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Review: Sinner: Sacrifice For Redemption – A Distilled But Ultimately Disappointing Dark Souls Wannabe

FromSoftware’s ‘SoulsBorne’ series has plenty of defining features that set it apart from its contemporaries. Obtuse storytelling. Mercilessly precise combat models. Mazelike hubs to explore. But none of these elements hold quite as much tangible power as the series’ (mostly) breathtaking bosses. From the tag-team nightmare of Orstein and Smough to the onslaught of Father Gascoigne, these are the big bads that stay with you long after the game has been returned to its shelf.

But what if you could do away with all the exploration and busywork that tied those monolithic monsters together and get straight to the boss fights? That’s clearly the question developer Dark Star wished to pose with Sinner: Sacrifice for Redemption, a boss-rush experience that distils that familiar SoulsBorne experience into eight distinct fights, but unfortunately, the answer it gives fails to leave the same kind of impact as its inspiration.

Not that certainly doesn’t try. As a ‘nameless wanderer’, you begin the game as you would a good 10-15 hours into a similar kind of action-RPG. You’ve two swords – one regular sized, and another considerably larger – and you’re already armoured up the nines. But bar a few spectres you need to defeat in order to learn the game’s simple controls – boiled down to the usual roll/lock-on/light attack/heavy attack setup that’s serviceable, but lacks the weighty heft of the Souls series – you’ll soon reach a handful of stone altars.

Before you open a portal to enter each boss battle, you’ll need to make a sacrifice that places a certain debuff on your character. From restricting how much you can heal to making your shield prone to shattering, the game wants you constantly feel at a disadvantage. It’s a mechanic that doesn’t make much of a difference in the first couple of fights (you can choose the order you face the first four bosses) since you’ve had no influence on the build of your character, but you’ll feel these ‘sacrifices’ far more acutely the longer you play.

By the time you reach the final boss, you’ll need to take on all of these debuffs in the same fight, although you do get the opportunity to choose in which order you have to endure them, so you won’t have to have your stats crippled all at once. This ‘levelling down’ mechanic can make Sinner an incredibly frustrating experience at times, especially if you’re new to this kind of game, but it creates a powerful sense of satisfaction once you’ve solved the puzzle of each boss pattern and overcome the limitations of the selected sacrifice. Defeating a boss also grants you an enhanced stat, so you’re able to offset those disadvantages a little as you progress.

As you’ve probably guessed, the bosses are clearly big selling point of Sinner and, thankfully, they’re the game’s most notable highlight. Based on the seven deadly sins, each one has a unique design, attack pattern and set of escalating phases. If you’ve had any experience playing Bloodborne or any of the four Souls games, you’ll know what to expect in terms of sheer scale and immediate difficulty. If not, then you’re about to get a painful education in precision movement and taking advantage of split-second windows of opportunity.

While some are a little predictable in design for an action-RPG with a familiar European medieval theme – such as the giant knight Rhodes and his equally monolithic shield/pike combo – there are some really breathtaking ideas at place elsewhere. The split personality of Levin Indok and Levin Undock (who pulls off one head and replaces it with another, which completely changes her attacks and movement speed) is one of the best and the most challenging, especially when both her forms attack you at once.

However, for all the work that’s gone into bringing these imposing figures to life, the same sense of creative consistency can’t be levelled at each respective arena. Some have a real sense of character that really suits the sin on which they are based (such as the Alice in Wonderland-esque setting used for the Levins), but others are lacking in memorable mise en scène. The icy domain of Camber Luce is almost completely void of detail, which makes it increasingly difficult to judge distances (something that becomes a real issue considering one of Luce’s main attacks creates giant sinkholes in the arena).

The Nintendo Switch port of Sinner runs surprisingly well. The framerate is mostly consistent, although assets and textures have taken a bit of battering in order to get the game running on humbler hardware. It’s not a massive issue as you’re unlikely to be stopping to admire the visual fidelity while you’re rolling to avoid a devastating attack, but the blurriness and jagged edges are hard to miss all the same, especially when compared to other console ports.

Conclusion

Sinner: Sacrifice for Redemption is a valiant attempt to cut away some action-RPG fat in order to get to the meat of its boss battles, but a lack of consistent quality makes this boss-rush concept a frustrating experience at times (and not for the reasons its developer likely intended). The combat lacks the heft of the series that inspired it, so while Sinner looks much like the Souls games, it never captures (or innovates upon) that familiar combat model. There are some great boss designs to take on here, but this is very much a curio for Souls fans who want something to do in-between playing the vastly superior Dark Souls: Remastered.

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Check Out This Super-Colourful Wave Of Pokémon Merchandise Soon Landing In Japan

One of the many things that Japan is absolutely brilliant at is providing endless amounts of Pokémon merchandise. From a complete set of all original 151 Pokémon in plush form, to a humongous Lapras toy that could easily carry a small army of children around, there will absolutely be something for you.

The official Pokémon website has now shared details of a new collection, too, with the whole set adopting an ultra-colourful theme. Aptly named ‘Pop Color’, the range is set to hit Japanese Pokémon Centers (and will also appear on Amazon Japan for international shipping) from 10th November. You can check out some of the goodies down below.

A particular favourite of ours is the headphone collection, featuring Gengar, Pikachu, and Jigglypuff, but the neck rests and marker pens are pleasingly different to the usual merchandise offerings, too.

Prices appear to range from as little as 180 yen (£1.20 / $1.60) for the pens to a strangely high 9,200 yen (£63 / $82) for the Pikachu cushion, so you might want to be rather selective about which items to buy if you’re hoping to pick some up.

Do you like any of the merchandise available? Do you wish items like these were more readily available around the world? Let us know with a comment.

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Switch Puzzle Game Hexologic Has Been Updated With 50% More Content Free Of Charge

Switch puzzler Hexologic has just received a rather substantial update, giving players 50% more content to play through with no extra charge.

If you’re unfamiliar with the game, Hexologic is a hex-based puzzler which uses tile-based riddles to work the minds of its players. It’s said to be quite the challenge, “even to the most experienced fans of logic games” like Sudoku and Picross. As you progress through the game, new, more complex mechanics are introduced inside new biomes.

This new update, which went live on Switch just yesterday, adds 36 new levels, two biomes, an updated soundtrack, and “lots of other features and enhancements”. Players also now have the option to take their Hexologic journey through space, solving puzzles with a much higher level of demand, and play with higher difficulty settings introduced through limited assists and shuffled hexes.

The game’s developer, MythicOwl, has said that the update has been implemented in response to player feedback, extending the game’s playtime and enhancing the overall experience. The full list of changes can be found below.

New Features:
– 36 new levels
– 2 new worlds
– New types of hexes with different abilities
– New difficulty setting (limited assists, shuffled hexes)
– Soundtrack extended with new, relaxing music
– Improved in-game navigation (PC & Nintendo Switch)
– Improved overall stability and bug fixes

As mentioned above, this update is free of charge and is available worldwide. The full game is still available directly from the eShop for £2.49 / $2.99.

Had this one slipped from your radar? Are you tempted to give it a go now that it features more content? Let us know with a comment below.

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UK Gaming Magazines GamesMaster and GamesTM Set To Close Next Month

British magazine publisher Future plc has revealed that both GamesMaster and GamesTM will release their last issues next month.

Between them, the two magazines have spent over 40 years gracing the UK’s shelves, with GamesMaster being around since 1993, and GamesTM launching a little more recently in 2002. Both magazines covered multi-format news and features, leaving Future’s Edge magazine as the last, long-running mag dedicated to covering all systems in the country.

GamesMaster, as some of our older readers will be aware, actually started life as a TV show in the early ’90s, and the magazine was launched alongside it. Here’s the first ever episode, in case you wanted to dive into a time tunnel of nostalgia:

Tony Mott, brand director of games at Future, has released the following statement:

“Despite the company’s strong performance overall, unfortunately Games TM and GamesMaster are no longer profitable parts of the business, which means that their next issues, on sale November 1st, will be the final editions.

“The decision was an extremely difficult one, but everyone here is enormously proud of what the magazines have achieved in their lifetimes – an incredible 25 years in GamesMaster’s case – and we are currently redeploying affected staff within the company.”

Future still runs a variety of gaming specific publications on top of Edge magazine, such as the Official Xbox and PlayStation mags, PC Gamer, Retro Gamer, and MCV, as well as a number of websites such as Gamesradar. Official Nintendo Magazine was also owned by Future until eventually being closed down back in 2014.

Naturally, we wish all those affected, from staff writers to freelancers and everyone in between, the very best moving forward.

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Random: Hollywood Legend John Carpenter Doesn’t Think Much Of Nintendo Labo

John Carpenter’s contribution to horror cinema simply cannot be understated; via titles like Halloween, The Thing and They Live, he has helped to shape the kind of fright-heavy flicks we know and love – and that’s not to mention his many excellent films outside of the genre, such as Escape from New York, Big Trouble in Little China and Dark Star.

However, the original 1978 Halloween will always be the film he is most instantly associated with, and to celebrate the release of yet another entry in the franchise this year, IGN decided to pop Carpenter in front of a Nintendo Labo piano and ask him to play the famous theme tune of the series – which he also composed himself.

The result? Hilarity. Carpenter makes a good job of replicating the tune if we’re honest, but his lovable grumbling (“I have no idea what I’m doing”) is what seals the deal. He gets a bit potty-mouthed at the end, so be warned – IGN has at least been good enough to beep out his swears. Phew!

So there you have it; Carpenter’s verdict of the Labo piano kit is perhaps as high as the reviews critics gave to In The Mouth of Madness, Vampires and Ghosts of Mars, the latter of which I’m still annoyed about paying good money to see at the cinema back in 2001.

Thanks to Lord Conrad’s brewery for the tip!

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John Szczepaniak’s Untold History Of Japanese Game Developers Is Reborn As Japansoft: An Oral History

Back in 2013, video game journalist and historian John Szczepaniak embarked on a crowdfunded adventure to chart the hitherto untold stories of the Japanese game development community. He flew out to Japan and spoke to some of the unsung heroes of the gaming world – as well as few true legends, such as Henk Rogers and Yuzo Koshiro.

Szczepaniak’s interviews would form the basis of a three-volume series of books, all of which we were happy to include in our round-up of the best gaming books money can buy – they’re that good. Packed with anecdotes and amazing stories, they’re utterly essential reading, so you can imagine how upset we were when we heard from Szczepaniak himself that the company he uses to publish them was shutting up shop and they would soon be going out of print; because of the amount of Japanese text involved, switching to another print-on-demand publisher sadly wasn’t an option.

Thankfully, UK publisher Read-Only Memory has come to the rescue and is pulling all three volumes into an edited version named Japansoft: An Oral History. The follow-up to Britsoft: An Oral History, this revised edition will use Szczepaniak’s original work as its basis, but will include new content, unseen photos and a host of original illustrations by Yu Nagaba. The new interviews include Dylan Cuthbert, Manami Matsumae and Keiji Yamagishi, and the book will be edited by Alex Wiltshire, formerly of EDGE magazine.

Japansoft is currently up on crowdfunding platform Volume, and has raised £4,000 of its £15,000 goal at the time of writing. There are 48 days remaining, so if you’d like to see this book make it into production, make sure you pledge some cash.

In the meantime, if you already own the original three volumes of Szczepaniak’s masterpiece, consider yourself very lucky – we imagine they will only increase in value as the years roll by.

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3D Arcade Brawler Varion Will Be Blasting Onto Switch On 8th November

Developer Light Maze has revealed that its upcoming arcade brawler Varion will be lighting up a Nintendo Switch near you on 8th November.

The game is described as a “3D arcade action top-down brawler”, featuring couch multiplayer battles for one-to-four players. As you can likely tell from the trailer above, the game is set in a futuristic universe in which players can control robots – your goal is to fight inside an infinite number of booby-trapped, procedurally generated arenas in relentless, fast-paced battles.

Direct shots to opponents simply stun them, with bounce shots being required to fully take them out. Your environments change and ammo is limited (and must be reloaded by moving), so players are forced to stay on the move. You have access to a dual-stick control scheme, a dash move, counter attacks, “special actions” and a variety of power-ups including mines, blades and bombs. The best players will use all of the above to develop expert combat strategies.

You can play with a match configuration tool in the game’s Battle Mode, as well as a variety of preset rules like Deathmatch, Melee, and Survivor, allowing you to mix up your sessions when you want a change of pace. You can find out a little more about what the game has to offer with this feature list below.

FEATURES:
– Genuine gameplay based on bounce shots: Take advantage of the walls to blast your opponents!
– Easy to learn, hard to master dual-stick gameplay that will suit every gamer types, from casual to hardcore.
– Fast-paced local battles for up to four players. Play solo or team up with your friends: one-versus-one-versus-one, two-versus-two, one-versus-three, one-versus-one-versus-two, etc.
– Diversified booby-trapped environments which won’t give you a break: exploding electrodes, gas jets, rambling Minotaur, portals, etc.
– A dash move to avoid enemy shots, throw them back, or push your opponents.
– Original dynamo-based reloading system: don’t camp or you’re dead!
– Deadly power-ups to electrify the scuffle: cluster shots, melee blades, IEM bombs and more.
– Hours of non-stop fun thanks to procedural stages and a highly customizable battle configuration tool.
– A solo/co-op Challenge mode to sharpen your skills against bots and beat your high scores.

The game will be available on Switch on 8th November for $12.99.

Will you be giving this one a go?

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The Latest Zelda: Breath Of The Wild Glitch Lets Players Fly So Fast That The Game Can’t Keep Up

By this point, players have managed to manipulate The Legend of Zelda: Breath of the Wild‘s huge number of interactive possibilities to find almost as many glitches as there are those pesky Koroks, and the latest discovery is both amusing and practical.

Dubbed the ‘bullet time bounce’, this new find has players jumping on top of enemies, giving them a gentle bop on the head, and then hurtling through the sky faster than Link can ignore Zelda’s desperate pleas for help by heading off on a pointless side quest. The best part is that, when the move is pulled off particularly well, Link appears to fly in a near-perfect horizontal line, meaning players can travel incredibly long distances before being thwarted by a mountain in the distance.

To perform the trick, players must jump from a platform or raised edge, turning 180 degrees in the air until their back is facing a nearby enemy, and then land on them while riding a shield. The enemy in question needs to be particularly weak or otherwise affected, however, as the trick requires them to ragdoll into your shield when you land. You can see it in action below if you’d like to give it a go.

In this particular case, Link is travelling so fast through the air that the game has to momentarily pause to load the next portion of the map, and there’s a rather comical ending where we have to wait for him to land. Multiple users have been sharing clips of their attempts online, with other examples also causing Link to fly much faster than the game ever intended.

Of course, players have already discovered several glitches and tricks to help with speedrunning, like being able to fly on trees, but this – when performed correctly – offers one of quickest ways to zoom around the map. We’re certain that players will continue to find more and more ways to get around over the next few years, too – those speedrun titles aren’t gonna win themselves!

Will you be trying this the next time you load up the game? Have you ever stumbled across any of your own weird game tricks? Let us know in the comments below.

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Fighting Game One Strike Removed From Switch eShop Due To Copyright Infringement

In what is quite an unusual turn of events, Switch fighter One Strike has been removed from the eShop in Japan (with a worldwide takedown set to follow) due to a copyright infringement.

Currently, heading to the game’s Japanese store page simply shows an error, stating that “this software is currently not available”, (thanks, Japanese Nintendo). As it happens, the game’s removal has actually been issued by its publisher QubicGames’ request after the studio became aware of a music copyright issue.

QubicGames has since said that “the developer of the game [Retro Reactor] paid a composer for the music. Both the developer and we, the publisher, were convinced that this track is an original work”. It appears that this particular composer – who has not been named – has plagiarised the work of the Famicom game Mouryou Senki MADARA.

We’ve included links to both pieces of music for you down below; as you can see, to describe the act as ‘plagiarism’ would actually be putting it lightly – it sounds like it was literally uploaded from the original’s soundtrack.

QubicGames has gone on to say that that it is “preparing and releasing a new version of the game with another track as soon as possible”. Hopefully, the game won’t be missing from the eShop for too long before it’s back with a fresh, and authentic, track in place of the offender.

As ever, feel free to share your thoughts with us on this one in the comment section below.

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Zelda-Inspired Hazelnut Bastille Wants To Bring SNES Magic To Switch, Kickstarter Coming Soon

The last few years have seen a steady rise in retro-style games flooding the modern market, with the Switch already being home to countless 8-bit and 16-bit adventures all desperately trying to pull you in with their nostalgia-inducing ways. Sometimes, these games are truly something special (Octopath Traveler, Owlboy, and The Messenger – here’s looking at you) and this upcoming title from Aloft Studio could well follow in their footsteps.

Hazelnut Bastille clearly takes a huge amount of inspiration from The Legend of Zelda: A Link to the Past, and perhaps the Zelda series as a whole. As you can see in the trailer above, everything from the graphical style, the use of items, the gameplay, and the soundtrack, all provide an instant throwback to Link’s early adventure. The game’s story follows a young girl who finds herself going on a quest to distant lands, braving terrible odds in the hopes of finding something that was taken from her.

You’ll find yourself playing through all the gameplay elements you’ve likely come to expect, such as combat, puzzles, side quests, and dungeons, and the team behind the game has revealed that Secret of Mana composer Hiroki Kikuta has leant a hand to the project as a guest appearance.

A Kickstarter for the project will be going live on 23rd October at 5am PT / 8am ET / 1pm BST / 2pm CEST, and you can find out lots more about the game from its official website if you’re interested. The studio has confirmed that physical copies of the game will be available to backers, although specific details likely won’t be revealed until the campaign goes live next week.

Do you like the look of what you see from the trailer and images above? Are you considering backing the project to help it come to Switch?