Utawarerumono: Mask of Deception is a grand tale that will enchant the hearts and minds of players as it takes them on an incredible journey. With a beautiful visual novel story experience, intriguing characters, fast-paced SRPG combat, world-class soundtrack, and more, the game is the perfect escape for adventure gamers!
Mask of Deception begins atop a snowy mountain where the protagonist awakens in an unfamiliar wilderness, surrounded by deadly creatures, with nothing but a hospital gown and a splitting headache. However, hes rescued by a beautiful girl named Kuon, who sports both adorable animal ears and a beastlike tail. Finding that the hapless man has no memory of anything, Kuon decides to take the amnesiac into her care, naming him Haku. As their journey takes them across the land, Haku will encounter colorful characters, build deep relationships, battle ruthless enemies, and find himself inexorably dragged into the political machinations of the mighty nation of Yamato.
Transform the world of Hob! Welcome to a new action-adventure from Runic Games, the award-winning studio behind Torchlight I and II. It?s your chance. Make it home.
Welcome to a new world of Danganronpa, and prepare yourself for the biggest, most exhilarating episode yet. Set in a psycho-cool environment, a new cast of 16 characters find themselves kidnapped and imprisoned in a school. Inside, some will kill, some will die, and some will be punished. Reimagine what you thought high-stakes, fast-paced investigation was as you investigate twisted murder cases and condemn your new friends to death.
KEY FEATURES:
* A New Danganronpa Begins - Forget what you thought you knew about Danganronpa and join a completely new cast of Ultimates for a brand-new beginning.
* Murder Mysteries - In a world where everyone is trying to survive, nobodys motivations are quite what they seem. Use your skills to solve each new murder or meet a gruesome end.
* Lie, Panic, Debate! - The world is shaped by our perception of it. Fast-paced trial scenes will require lies, quick wits, and logic to guide your classmates to the right conclusions.
* New Mini Games - Between the madness of murdered peers and deadly trials, enjoy an abundance of brand-new mini games.
Q& A: Jenn Sandercock on moving beyond nostalgia in adventure games
Terrible Toybox’s pixellated paranormal point-and-click adventure game Thimbleweed Park, released earlier this year, unfolds like a comedic X-Files; as always, it begins with a dead body.
The game has the look at feel of a classic Lucasarts adventure, and it also has the pedigree: among its creators are Ron Gilbert and Gary Winnick, who brought us classics like Maniac Mansion and Zack McKracken and the Monkey Island series. But Terrible Toybox also features indie devs like Jenn Sandercock. “Our team isn’t just Lucasfilm alumni, there’s people like me on the team who are relatively newer to the industry,” she says.
I talked to Sandercock about what made Thimbleweed stand out from the crowd in an indie field saturated by nostalgia.
What makes us different to many games that are “inspired by” or “in homage” to classic games is that our core team is made up of people who actually created those classic games. So they know all the things that they learnt previously and have had time to think about ways to fix any issues they perceived in the way they used to make games. Also, I’m sure having fans come up to them over the years saying things like: “I loved X, but that one puzzle was so frustrating” helps a lot.
“Many old games were frustrating because of design mistakes, not the actual core gameplay mechanics. We can make a new adventure game using the old mechanics in a way that doesn’t feel frustrating.”
What I and the others bring to the team is a fresh perspective. I grew up playing adventure games and loved them a lot (it’s why I got into the industry). Based on that experience there were a number of pet peeves that I wanted to “fix”. For example, in Thimbleweed Park at the edge of the screen the cursor changes to show an arrow if there’s another area you can explore at the side of the screen, whether that’s via side scrolling or going to a new room. And that’s because there was one game where I got stuck because I didn’t even realize there was another room I could explore.
Other little things that we’ve included are: dynamic lighting, fast walking, full voice acting, casual mode, a hint-line system, following your cursor around. None of those things seem very big when taken by themselves, but when you put it together it modernizes the game and makes it easy for people to jump in and play regardless of whether they are veteran point-and-click adventure gamers or new to the genre.
It can be slightly frustrating to me sometimes when Thimbleweed Park is dismissed as simply a throwback game that only hard-core point-and-click adventure gamers will love. First person shooters have tweaked their gameplay quite a lot over the years, but a lot of the core gameplay is pretty much the same. It feels frustrating that for adventure games people don’t separate out content or implementation issues from the core gameplay mechanics.
Many of the old games were frustrating, but in my opinion that wasn’t because of the actual core gameplay mechanics, it was because of game design mistakes. So if we use our knowledge from over the years, we can make a new adventure game using the old mechanics, but that doesn’t feel frustrating.
“Thimbleweed Park was somewhat an experiment to try and work out what it was that made those games charming, since we weren’t sure what component it was. We kept many of the same mechanics, and modernized where we thought it was necessary or improved the game. “
For us, Thimbleweed Park was somewhat an experiment to try and work out what it was that made those games charming since we weren’t sure what component it was.
So we kept many of the same mechanics, modernized where we thought it was necessary or improved the game. Of course, I’m a little biased, but I think we really did manage to capture a bit of the charm. I feel that we’ve made point-and-click adventure games accessible to people who’ve never played them before as well as people who never stopped playing them.
Developing a game is difficult, and it’s hard to find time to put in all the features we want. For example, I really wanted to put in some sort of hint system, since I don’t like walkthroughs that spoil the game. However, during development we ran out of time to work out how to integrate a hint system into the fiction of the game and not make it too jarring to players.
After release, Meghann O’Neill wrote an incremental hint system that reminded me of the old UHS (Universal Hint System) style hints. We liked it so much that I worked with Meghann to put it into the game as a phone number that you can call within the game, a hint line. In hindsight, it feels like an obvious way to implement hints, since the game is set in 1987 when adventure games did have hint lines where you could call and talk to a real person to find out what to do next. But during development, we just couldn’t have taken the time to work on this. So it feels great that now anyone who’s downloaded it can get this update for free. You couldn’t do that for games on physical disks back in the day.
“When we were designing puzzles, we always came at it from a story perspective first. By integrating the puzzle solving with the narrative, it means that players themselves progress the story.”
When we were designing puzzles, we always came at it from a story perspective first. We knew what we wanted to accomplish and then we’d work out how someone in the real world might solve that puzzle and try to see if that makes sense within our game world. By integrating the puzzle solving with the narrative, it means that players themselves progress the story. It’s kind of like the show, don’t tell method, but is “do, don’t tell” instead. Players feel a lot more ownership when they get to play a real part in the story themselves.
I feel that many contemporary adventure games have moved away from puzzle solving and have concentrated on the narrative/story part of the game. I was a little late to get around to “finishing” it, but I loved playing the Witness. Games like that and the Professor Layton series feel like their core puzzle solving mechanics are very separated from the underlying narrative that goes through the game. Although I love the puzzles, they’re what I solve to get a cutscene, rather than advancing the narrative by my puzzle solving. Other adventure games these days have very little in the way of traditional puzzles at all, such as Gone Home and Firewatch.
I think that this evolution of adventure games is great. It’s wonderful to see people taking the genre in different directions. However, I believe that rather than us deciding there is only one “good” way to do an adventure game, these different approaches are simply adding to the breadth of types of adventure games that are possible.
Have a look at Nintendo’s early prototype for Yoshi
Nine years after introducing the world to Mario (under the guise of “Jumpman”) in Donkey Kong, Nintendo created a companion for him: Super Mario World’s Yoshi. But where did Yoshi come from?
According to excerpts translated by Kotaku of a new Nintendo [Japanese] interview with devs who worked on Super Mario World and Yoshi’s Island, Yoshi was inspired by an image of Mario riding a horse that Mario creator Shigeru Miyamoto drew in the ’80s.
(The interview also included a screenshot [excerpted below] of a prototype Yoshi sprite, dated November of 1989, in which the iconic dinosaur looks more like a sad turtle.)
“When we were making [Super Mario Bros. 3], he drew a picture of Mario riding a horse and had put it up on wall next to where he sits. When I saw that, I thought, ‘I guess he wants Mario to ride something,'” Super Mario World director (and fellow Nintendo vet) Takashi Tezuka reportedly said. “So, when we were making Super Mario World, we had this ‘dinosaur land’ concept, and I had [Shigefumi] Hino draw reptile type art.”
However, it sounds like one of Hino’s first attempts came out looking more like a crocodile than everyone was comfortable with. Tezuka reportedly felt that was maybe a little too reptile-y, and sketched a cuter dinosaur-like creature that became the basis for the Yoshi that appeared in Super Mario World.
And of course, according to a company character guide published in ’93 and publicized by Console Wars author Blake Harris in 2014, Yoshi’s full name isn’t Yoshi: it’s T. Yoshisaur Munchakoopas.
Cuphead Available Today For Xbox One, Windows 10, Steam, and GOG
Hello dear friends,
The day is finally here and Cuphead has arrived! You can get the all-cartoon magical wondergame on Xbox One and Windows 10 as an Xbox Play Anywhere title (buy once to play on both console and PC), or you can find it on Steam and GOG — whichever you’d prefer! We are a mixed bag of emotions to be able to bring you something we only dreamt of creating since we were kids.
Cuphead is a side-scrolling action platformer with a heavy focus on boss battles. Traverse the interactive overworlds to help Cuphead and Mugman repay their debt to the devil on a bet they shouldn’t have made. This game was hand crafted using painstaking methods straight from the golden age of animation to capture the aesthetic of classic Disney and Fleischer Studios cartoons.
Each and every single frame of animation was drawn on paper with pencil, then inked on paper. The backgrounds are all original watercolor paintings and the custom jazz soundtrack is the cherry on the cake! We were heavily inspired by retro games from the late 1980s – early 1990s, so expect a fair challenge and relish in the victories you’ll make! Enjoy in single-player mode or local co-operative play.
Above all, we hope you simply have fun with Cuphead!
But getting the micro console itself is just the start of your journey. Here are some amazing accessories to go with your Super NES Classic Edition that will enhance your experience exponentially.
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Let us know if you plan to pick up some of these lovely accessories to go with your SNES Mini with a comment below.
Video game spin is a curious thing. It must be difficult for publishers and developers to turn a negative into a positive, but sometimes the excuses are so odd our eyebrows can’t help ascending skyward. The FIFA series has been a good example of this for a number of years. Nintendo fans need only cast their minds back to the launch of FIFA 13 on Wii U: it was essentially FIFA 12 with major modes – most notably the massively popular Ultimate Team – completely removed.
The game was heavily criticised for this, and gamers stayed away as a result. EA then decided not to make any more FIFA games for Wii U, citing “disappointing commercial results” despite “featuring FIFA’s award-winning HD gameplay and innovative new ways to play” (as opposed to being because all the best modes were, you know, totally missing). More recently, FIFA’s much-hyped story mode, dubbed “The Journey”, made its debut in FIFA 17 but was only available on the Xbox One and PS4 versions: Xbox 360 and PS3 owners missed out because those editions didn’t run on the swanky new Frostbite game engine and according to its creative director, “without Frostbite a story this immersive doesn’t happen”.
Now here we are with FIFA 18 on Switch, the first FIFA game on a Nintendo home console for half a decade, and the spin machine’s out in full force again. This time, while the Switch version finally has the much-loved Ultimate Team mode the Wii U game omitted, fans will be curious about the fact that none of the new Ultimate Team features in this year’s Xbox One and PS4 version are in there. The reason, according to a Eurogamer interview with one of the game’s producers, is that having every feature in there “might be too much” for someone new to Ultimate Team. We’re calling nonsense on that: and we’ll explain why in a bit.
First though, let’s judge the game on its own merits. To be blunt, FIFA 18 on Switch is a fantastic game and a brilliant technical achievement. Fans of the FIFA series will immediately be able to get to grips with the game as soon as they start playing, because at its core this is ‘proper’ FIFA, not the odd bespoke versions on Wii and 3DS back in the day. The full array of abilities is available in this version, due to the JoyCon Grip (and Pro Controller) offering enough buttons to cope with it. Right stick skill moves, finesse shots, driven lobs, threaded through balls, you name it – every expert-level technique you can pull off in other versions of the game is here too. No more Wii Remote flicking, slow-mo Matrix moves or any of that other rubbish Nintendo-owning football fans have had to put up with over the years.
However, because it’s not running on the Frostbite engine, FIFA 18 on Switch doesn’t play exactly like the other current-gen versions. The pace is slightly faster and player animations and physics aren’t quite as fluid, lending the game an ever-so-slightly more arcade feel (but not to any major degree). It actually works well; as long as you aren’t a stickler for intricate animation detail, you’re going to have fun here. It runs smoother than a greased-up jazz musician too, with a full 60 frames per second in both docked and handheld mode making for a silky performance and the general feel that you’re playing a high quality product. Although its (slightly less silky-smooth) cutscenes and other close-up moments reveal that the character models are a good deal less detailed than their Xbox One and PS4 counterparts, squint a bit during normal gameplay and you’d genuinely struggle to tell the difference.
The ability to crack out those JoyCon controllers and play some two-player matches anytime and anywhere is also a welcome one, although the game’s simplified a bit in this form. If you’re playing with a single JoyCon you’re missing out on a second stick, a D-Pad and two shoulder buttons, which means things like on-the-fly tactics, threaded through balls and finesse shots are no longer possible. Consider this a more casual version of multiplayer FIFA, then, designed for quick games on the go: for more serious grudge matches on the move each player will need either a Pro Controller or both JoyCon so that they’re armed with a full set of buttons.
Every element of the game is produced to high, error-free quality. The commentary is crisp and varied, the crowd noises are a treat and load times are reasonable (with the series’ ever-present skill games on offer to keep you busy while you wait, but we found you can jump into the game in seconds anyway). If NBA 2K18 was an example of how to completely mess up a port and riddle it with errors, FIFA 18 is an example of how to do it properly. Well, on the field at least. It’s when you’re off the pitch and in the game’s menu screens that FIFA 18’s limitations start to rear their disappointing head. Again, let’s be clear: this is still a far greater suite of modes than any Nintendo FIFA game has ever had (or any portable version, for that matter).
The standard Kick Off and Tournament modes are in there. Women’s football, first introduced in FIFA 16, is present and accounted for. There’s a Career mode in there – more on that in a while – and a Switch-exclusive Local Seasons mode lets you play a five-match series against a FIFA-owning friend locally to see who’s the best when the dust settles. In terms of online, you’ve got Online Seasons – the league-based mode in which you start in Division 10 and have to play 10 games against random online opponents in an attempt to get enough points for promotion – but the most important addition has to be the ever-popular Ultimate Team mode.
For those new to it, Ultimate Team is one of the most addictive things to happen to football games, and sports games in general (which is why it’s since been imitated in PES, NBA 2K, Madden, NHL and the like). When you start it you pick a team name and are allocated a bunch of hopeless 50+ rated players and a random team badge, kit design, ball and stadium from the ones available in the game.
The aim is to play games to earn coins: these can then be traded for packs containing better players, or spent in the transfer market to buy specific players you’re looking for. And yes, microtransactions rear their ugly head here, but they’re by no means essential. This reviewer has been playing Ultimate Team since 2010 and has never spent a single penny, yet still adores the satisfaction of building a team into world-beaters through nothing more than hard graft and skill.
Also present are the Squad Building Challenges. These were introduced to Ultimate Team last year and are a series of regularly updated puzzles that ask you to put together specific squads with players you no longer need, then submit them in exchange for rewards like rarer packs of players. The whole thing is an obsession, though on Switch this excitement has to be tempered a little. The Switch Ultimate Team is a separate entity to the Xbox One and PS4 versions, so even though all three versions require you to create an EA Account to save your squads online, each edition’s teams are completely different. This means you can’t, for example, play the Xbox One version on your TV then take your Switch on the train with you and load up the same team. There’s also no Switch support for the FIFA 18 Ultimate Team web app or mobile app, which let you tinker with your squads and Squad Building Challenges while away from the game.
This is the tip of the “missing content” iceberg, sadly. As you make your way through the game’s menus, FIFA 18 on Switch can just as easily be judged on what features and modes it doesn’t have as it can on what it does. Long story short, there’s a lot. The brilliant new Squad Challenges mode in this year’s Xbox One and PS4 versions of Ultimate Team? Not there. The new Daily Challenges, which give you mini-achievements (score three goals with a Brazilian player) for rewards? Not there either. The FUT Champions mode, where you compete in weekly tournaments to try and enter an elite league against the best players and win rare prizes? Nope.
And that’s just in Ultimate Team – there are many more gaping holes in the game’s feature set. All the fancy league-specific graphics packages are missing, so if you play a match with two teams from the likes of the Premier League, MLS or La Liga, you’ll still get the standard EA Sports scoreboard and timer instead of the official authentic ones. The EA Sports Football Club feature – in which you earn points as you play the game which can then be spent on historic kits, different balls, new goal celebrations and Ultimate Team coin boosts – is nowhere to be seen, meaning all that content is missing.
Online gameplay, meanwhile, is nice and smooth: as long as you plan on playing against strangers. Even before the game was launched we were able to find Ultimate Team online Seasons matches within seconds, so that side of things works perfectly. But there’s currently no way to invite any of your Switch friends for an online match. This is almost certainly Nintendo’s issue rather than EA’s – hopefully the still-to-come paid online service will sort out this side of things – but it’s still annoying that if you want to play FIFA against one of your mates instead of a random opponent, they’re going to have to be in the same room as you. Whether or not this is a deal breaker for you is down to personal taste, but we imagine that it will compromise the experience for a great many FIFA addicts.
Most telling of all, though, is the Career mode, and that’s how we managed to figure out why the aforementioned dose of spin – that the Switch version is missing modes because it “might be too much” for the players – was a load of old kippers. The Xbox One and PS4 Career mode in FIFA 18 has a new transfer negotiation system in which you hammer out a deal face-to-face with players. This isn’t in the Switch game, presumably because of the whole “this is only possible in Frostbite” malarkey. The Xbox One and PS4 Career mode in FIFA 17 didn’t feature this. It was just a normal Career mode with some new objective-based features. But here’s the thing. The Switch version of FIFA 18 doesn’t even have that version of Career mode. It’s got the one from even older versions of the game, because (drum roll, please) FIFA 18 on Switch is basically the Legacy Edition that’s on Xbox 360 and PS3.
Now, let us clarify a few things before you plug in the old pitchfork-sharpening machine. There are still a few things in here that set the Switch version apart from the last-gen games. As previously mentioned, its custom game engine means that it runs smoother and looks sharper (the developers claim it renders at full 1080p when docked and it certainly seems crisp enough for that to be true). It adds the four new stadia that the Xbox One and PS4 versions get, its Ultimate Team mode has the Icon players like Maradona, Pele and the like (the last-gen ones don’t) and you can unlock a special Switch football shirt in Ultimate Team, too.
So let’s not go too overboard: it’s clear that at least some work has gone into optimising the game for Switch and ensuring there’s at least some new content in there for the system. Our complaint here is more that it’s not enough. The Journey story mode aside, there’s no actual technical reason why any of the other current-gen modes – the Ultimate Team Squad Challenges, the Daily Challenges, the weekly FUT Champions event, the EA Sports Football Club section with the retro kits and other goodies (none of which are in the Xbox 360 and PS3 Legacy Editions either) – couldn’t have been in the Switch version. Despite the producer’s claim, we all know these features aren’t missing because it “might be too much” for Switch owners’ delicate brains to process. They aren’t in there because it was decided (be it down to lack of resources or time) that there’d be no effort made to implement them in the game.
What we ultimately have, then, is a game that – when we look at it logically rather than emotionally – is far and away the greatest modern football game on a Nintendo system and the greatest handheld football game ever made. If you don’t own an Xbox One or PS4, this still looks great and plays fantastically and is a more than acceptable version of FIFA. If you do own an Xbox One or PS4, however, you should only really buy the Switch version if you plan on mainly playing it in handheld mode. While it’s still superb both handheld and docked, the latter can’t really hold a candle to its more powerful and feature-rich siblings.
Cuphead is a classic run and gun action game heavily focused on boss battles. Inspired by cartoons of the 1930s, the visuals and audio are painstakingly created with the same techniques of the era, i.e. traditional hand drawn cel animation, watercolor backgrounds, and original jazz recordings.