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Pascal’s Wager Review

Pascal’s Wager may sound like a Gallic gambling game, but it is in fact an argument formulated by the French philosopher, Blaise Pascal. The crux of the argument suggests that we should hedge our bets by believing in God and abiding by his rules. Sure, we may have to spend our Sunday mornings sitting on uncomfortable pews in draughty churches. We may have to sacrifice some of life’s little luxuries and abstain from certain unwholesome practices. However, in return, there is the prospect of a pair of wings, a harp and eternal happiness. Then again you could just throw caution to the wind; live the life of a scoundrel and take the chance that you will not have to spend the afterlife stoking the fires of Hell.

You may well ask what has all this to do with mobile games? Well, enter Pascal’s Wager and lead character, Terrence who has been banished from the church for transgressions and is struggling with his theological doubt. Who is Terrence? Imagine tearing The Witcher’s Geralt of Rivia away from yet another round of Gwent and dumping him into an even bleaker and more hostile world, heavily influenced by Dark Souls and Bloodborne. Indeed, the elevator pitch for Pascal’s Wager must have been to replicate Dark Souls’ aesthetics and gameplay on mobile devices. Apple was suitably impressed, being quick to jump on the bandwagon and showcase the game on its latest devices.

Pascals Wager Chat

Talking of horse-drawn conveyances, Pascal’s Wager begins with a cutscene carriage ride. It may not cause the PS4 underneath your telly any sleepless nights, being a bit blurry and choppy (more VHS than UHD). However, for a platform that not that long ago saw controlling an ever-growing snake as the apex of mobile entertainment, it is mightily impressive. Obviously, you are not going to get the lavish detail and extra polish that a triple-A console release allows. Yet, for sheer bloody-minded ambition, the developer, TipsWorks, deserves admiration.

As already touched upon, our hero resembles someone cosplaying Geralt at a comic convention. Indeed, with a name like Terrence you would assume that he would be more at home sifting through stalls of limited edition Funko Pops rather than hacking and slashing his way through monster-ridden landscapes. It is a dark domain, both metaphorically and literally. The sun has long since crashed into the sea, causing a dark fog to enshroud the world. Only the mysterious colossi, who emit sparks of light can keep the fog at bay. But now even these glorified standard lamps are beginning to fail, and it is your job to find out why.

Pascals Wager Combat

The first few combat encounters serve to lure you into a false sense of security. Terrence uses a combination of fast slashes and powerful slices to dispatch a few blissfully unaware snail guys without so much as breaking into a sweat. However, any game inspired by the gothic action role-playing of Dark Souls, which is admired and loathed in equal measure for its unforgiving difficulty, needs to be tough. Thus, any hopes of a walk in the park are laid to rest as soon as you encounter the first boss. This is also the point at which you will also realise that the touch controls will simply not do. It is not enough to just master the art of stabbing and lunging; you will also need to perfect the parry and dodge, and all of this is just too much for touch controls to handle. Now is the time to dust down a trusty console controller and take advantage of Apple’s new pairing feature. Even with a controller, you are still likely to die numerous times, but you will at least stand a chance of working out each boss’s weaknesses. Each move has to be considered, as stamina is limited and mindlessly pummelling away will only get you killed. The game’s influences are obvious and with the right controller, combat works well. Taking down a boss that has been making mincemeat of you feels immensely rewarding.

Pascal’s Wager does try and introduce a few ideas of its own. Exploring such a harrowing world has an impact on Terrence’s reason. If he doesn’t restore his sanity with potions then his mental state can lapse into the abnormal or, worse still, lunatic. A neat touch is the way that Terrence perceives how the world changes as his sanity slips away. The skies redden, enemies become tougher to defeat and our hero’s abilities weaken. On the plus side, defeating enemies whilst non compos mentis will earn extra rewards.

Pascals Wager Gameplay

So far, I have only talked about Terrence, but other adventurers are encountered along the way. There are a total of four characters, each with their own combat styles and related skill trees. You can take two characters into battle and as soon as one is defeated, the other will enter the fray. This adds a welcome extra layer of strategy, as you try and work out which characters are best deployed against a particular boss.

In addition to the unsuitable touch controls the game does have a few other problems. The text translation can sometimes feel awkward and the camera is a bit twitchy. The voice acting is amdram, understandable when taking into account the game’s much lower budget. On the positive side, the music and sound is excellent, creating a wonderfully creepy and bleak atmosphere.

Pascals Wager Opening Scene

Pascal’s Wager replaces free-range roaming with small, self-contained areas. This is a blessing as navigating your way around the levels can become frustrating. The game requires quite a bit of backtracking and with no detailed map or compass, and few landmarks or signposts, travel can become confusing. The latest version includes a jar of ten jellyfish, which can be used to leave waypoints. Even so, a map of your immediate surroundings would really cut down on the frustration, especially since visiting shrines to restore health and save progress also causes defeated enemies to respawn.

There is a lot to admire in Pascal’s Wager, it offers 20 hours of challenging gameplay without resorting to in-app purchases. It shows ambition and scope and although it could be accused of borrowing too much from Dark Souls, it has at least captured the tone and core gameplay of its muse. I just wonder if there is really a market for this type of game on mobile devices. The game pretty much demands that you play with a controller, not the ideal set-up for playing on the bus. Even if you are going to play at home, the chances are that you already have a console where such games feel much more at home.

An Android version is due Q2 2020.

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Ursina Engine

The Ursina Engine is a recently released open source Python based 3D game engine.  The Ursina Engine is built on top of the well established Panda3D game engine (learn more here).  Key features of the Ursina Engine include:

* hotreload code/textures/models while in-game
* automatic import of .psd and .blend files
* play in fullscreen while developing
* easy to use mesh class for making procedural geometry
* lots of included procedural 3D primitives

The Ursina Engine is available for Windows, Mac and Linux with the source code available on GitHub under the MIT license.  To get started with the Ursina Engine you need to have Python 3.6 or later installed as well as the pip package manger and git.   Once installed, simply run the command:

pip install git+https://github.com/pokepetter/ursina.git

If you encounter a permissions error, add the –user parameter to the above line.  From the examples, here is the code required to create an application and display a grid:

from ursina import * app = Ursina() r = 8 for i in range(1, r): t = i/r s = 4*i print(s) grid = Entity(model=Grid(s,s), scale=s, color=color.color(0,0,.8,lerp(.8,0,t)), rotation_x=90, position=(-s/2, i/1000, -s/2)) subgrid = duplicate(grid) subgrid.model = Grid(s*4, s*4) subgrid.color = color.color(0,0,.4,lerp(.8,0,t)) EditorCamera() app.run() 

You can learn more about the Ursina Engine in the video below.

[youtube https://www.youtube.com/watch?v=aCpBzdciU0o&w=853&h=480]

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Star Realms follow-up Epic releases next month – will be free-to-play

By Joe Robinson 27 Jan 2020

As one card game closes its doors, another one sets to throw them wide open. Star Realms is a pretty popular deck-building card game in both physical and digital forms, and the same development company is currently working on a digital successor – Epic. It’s framed more as a traditional TCG than Star Realms ‘build-as-you-go’ mentality but you can see some similarities in terms of the design.

Successfully Kickstarted way back in 2017, this fantasy-style TCG will be releasing on February 18th, 2020.

[youtube https://www.youtube.com/watch?v=b2mpjyMn1ow?controls=0]

What’s more, it will be completely free, up to a point. The principle activities you can do without needing to pay anything are:

  • No cost to download the app.
  • No cost to get new sets.
  • No cost or restrictions on online or offline casual play.
  • Every player will have every card in the game and be able to build any deck, any time.
  • You can own unlimited copies of every card.
  • Casual play vs. the AI and in the campaign.
  • Online matches, including Draft and other formats.

The only thing you will need to pay for are cosmetics, extras (like extra deck slots) and competitive play.

Existing players will be able to keep their username and any decks they’ve built, but they won’t be able Gold, Gems or Foil cards from their Alpha accounts.

Also, anyone who backed the game during the Kickstarter will be given extra stuff for free as compensation for the game going free-to-play. You can read the full details further down the announcement post here.

Epic Digital will be coming to iOS and Android.

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We’re definitely not getting that Duelyst mobile port

By Joe Robinson 27 Jan 2020

I remember when I first took over Pocket Tactics back in 2016 and was trying to understand the various niches our audience enjoyed; Duelyst came up a lot in the context of CCGs on mobile. Combining elements from both traditional card games and throwing in a tactical battlefield, at the time it seemed like a very welcome breath of fresh air, and one that mobile gamers were very keen to experience for themselves.

A mobile version of Duelyst never formally released, although there were some betas running through 2017 that got suspended. Now, those prototypes will never see the light of day because the game itself is closing up shop. Official servers and services will cease come February 27th, 2020. Duelyst is dead.

Admittedly, despite how much it was a part of the CCG conversation a few years ago, I’d actually forgotten about the game this past year. It launched in 2016, but according to Steam Charts it had dropped to under 1,000 peak concurrent players by the start of 2017, and slowly bled away its playerbase over time.

This is yet another CCG that couldn’t seem to keep up momentum, even with a unique hybrid mechanic. You can read more about what will happen to Duelyst in the last month of its life here.

Did you ever play Duelyst? What do you think could have saved it from oblivion? Let us know in the comments!

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Unity Discuss Future Of VR/AR Support

Over on the Unity blog there is a discussion of the upcoming changes to VR and AR support in Unity 2019.3.  The Unity engine is migrating to a new plugin based framework called the Unity XR SDK.

We have been working to improve our multi-platform offering, enabling direct integrations through a unified plugin framework. The resulting tech stack consists of an API that exposes common functionalities across our supported platforms in a frictionless way for creators while enabling XR hardware and software providers to develop their own Unity plugins. This architecture offers the following benefits:

  • Multi-platform developer tools such as AR Foundation and the XR Interaction Toolkit
  • Faster partner updates from supported plugins via the Unity Package Manager
  • More platforms have access to an interface to leverage Unity’s XR rendering optimizations and developer tools

Unity has developed new XR plugins for our supported platforms as part of this shift. Additionally, we have deprecated our built-in platform implementations in 2019.3.

With the move to a plugin architecture future support for OpenXR will be handled by Valve in the future.  From version 2019.3 onward, GearVR, Daydream and Vuforia will no longer be supported, forcing you to use the Unity 2018 LTS release if you wish to support those platforms.  Additionally Google Cardboard support is ultimately going to be provided by this Google open source project.

In comments there was further details about VR/AR support improvements in the Unity 2019.3:

Hi Felix, Unity’s 2019.3 release is coming soon, and there are new features in XR that will roll out in that update. In 2019.3, we have enabled Vulkan for Oculus Quest, using multiview fixed foveated rendering (FFR). Additionally, the Universal Rendering Pipeline (URP) and High-Definition Rendering Pipeline (HDRP) are both supported in our XR SDK, and will continue to be supported. Lastly, our new XR Plugins are compatible with the new input system. That means if you add the Magic Leap XR Plugin and Input System packages, for example, you will get the controller layouts for Magic Leap devices.

You can learn more about the changes in the video below.

[youtube https://www.youtube.com/watch?v=st7vFrogWWc&w=853&h=480]

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Tiled 1.3.2 Released

Tiled, the open source map editing software, just released version 1.3.2.  Along side that release was a development snapshot with new features that will be available in the next release.  If you want learn Tiled we have an in-depth tutorial series available here.

Details of the 1.3.2 release:

  • Fixed initialization of selected layers (#2719)
  • Fixed stamp action shortcuts not being configurable (#2684)
  • Fixed the tileset view to respect the ‘wheel zooms by default’ preference
  • Fixed insertion position when using drag-n-drop to rearrange layers
  • Fixed displayed layer data format in Properties
  • Fixed repeating of export when map is saved by a custom command (#2709)
  • Fixed issue when multiple worlds are loaded that use pattern matching
  • Issues view can now be hidden by clicking the status bar counters
  • macOS: Fixed black toolbar when enabling OpenGL rendering (#1839)
  • Windows: Fixed context menus activating first item on release (#2693)
  • Windows installer: Include the ‘defoldcollection’ plugin (#2677)
  • Windows installer: Signed by SignPath
  • libtiled: Avoid inheriting Properties from QVariantMap (#2679)
  • docs: Added some notes to Python and JavaScript pages (#2725)
  • Updated Qt from 5.12.5 to 5.12.6
  • Updated Finnish translation (by Tuomas Lähteenmäki and odamite)
  • Updated part of Italian translation (by Katia Piazza)

As well as details from the developmental release:

Tinting Layers

Layers can now be tinted by multiplying their pixels with a color. This way you can darken or colorize your graphics in various ways without needing to set up separate images for it! The new “Tint Color” property is supported on tile layers, object layers and image layers, and is inherited from group layers.

Object Alignment

Ever since tile objects were added as a feature, their alignment has been inconsistent with the other shapes. Whereas a rectangle had its origin in the top-left, tile objects had their origin in the bottom-left (or even bottom-center, on isometric maps). While useful in some contexts, this inconsistency has annoyed many people over the years.

Now, a new tileset property specifies which alignment to use for tile objects using that tileset. If you set it to top-left, the tile objects will align consistently with the other objects. But of course you could also choose for bottom-center or center alignment depending on your needs.

Object Reference Properties

This change is a big step towards the Connecting Objects feature, which is planned for Tiled 1.4. You can now choose “object” as the type when adding a custom property, and the property will be interpreted as a reference to an object on the map, referring to it by its unique ID. A special dialog makes it easy to search for the object you want to refer to and the name of the referenced object will be displayed.

Tiled is available as a free download for Mac, Windows and Linux here.  The source code for Tiled is available on GitHub.

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The Weekender: License Holder Edition

I thought this week might turn out to be quite interesting after the explosive news regarding Carcassonne (see below), but things seemed to settle down quite quickly. As you’ll read below though, that wasn’t the only franchise that will be changing the guard!

We’ve also caught up on a few reviews this week and then I had a bit of a moment regarding Black Desert Mobile. I’m sorry.

Meanwhile, in the world of mobile games…

New App Releases

It’s another dud weak in terms of releases, however a couple of things caught our eye…

Retro Bowl (iOS & Android)

We didn’t spot this in time last week, but we wanted to give a quick shout out to Retro Bowl. It’s from the developers of New Star Soccer and is themed around the American NFL. You pick your favourite team and manage all aspects of their existence both on and off the pitch.

It’s a ‘free-to-try’ game in the sense that you get to play five games for free before being prompted to pay for the full game, which costs $0.99/£0.99.

[youtube https://www.youtube.com/watch?v=kf7DIBfD54U]

Tetris is Dead? Long Live Tetris?

Echoing the news we heard about Carcassonne earlier in the week, it seems EA’s stable of mobile Tetris games are also being replaced by a new upstart. The AAA games publisher was responsible for Tetris 2011, Tetris Premium and Tetris Blitz – these games are still available on iOS but have vanished from Google Play.

We’re unsure at this time if Android users are still able to download the game if they’ve had it downloaded previously, or whether existing downloads still work. The developers have stated officially the games will be retired on April 20th, 2020. At this point even iOS users won’t be able to play them, regardless if they’ve got them on a device or not.

This is where the new challenger comes in. A company called N3TWORK INC. has now released a new free Tetris app on both iOS and Android.

Nu Tetris

They’ve only done one game before – a free-to-play fantasy match-3 puzzle/RPG called Legendary: Game of Heroes RPG, as well as an Apple Watch game called Mafia Watch. That’s nice, I guess? It’s a shame this latest shut-down is more draconian than Carcarsonne but it depends on the terms of the license deal they have.

Best App Updates

On the bright side, there’s a couple of cool and interesting app updates to cover this week. Let’s take a look…

Star Traders: Frontiers

Our 2019 GOTY Winner is still proving it’s worth with another sizable update this week. The main focus is improving how Interdictors fare in battles, as well as adding in three new specialist ships that specialise in anti-craft warfare (‘crafts’ are fighters, bombers etc…)

There’s also been some further tweaks to various talents, as well as an overhaul of the Frontier Liner starting ship. Lovely stuff.

Out There: The Alliance Update

When Out There launched on Nintendo Switch it did so as Out There: Omega The Alliance, an exclusive version of the game that came with goodies like a new ending, new spaceships and achievements. Developer Mi-Clos did reassure everyone though back in November that this content would be coming to other platforms, and now it’s finally out as a free update on mobile. If you haven’t played in a while now might be a great chance to dive back in. We’ve included the Nintendo Switch trailer so you can see what the new edition will look like.

[youtube https://www.youtube.com/watch?v=M14lmV_XEL0?controls=0]

App Sales

  • As a reminder from Monday’s report, TheCodingMonkey’s Carcassonne as well as the other games they’ve made are currently on sale to mark the (upcoming) shutdown of their version of the iOS game. It’s currently half price.
  • To celebrate the big Alliance update (above), Out There is down to just $0.99 on iOS and Android.
  • Football Manager 2020 Mobile & Touch are discounted for the first time since launch – roughly 25% cheaper.
  • Continuing on the sports theme, NBA 2K20 is down to $1.99 on iOS and Android. Not its cheapest price ($0.99) but close enough.
  • We only reviewed it last week, but Dragon Castle: The Board Game is on sale again. The second time since launch and the cheapest price to date.
  • Our 2018 GOTY Winner, Meteorfall, is currently $1.99 again.
  • Everyone’s favourite game XCOM: Enemy Within is also down to $1.99

Seen anything else you liked? Played any of the above? Let us know in the comments!