect of the game that made it feel cheaply made and mass-produced is the graphics and character design. I can appreciate the appeal of cutesy art styles and bright, colorful, and inoffensive environments as much as the next person, but many of the female characters have a hardcore case of same-face. The outfits and character designs are detailed, but give off the distinct feeling that very little thought was put into them past “cute” and “X stereotype”.



The character designs are bland and so are the environments. There are a lot of recycled assets and each environment does not give the sense that a lot of thought went into the layout. I can easily forgive reuse of Atelier-staple assets like basic alchemy ingredients and attack items, but it’s hard to feel invested in a game when the visuals are so bland. In addition to the character designs being bland, little effort has gone into actually characterizing anyone other than the two main girls (and even then, their personalities are very much outright-stated archetypes of “quiet and caring” and “eccentric and energetic”).















I come into cute and/or popcorn-y JRPGs (like the Tales series, for example) with the understanding that most of the characters are going to be anime-style stereotypes – I’m okay with that, I know the formula and sometimes it can be executed or subverted extremely well. However, Atelier Lydie & Suelle doesn’t even try to characterize even the girls’ best friend, Lucia, a typical tsundere. You can tell what type of stereotype she’s supposed to embody from a few short scenes, but they barely give her enough screen time or non-generic responses to things to fully capitalize on the stereotype they’re trying to use!



In Atelier Lydie & Suelle, optional side content is marked on the town map with “!” for scenes with other characters and “!?” for sidequests that aren’t taken from the job board. For the purpose of review I didn’t check out too many of these, but the scenes that I did opt into were clearly trying to be similar to the skits one sees in Tales games where you get a fun little bit of banter or an event with one or more of the party members. These scenes in Atelier Lydie & Suelle are short enough to not provide anything but very, very basic characterization of the characters within, offer nothing to the plot, and simply aren’t funny most of the times when it’s clear that was their intent.





















While performing alchemic synthesis at the atelier, time regularly passes. There is a clock in the top corner of the screen which shows the passage of time – general wandering around passes time slowly, but other actions like returning home from a dungeon or performing synthesis fast-forward time very far, sometimes multiple days at a time. Apart from time (day) limits on quests from the job board, changes in monster availability from day to night, and performing synthesis, I was never able to figure out much about the clock and why it needed to be included.



To me, it seems like poor design to require three days of in-game time to create one batch of bombs or cookies. Not only that, but with the passage of time you’re often interrupted with more of the aforementioned scenes from earlier. They never offer anything to the plot or even anything interesting in a casual sense. I believe one scene that interrupted my alchemy binge was literally one of the girls saying she was going shopping and the other saying “Wait! I’m coming too!”



















It gets WAY more complicated







So what’s good about Atelier Lydie & Suelle? The alchemy system. At first, the alchemy system was fairly bland but inoffensive. However, as you progress through the game it becomes truly robust and customizable. Towards the end of my play time I simply spent all my time around the cauldron, playing with the alchemy system and how the same item could have many different component colours and shapes that went into adding new traits to synthesized items. As you would hope from the Atelier series, they certainly didn’t slouch when it came to their alchemy system, and for that I’m grateful.



I feel like I can’t make too in-depth of a comment on the quality of the storyline, because the internet has informed me that this is the third in the “Mysterious” series of Atelier games (Atelier Lydie & Suelle is preceded by Atelier Sophie: The Alchemist of the Mysterious Book and Atelier Firis: The Alchemist and the Mysterious Journey). While I haven’t been given the impression that these three games are strongly linked to one another, it could be possible that I’m missing a lot of depth in the subtext of the game that a long-time fan would not.













I had really hoped that Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings would have been more of a fun, but cheap, personal return to the series. However, I can’t say that I liked this game much at all. I would rather play an alchemy simulator that just had me wandering the fields, harvesting items and synthesizing them, with no time requirements, battles or storyline, than go the long haul with this game. I’m not overly surprised by how cheap and nasty this game felt to me, given that since the first Atelier game on PS3 (Atelier Rorona in 2009/2010), there has been a new one released every single year since then. This game taught me that the Atelier series has chosen the path of fluff over the path of gameplay and substance. Playing Lydie and Suelle only made me reminisce about the good ol’ PS2 days where a popcorn JRPG could still be enjoyable popcorn and not overly-sweet, sugary, burned kernels at the bottom of the bag.











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



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REVIEW / OCTAHEDRON (PS4)



Before I kick this off, there’s something I need to confess: OCTAHEDRON made me feel old. It made me feel like Snapchat does, like even though I understand the basic functions, I’m still missing some integral part of it. Now, I’m only 27. I know that will cause a few of you to roll your eyes, but while I can appreciate Snapchat and even enjoy using it, I feel like the deeper merits of it are completely lost on me. There’s something going on under the surface that I do not have the ability to comprehend, and the same can be said for OCTAHEDRON.













The result of a lot of hard work and ingenuous dedication by developer Demimonde Games, and published by the illustrious Square Enix Collective, OCTAHEDRON has arrived on PC, PS4 and Xbox One with an explosion of neon and a pumping beat. Boasting a hook in the form of never before seen mechanics and seamless, 60fps platforming action, it promises to bring something new and fresh to a genre that has existed since the beginning of time (or at least 1981). And though I might need to take breaks between every heart palpitating, palm sweat inducing, “am I having fun or a stroke?” world of subterranean Veetragoul, OCTAHEDRON succeeds in its goal so brilliantly that an uncultured troglodyte like myself can still appreciate its merits, even if I don’t fully understand them.



The thing I tend to harp on the most in games (and indie games in particular) is how the developer integrates the player into the world they’ve created, how they teach you to interact with it, and this is not without reason. Whether by tutorial box, exposition dump or the timeless “sink or swim” method, a game lives or dies by its learning curve and it is, in essence, where the developers tell the player what they are expecting of them.













For example, a game that has no mechanical tutorial but is heavy in exposition tells the player that the practical functions of the game will not be as important as the mental acrobatics it will demand of you. Likewise, a game that hands you a button map before kicking you to the wolves is immediately telling you that the mechanics are nothing you haven’t seen before, and it is something else, be it the characters, plot or concept, that deserves your undivided attention. And of course, there is the enduring wildcard that is the “no tutorial” tutorial, which can convey anything from “hey, I trust you, and my game is so simple a child could figure it out,” to “your enjoyment is secondary to how awesome I already know my game is, so if you can’t figure it out, its your fault not mine.”



Clearly, there is no one size fits all method, and depending on the genre and what the developers want the players to gain from their endeavor, different means of teaching will suit different games. The one constant however is that players must be able to access your game from the beginning, otherwise you are putting up roadblocks to something they might otherwise enjoy. Whether it is meant to be difficult or not, there must be a learning curve that is challenging yet fair, and I have never encountered a game that accomplishes this feat as seamlessly as OCTAHEDRON.













Endearing attempts to integrate a plot aside, you start the first level as a dude with an octahedron for a head, faced with a wall he can’t jump high enough to climb over. With nothing to do but press buttons, eventually you learn you can spawn platforms in mid air. These stick around for a short period of time, granting you the ability to clamber over the wall and continue your ascent through the dynamic, vertical level.



Later on you learn by necessity that you can create two platforms, due to a different obstacle you must summit which is exactly two magical floating platforms high. Upon seeing an enemy that jumps up to hit you when you walk the static platform above him, you then make the connection that your platforms could probably stop him from hurting you, and through this process of observation, connection and implementation, discover that you can move your platforms while standing on them, whizzing through the neon sky like Marty McFly on his oft coveted hoverboard.













It’s a seamless method of instruction, one that doesn’t beat players over the head with information they are likely to forget in seconds or leaves them feeling like they’re up the creek without a paddle. It relies on a level of trust between the developers and their audience, that players will try and fail, and try again without putting them in any real peril. Whenever faced with a new challenge or mechanic, or even a new way to use an old mechanic (something OCTAHEDRON also excels at), players can always take their time. There was never a moment during my playthrough where I couldn’t take a breather on a safe ledge or pause to examine my surroundings, allowing me to determine what went wrong before I tried again.



This is beautifully insightful, an example of how this game straddles that precarious line between challenging and difficult. It’s tough, no doubt about it, but not punishing, and there will never be a moment in which you are unable to take a break if you get stuck. Not putting players in a position where they feel they are repeatedly smashing their heads against a wall, but still managing to challenge them, OCTAHEDRON ensures players will have a positive experience and will be able to advance far enough to appreciate the unique mechanics that make up the core of this decidedly innovative game.













As mentioned above, OCTAHEDRON has a plot. It’s told through slow as molasses cutscenes and abstract artwork (think Laurie Lipton meets Victorian-era silhouette paintings), and in which lies the crux of my Snapchat-esque debacle: I don’t get it.



To me, it appears as though the plot has been shoehorned on in an attempt to give context or depth to a game that doesn’t need it. To me, it goes as far as to detract from what makes the game enjoyable, book-ending with these jarring, low energy interludes in a fast paced, heart pumping, techno wonderland that isn’t welcome to it. And I understand that, in the era of indie games like Undertale and Thomas was Alone, developers might feel like their game won’t be accepted on the merits of its mechanics alone, and that they need some kind of underlying story to keep players invested or to elevate it to the level of the rest of the pack.













But Mario Bros was a game about two men in jumpsuits beating up crabs and turtles in a sewer without any explanation as to why, and it still went on to spawn a franchise that has lasted over three decades. It didn’t need a plot, it was just fun. I’m out of the loop on the whole Snapchat thing, the merits of brunch, and avocado toast, so maybe I’m just not “woke” enough to understand the meaning behind this dude’s journey through the terra firma as walking stick man with a d8 head.



I don’t know, and I refuse to say for certain that the plot is inconsequential because of it. That being said, I do stand by my original assertion that the way it’s presented detracts from the flow of the game. The levels are fast paced, the music is pounding and the pop-colored, flashing backdrops culminate in a Kandi kids fever dream, so to go from that to low energy, slide show cut scenes is unsettling at best.













Music in OCTAHEDRON is not tangential, but fundamental. Each level has its own soundtrack, setting not only the tone but the pacing, guiding you through the platforming challenges almost subliminally with a catchy beat. Composed by Chipzel and Monomirror, everything from enemies to elements of the level itself follow the beat of the music, encouraging you to do the same in order to succeed. This integration of sound and gameplay is absolutely fascinating, culminating in a rhythm-action/platformer hybrid that is just a joy to play. Each tune seamlessly worms its way into your brain, and before you know it, you’d nodding along with the beat and completing a level that would have otherwise eluded you. By virtue of design though, you absolutely cannot play this game muted. I mean, you could…you’d just be doing it (and yourself) a disservice.



The level design is top notch, each a sprawling arena of roiling colors and flashing lights, and it seems that every level teaches you a new mechanic or introduces you to a new application of an old one. You are constantly learning and adapting, which keeps OCTAHEDRON feeling fresh and not repetitive, which is what all platformers should aspire to be. With upwards of 50 levels and collectables littered throughout, it’s hard to see how anyone would lose interest, and you definitely get a bang for your buck. Button mapping is simple (I played on the PS4, so I can only speak for that), but intuitive and you are able to change it in the options menu should you wish to.













While OCTAHEDRON does leave me feeling a little out of the loop, transporting me back to a time where Sonja Jadhir told me the fingerless gloves I’d just purchased were “so 2001,” it is still an incredibly fun game, and promises a good time to platforming fans looking for a twist. Pick it up on PS4, Xbox One or Steam for $12 ($15 for you, yah hoser), and be sure to let me know your take on this platform spawning, hover jumping, techno pumping extravaganza should you do so!









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



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iLLOGIKA announces Subaeria’s release date



If I asked a lot of gamers for a list of things they’d rather stick hot needles in their eyes than have to deal with in a game, I can almost promise that water levels would be on it. Virtually anything involving wet stuff (yes ice mechanics can screw off, too) is generally despised by any right minded player. So what happens when you set the entire game under water? Well, let’s be honest, it’s only going to go one of two ways. You do something different and interesting that isn’t rage inducing or you find yourself on the personal hit list of a lot of people you’ve never met before. Let’s sincerely hope that iLLOGIKA’s new offering Subaeria is going to be the former of the two for the sakes of a very talented, well meaning team of people.









Subaeria is an isometric action based puzzle game which will be leaving Steam Early access on April 24th and appearing on your PC, PS4 or Xbox One from then on. You will be taking on the role of Styx in this one. Styx is a young girl out for revenge on the overlord of Subaeria for his part in the murder of her family. In her quest, she will fight her way through droves of homicidal robots by pitting them against each other. As the game progresses, Styx will also explore the underwater city and in doing so unveil some of its many hidden secrets.









This title will combine platform and puzzle gameplay mechanics with roguelike elements to create an interesting, new experience. Subaeria‘s single player campaign stimulates players to use their logic senses along with the help of their drone to defeat swarms of enemy automatons and lead them to destroy each other. Each level will provide a difficulty curve that will see puzzles getting gradually harder to complete, enabling power-ups and challenging the strategic thinking that will be necessary to succeed.









In true roguelike fashion, you will be able to explore a new labyrinth of dangerous rooms each time you play. Each of these rooms is a puzzle that will require you to use the skills you have on hand if you wish to survive. Speaking of skills … you’ll be able to unlock new skills, buffs and skins on each play through, allowing for a level of customisation to the game. Lastly, there are also four playable characters in Subaeria, each with their own unique abilities and backgrounds. This is always great for expanding the life-span of any game.









So, this doesn’t really seem to be about water at all when you think about it, huh? This cannot possibly be a bad thing. I’m just sitting here shuddering at the fleeting thought of a roguelike combining water mechanics and using them at the heart of the game. No, that isn’t an invitation for any budding devs reading this to try it. You’re not having it; you’ll end up doing something horrible. Subaeria on the other hand, you absolutely will be able to have come the 24th, and if it’s all that it’s cracked up to be, this should be a great little addition to any puzzle fan’s library.



You can find the Early Access version of the game here. Hang on a little bit longer, though, and you’ll get the fully optimised version of the game with a re-vamped story line, bug fixes and new story missions and levels. Whether you actually want to wait is of course entirely up to you.



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