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PictoQuest Review

Picross is an old grid-based family of logic puzzles, rather like a mixture of Sudoku and Minesweeper. You fill in boxes to create a ‘pixelated’ image based on the numbers marking each row and column. A ‘5’ in a row means there are five filled boxes, one right after another, no more, no less. The rules are simple but the consequences aren’t. Picross had some mainstream success over a decade ago when it became part of the Nintendo DS’s large and diverse catalog (while popular, it never had the breakout appeal or sales of say, Nintendogs).

It’s always been a solid option. By adding a generic fantasy theme filled with magical potions, a standard bestiary and youthful heroes, PictoQuest attempts to give Picross a facelift. It tries to give a great puzzle form some pizazz to lure in new players. Reader, even for a puzzle-lover, the results are mixed at best. PictoQuest is a mashup of many conventional videogame ideas shoe-horned into a classic puzzle format. It’s pleasant enough and mildly challenging for newcomers, but ultimately derivative.

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The game is structured around short levels with different enemy types. If you were just looking at screenshots, you’d be forgiven for thinking this was an RPG, or at least RPG-inspired, like PuzzleQuest was. (It isn’t either of these things, sadly). There are health bars for both you and the foe, but they are false symbols. A match is over when the picture is complete: the enemy is KO’d when the puzzle is completely filled in, no more, no less.

For your trouble, you get a little gold after each level. Any mistakes or long pauses mean the enemy attacks you, depleting your health bar. So in PictoQuest both speed and accuracy are important, which makes for a stressful learning environment. A little focus and concentration can make for better puzzle solving, but the real-time pressure can actually incentivize leaps of logic and deductive guesswork…which are punished by the skimpy, 3-heart health pool. Picross should be about the sure thing, the iron lattice of logic. PictoQuest can be beat with hectic tapping, magic items, and repeating a level over and over to just imprint the unchanging image grid on your brain.

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The game’s different regions have pretty decent difficulty scaling, in terms of the raw complexity of the puzzle grids themselves. The purist approach dictates that logic puzzles should be approached methodically with an eye for chains of consequence. If a column says ‘8’, then the centermost six spaces must be filled. Most progress is made through the process of elimination, marking ineligible spaces X to narrow the field of possibilities. It’s the thrill of a crossword, or Sudoku, or any other activity where a mind can observe a pattern at work and unravel its consequences. There’s the vast wasteland of the empty puzzle at the very start, the slow build towards minor clues and victories, then as momentum peaks and the final few holdouts fall into place. Not exactly your typical gamer rush, but still a respectable and perfectly fun activity.

The puzzles themselves have been well-selected and ordered; the fancy ones come a great deal later. This smooth curve is undermined by the fact that the actual game mechanics are counter-intuitive and distracting. There’s plenty of stick and little to no carrot. It’s like asking someone to do as many pushups or squats in sixty seconds while turning a blind eye to their position and form. It encourages sloppiness and creates cognitive dissonance by tasking the player to improve at every metric simultaneously. Bosses will have progressively weirder twists and hit harder while the puzzle grid gets larger and the hints get less generous. It’s an ambitious challenge, but one that never actually feels hard. It creates obstacles and inconveniences rather than honing and refining the primary mechanic, and for this reason alone, PictoQuest is a letdown.

PictoQuest 4

To enliven things, one-time consumable items can reveal tiles, restore hearts or freeze enemies, for a small gold fee. The game has no other tools to ameliorate the challenges it has set: it’s purely sink or swim. I can get behind a tiny set of rules, in the right circumstances it’s actually fantastically liberating (see: Miracle Merchant), but here the bonus effects feel hokey and tacked-on, as if someone tried to take a dollar-store puzzle booklet and make it come to life with the most hackneyed of video game tropes: a quest to save the kingdom. The fantasy theme and magic mechanics are merely window dressing, but also manage to be irksome and invasive.

There’s no great injustice in this: it’s not as if Picross puzzles are some holy grail, the pinnacle of the form which will tolerate no bastardization. Puzzles and high fantasy settings aren’t strange bedfellows by any means (see: Puzzle Quest and Might & Magic: Clash of Heroes). But the limited gameplay makes the bare-bones nature of Picross puzzles feel a tad dated. For example, because each level is just a static layout, it could be brute-forced with a good memory and multiple failed attempts. It’s like two fun things decided to merge together haphazardly and the result is worse than either half separately.

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The visuals are clean and bright, and the UI is nice, especially the greyed-out effects used to update the hint sections of the puzzle as they’re completed. The music strikes a clean balance between dynamism and peace: somewhere halfway between a battle theme and an elevator ditty. That, along with the note-taking system make for a thoughtful digital Picross experience, if only PictoQuest would stop pinging my character’s health bar. It also has critical hits and misses, for some god awful reason that is devoid of any informed statistics or player input.

PictoQuest is ‘gamey’ like microwaveable food is a meal: only just enough to do in a pinch, but never to be praised beyond the fact it is quick and cheap. Its sole saving grace is that all the gimmicks and stylish distractions are built upon a rock solid core of Picross, and the pixelated images do have some retro gamer appeal, if you’re feeling nostalgic or indulgent. Still, taken altogether, it’s a mightily mediocre experience, so in all honesty unless you’ve been craving this particular brand of puzzle, just stay away.

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Quixel Mixer 2020 Released

Hot on the heels of Quixel Bridge 2020, Quixel have just released Mixer 2020.  Just like Bridge 2020, Mixer 2020 has also been made completely free!  This version contains a massively updated UI, a revamped 3D brush system, the Smart Material system and most importantly, the ability to directly paint on your own imported meshes, making Mixer much more of a competitor to Substance Painter in functionality.

From the Quixel announcement blog:

The wait is over! We’re excited to share with you the first Mixer 2020 preview release introducing the first look at early 3D support.

This first release unlocks features for texturing single objects and restyling Megascans assets, with Multi-channel 3D Painting, Megascans Smart Materials, Real-time 3D Curvature, Material ID Masking, Seamless Texture Projection and so much more.

For some odd reason, all of the download links on Quixel.com currently point to the 2019 release.  If you want to try the 2020 version it is available for download here.  Windows and Mac versions are available.

You can learn more about Quixel Mixer 2020 and see the new painting functionality in action in the video below.

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The Weekender: Countdown Edition

You might be interested in knowing that the new Editorial team for Pocket Tactics starts next week, with the full site relaunch dropping on March 31st. This means that, after today, there are exactly four Weekenders left under my watch. I’m not sure what the new team will and won’t decide to do content wise, but I look forward to finding out.

In that regard, there will be some additional communications from me in the coming weeks as to what exactly is coming to happen come the end of March, and what that will mean for you as readers. Stay tuned.

If you’re wondering why this is dropping today: I’m on holiday tomorrow and rather than skipping another Weekender, I thought I’d just bring it forward a day. The Header image is from Final Fantasy 3.

Meanwhile, in mobile gaming…

New App Releases

Bit of a dry one this week, with the only real release of note is the mobile port of DryGin’s ‘medical malpractice’ simulator Bio Inc. It’s launching on Android today, with an iOS version coming soon.

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The only other games of note to turn up this week was another The Quest expansion, Hero of Lukomorye V, and side-scrolling shoot em-up Aces of the Luftwaffe.

App News and Updates

What a coincidence that, amidst an international medical emergency, as one medical-themed game arrives, another one vanishes (sort of). The developers of Plague Inc. reported today that their virus simulator has been removed from the App Store China for including “content that is illegal in China as determined by the Cyberspace Administration of China”. They’ve released a statement on the situation here.

Speaking of the Coronavirus, it was revealed recently that EVE Echoes’ official release was going to be delayed because of the current situation. They haven’t decided on a final release schedule yet.

In other news, Asmodee have put out a call for more game studios to get in touch to adapt their library of over 250 boardgame properties to digital. It seems that Asmodee Digital, despite trying to publish every digital board game under the sun, isn’t up to handling the task on their own.

In terms of game updates, a few things of note:

Imbroglio has received a large balance update, as spotted by TouchArcade. You should go to the iOS page to get the full rundown of what’s been changed, but the main thing to note is that the leaderboards have been refreshed to account for the patch. Your old scores are still saved though, so any unlocks remain.

As we reported last week, DOTA Underlords’ first official season was imminent, and we can now confirm it has officially kicked off. It has a Battle Pass, a new City area to explore, additional game modes and lots more. The update is pretty hefty, so beware.

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Last, but not least, the recently released Dark Souls-like RPG Pascal’s Wager has gotten an official content roadmap for the rest of 2020. First up is a major free patch landing tomorrow that will add a ‘Casual Mode’, as well as Japanese Subtitles. Next up is a New Game+ mode in March, followed by the Android release around May time along with another content update

App Sales

Only a couple of games worth talking about this week. Final Fantasy III’s iPad and iPhone version (separate entries in the App Store) are both half price at $7.99, while This War of Mine has plummeted down to $1.99 for the first time since the end of December.

Seen anything you liked, played any of the above? Let us know in the comments!

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Affinity 1.8 Released

Serif have released the 1.8 update for the entire series of graphical applications, Affinity Designer, Affinity Photo and Affinity Publisher, including the iOS versions (see Affinity Designer for iPad in action here).

Details of the 1.8 update from the release announcement:

Continuing with our focus on the professional workflow, our latest update adds some killer new features and improvements to the Affinity line-up, with something for everyone.

Convert and handle Adobe files better with Smart Object import in Affinity Photo and IDML import in Affinity Publisher, take advantage of the improved ability to share your work with collect linked resources, and output with confidence using the new preflight pro print feature.

Graphic designers will love the accuracy of our re-engineered expand stroke feature and massive improvements to our vector capabilities, while Affinity Photo lovers will be pleased to see the addition of manual lens corrections, much improved metadata handling as well as support for Nik Collection 2.5.

The entire Affinity suite of applications offer an economic alternative to Adobe’s line of applications without the need for a subscription.  If you are an existing Affinity customer, the 1.8 update is free!  You can learn more about the 1.8 updates in the video below.

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Dota 2 Update – February 26th, 2020

– Fixed a bug with combining Bloodstone or Rapier when some components were in your backpack.
– Fixed the interaction of backdoor protection and Lone Druid’s Bear and Brewmaster’s Primal Split.
– When selling stacked wards both sentry and observer wards now restock correctly.
– Fixed a bug where a gem stolen from the enemy team would credit the wrong player with bounty for wards killed.
– Fixed a bug where a creep killing a ward did not award bounty gold to the player who placed the detection.
– Fixed the interaction of Lone Druid’s Spirit Bear and Magic Lamp.
– Dark Seer’s Surge and Legion Commander’s Press the Attack with the AoE talents will no longer cause the caster to pivot when self-casting.

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Natural And Digital Painting Kit Humble Bundle

Humble are running a new bundle of interest to game developers, specifically artists, the HUMBLE SOFTWARE BUNDLE: NATURAL & DIGITAL PAINTING KIT bundle.  This bundle is a collection of software and addons for creating digital art as well as replicating natural media.  As with all bundles this one is organized into tiers, if you buy a higher dollar value tier you get all of the tiers below it.

1$ Tier

18$ Tier

  • Flame Painter 4
  • Amberlight 2
  • Several particle brushes for Flame Painter 4

20$ Tier

  • Rebelle 3
  • Flame Painter Connect Photoshop Plugin
  • Several Papers for Rebelle 3
  • More Brushes for Flame Painter 4

Rebelle is a natural media painting application, Flame Painter 4 is a particle system brush based painting application (that can be plugged into Photoshop), Amberlight is extremely interest but hard to describe, while Inspirit is basically just a toy.

As with all Humble bundles, you can decide how your money is allocated, between the publisher, humble, charity and if you so choose (and thanks if you do!) to support GFS if purchased using this link.  You can learn more about the bundle and see the four main applications in action in the video below.

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Quixel Bridge 2020 Released

Quixel Bridge 2020 was recently released, the first major release since being acquired by Epic Games late last year. Quixel Bridge acts as a… well bridge, in between your 3D and texturing content and your games engines and tools of choice, with plugins for most applications including Blender, Max, Maya, Unreal Engine and even Unity. With the release of Quixel Bridge 2020, it is now completely free for everybody.  Even if you don’t use Megascans, Quixel Bridge can be an excellent tool for organizing and managing your graphics content, especially now that a subscription is no longer required.

Details from the Quixel release announcement:

Better, faster, and free forever

We’ve improved the 3D viewer to give you more accurate real-time PBR shaders, plus inertial rotation and zooming.

Additionally, we’ve also updated the Maya, Blender, and Cinema 4D integrations with new improvements and bug fixes. We have also finally introduced support for the Alembic file format, and you can start downloading and exporting .ABC files right away.

But most importantly, Bridge is now completely free for everyone, forever. A paid subscription is no longer needed simply to access, download or export your content at any time.

Free unlimited Megascans for use in Unreal

And finally, the entire Megascans library is now completely free for use within Unreal Engine. Just log in with your UE account and you are all set!

We’re beyond excited to offer the entire Megascans library, Bridge and Mixer completely free of charge. And, in combination with Unreal Engine, creating any world imaginable has never been more exciting!

Check out the video below to learn more about Quixel Bridge, including how to install and use Bridge with Blender and Unreal Engine 4.24.

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Unity Launch Free Student Plan

Unity have just announced a new free student plan for eligible students. You get full access to Unity Professional features including teams, Unity Learn Premium, cloud analytics and yes, even dark mode. To enrol you need to be at least 13 years old, or 16 in the EU, and have been verified as a student on GitHub Education.

Details from the Unity blog:

That’s why the Unity Student plan provides access to professional resources and tools like cloud-based collaboration which enable students to use the same workflows that teams use on real-world projects:

Cloud-based Collaboration

Work on group projects with up to five teammates, manage versions, share work with teachers, and easily move between home and school computers.

Cloud Build

Speed up build and iteration cycles on complex projects using minimal hardware. See the impact of your changes quickly, and learn more effectively.

Learn Premium

Supplement in-class learning and dive into the topics you care about most with unlimited access to on-demand, industry-specific resources to solve problems on your own, such as this popular Introduction to XR: VR, AR, and MR Foundations course. 

Student Asset Pack
Prototype and iterate your game projects quickly with free access to the Snaps Prototype pack. Beginners can create 3D worlds with ProBuilder and Snaps, without having to use additional 3D modeling tools. These assets easily snap together with ProGrids.

Dark UI theme

Develop your game or project with an easy‑on‑the‑eyes, dark UI environment for those long hours, late-night cramming sessions, and game jams.

You can learn more about Unity Student here and apply for the GitHub Student Developer program here. If you want to learn more about Unity Learn, check out our video available here and Unity Learn premium here. Finally, watch the video below to learn more about Unity Student.

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Book of Demons Review

Polish developers Thing Trunk are on a mission. An ambitious mission to re-imagine classic games from the Golden Age of PC gaming. The plan is that the Return2Games series will consist of a total of seven games, that, as well as giving a nostalgia kick to veterans, will also attract a whole new audience. Book of Demons is the first in the series, with its hack and slash gameplay being a tribute to Diablo. The Return2Games series is set in the Paperverse, a charming land of pop-up-book landscapes and paper-thin characters. These characters are nicely illustrated, with the limited animation and OTT voiceovers evoking the atmosphere of a children’s puppet show. The inspiration may be Diablo but the style and gameplay are far more light-hearted and forgiving.

The quest begins in a desolate town, where the only inhabitants foolhardy enough to hang around are a healer, a barmaid, a sage and a fortune teller. Everyone else seems to have, quite sensibly, scarpered to escape the wrath of the Archdemon. Everyone, that is, apart from our hero, who has taken it upon himself to save the day. You can exchange gossip with these characters, and if you cross their palms with silver, they can be persuaded to help you in various ways. After leaving the village, the only option is to explore the basement of the town’s Cathedral. You will soon discover that the gossip is true and that a Gordon Ramsay style demon lurks in the maze of corridors, preparing meals of human flesh for his master (at least Veganuary is behind us). Moving ever downwards, the next stop is the catacombs, where an army of the dead has been resurrected by the Antipope. The final port of call is Hell itself for a showdown with the Archdemon.

Book of Demons Warrior

The tutorial has been thoughtfully constructed, using waypoints to guide you through a level. Each point of interest opens an explanation window, complete with illustrative examples. It is not a hard game to fathom, but this well-crafted introduction gives you every confidence in the designers, making you eager to get hacking and slashing. Navigation is made simple by the inclusion of a mini-map and footprints that enable easy retracing of your path. A checklist of valuable items and their vicinity ensures that no plunder is left unplundered. One type of treasure that is especially useful are item cards. These are often found on bookshelves and can be placed into any free slots.

You will soon have more cards than slots but, luckily, you can pay the Sage to open extra slots. There are three types of cards; items, spells and artefacts. Items such as healing potions will have limited doses, but they can be refilled by the fortune teller. Spells require mana to cast and artefacts provide passive background benefits, such as a lucky rabbit foot (unless you are the rabbit) that provides some protection from critical strikes. You will have to pay the sage to identify some cards and the fortune teller can also use runes to increase a card’s level. Even during combat, you can still juggle cards between slots, which provides some extra flexibility.

Book of Demons Early Level

Initially, the only choice is to play as a sword-wielding warrior but, later, you can unlock a rogue who comes armed with a bow and a spellcasting wizard, who, rather incongruously, has a strong resemblance to Mr T. The procedurally generated isometric dungeons take an on-rails approach with a simple tap moving your hero of choice through the mostly linear corridors. Your character will stop at junctions, a quick tap will also bring him to a halt. A tap will also attack enemies, open chests, examine features and do pretty much everything else that you could wish to do. Once an enemy is selected, your character will continue to attack automatically but you also have the option to speed up the assault by tapping and holding. Some enemies are heavily armoured or cast spells; you will need to focus your initial attacks on destroying these attributes before you can begin to inflict damage.

Despite its accessibility, Book of Demons can still offer a stiff challenge. There are three difficulty settings and the deeper dungeon levels will assail you with enemies and spells to the extent that the screen begins to resemble a bullet hell shooter. When things get too chaotic the temptation is to tap wildly and hope for the best, but it is usually best to take a little more care. Some monsters will carry shields or get really angry if you attack them too rapidly. Others will explode in clouds of poison or drop from above, stunning you for a short time. Don’t be misled by the rather silly names of the bosses either, they can also be formidable adversaries, with their own special abilities. Most have several stages, sometimes they will be linked to other enemies that have to be defeated first or they will have their own invulnerable spheres of influence. It certainly adds a bit more depth to the central mechanic.

Book of Demons Cards

That said, things never become frustratingly difficult. There are plenty of opportunities to visit the numerous fountains that restore health and mana. Even death need not be final. Reach the point of your demise, marked by a tombstone, and all your processions can be reacquired. The developers really have strived to make the game as approachable as possible. Their flexiscope system even enables players to tailor the length of the game, whilst still ensuring a rewarding mix of challenges and booty, whatever your time constraints.

There is much more to Book of Demons than initial impressions suggest. It can feel a little repetitive and automated at times, but thoughtful design decisions help to maintain interest. With three significantly different characters, each with their own signature cards and three levels of difficulty the game certainly warrants replaying even after completing your first eight-hour run through.