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Chants of Sennaar Puzzle Translation Slab

Every Language In Chants Of Sennaar, Ranked

As a linguistics enthusiast, Chants of Sennaar is the puzzle game of my dreams. Almost zero context from the get-go, discovering multiple different cultures, uniting those cultures with the ultimate power of communication — what’s not to like? The defining component of this game is, obviously, the set of languages the player spends the entire game deciphering. With five languages that all differ from one another in a variety of ways, we’ve decided to rank them from best to worst.

Now, also due to being a linguistics enthusiast, it is painful for me to determine any language as “the worst.” All languages are magical in their own ways because of what they say about the cultures they represent. Additionally, the appearances of several CoS languages are styled after real-world orthographies (the Bards’ after Arabic, the Warriors’ after old Norse, etc.). So how do we determine a ranking?

We’ll be using three categories: aesthetic appearance, ease of translation, and vocabulary variety. Each category is scored on a scale of 1-5 (with 1 being worst, 5 being best), and the totals are added up for an overall score. Ready to see what we’ve decided?

5. Anchorites

The Notebook with the Anchorite Language filled out
Aesthetics1
Translation
Vocabulary3

It may seem a little unfair to rank the Anchorites’ language dead last since they weren’t really given a fighting chance. We didn’t get to dive as deeply into this language since the game demands a speedier translation to get through to the ending. This means we don’t even get that cool experience of helping translate a different level’s words into this language, and vice versa, as we do in the terminal puzzles.

However, we also rank them last because the words are wholly aesthetically displeasing. Look at it. It’s just a bunch of lines. It looks like someone threw some sticks at a board and called it good. Sure, it’s incredibly functional — but it’s not appealing. Although this design choice does give the Anchorites the advantage of having a plural designation built into the character rather than dealing with extra characters, we remain firm in my grading choice.

Most of the points here come from the vocabulary, which gets bonus points for being the only language with the word “Disregard,” even while boasting the smallest lexicon.

Total Score
4

4. Devotees

The book open with the Devotee Language Completed
Aesthetics3
Translation5
Vocabulary2

We didn’t want to do this. We really didn’t. But their limited vocabulary could not be ignored.
Overall, we love the language of the Devotees. By nature of it representing the first level, it’s easy to understand, and the glyphs are sensibly designed so that differentiating between a person, a place, or an object is simple. Using double glyphs to represent plurals is also an intuitive move that removes the need to translate any additional glyphs. High translatability and its syntax lining up with English make this a simple one to transpose.

The look of this language isn’t going to knock anyone’s socks off, but at least it isn’t ugly in its practicality. These glyphs put me in mind of Egyptian hieroglyphics, which immediately sets the tone of adventure and exploration for this game.

Still, there’s not a lot that we can say in this language. It has 34 glyphs, the second smallest lexicon in the game, and most of those words are fairly utilitarian.

Total Score
10

3. Warriors

The book open with the Warrior Language Completed
Aesthetics3
Translation4
Vocabulary4

The Warriors have an interesting language. Though their world seems entirely dedicated to more spartan pursuits, including the orthography itself, the words we learn from them tell a different story. Composed of a bunch of straight lines like the Anchorite language, these glyphs still manage to be pictorial, giving us an idea of their meanings without needing too much context.

And, like the Devotee language, the Warriors rely on a few patterns for different word categories, such as a downward-pointing angle to indicate the word is a verb. This language would have gotten a perfect score for translation… if it wasn’t for that dang plural glyph coming BEFORE the object. We don’t think we ever once got that right on the first try when doing conversational translations.

In terms of vocabulary, the language of the Fortress boasts 36 glyphs, two more than its predecessor, and in that lexicon, we are given such beautiful words as “Moon,” “Vessel,” and “Balance.” I’ll even forgive them for referring to everyone who isn’t a Warrior or a Bard as “Impure” because that’s just so metal.

Total Score
11

2. Bards

The book open with the Bard Language Completed
Aesthetics5
Translation2
Vocabulary5

It may insult the Bards to learn that they did not end up being #1 on this language list, but at least they can take comfort in their perfect score on aesthetics. Do the glyphs have a sensible pattern? Absolutely not. Do they look graceful, dramatic, and important with that ongoing underline? Definitely. The Bard glyphs are varied and swoopy, making them the prettiest to look at, if not the easiest to comprehend.

Speaking of comprehension, this lovely language ends up being kind of garbage to translate. The syntax is different from English, demanding that the object of each sentence come before the subject and predicate. That means extra thinkin’ time for some of us when translating Bardic phrases into others, and vice versa. And I’ll say it again: these beautiful glyphs can get tricky to differentiate when trying to parse out definitions.

But if you can get all those definitions correct, boy, do you have a vocabulary to work with. The Bards have a 42-glyph lexicon, and there are so many great words! “Beauty” and “Comedy” are obvious favorites, but “Ascend” and “Path” are unique to this language as well. We also offer the Bards points for having the most variety of terms for people. We have “Bard,” “Brother,” “Man,” “Monster,” “Warrior,” and “Idiot,” as opposed to the Warriors’ blanket “Impure.” What is one word that isn’t included in the Bard vocabulary, though it appears everywhere else? That would be “Death”. Perhaps priority was given to “Pliers”.

Total Score
12

1. Alchemists

The book open with the Scientist Language Completed
Aesthetics5
Translation5
Vocabulary3

It should say something about this language that as soon as we saw a sneak preview of it on one of the terminals, we got an immediate thrill for what was to come. We recall describing it as “Time-Lord-esque.” The circles? The lines? The triangles? It’s like each glyph is its own miniature magic circle. And, it’s not all for show, as the Alchemists continue the tradition of keeping certain design elements within each category of word.

The syntax of the Alchemist’s language also lines up perfectly with that of English. Though they have an extra glyph to denote plurals, that glyph follows the object it’s affecting, which is what we are accustomed to in English. We never once struggled with translating phrases into the Alchemist language, so they get the high score in translation.

Unfortunately, though they boast a whopping 42-glyph lexicon to match the Bards, many of those glyphs are merely numbers. On the one hand, it’s great to finally be able to do math in the game (we guess). On the other, numbers aren’t all that interesting in terms of vocabulary. Including words like “Refectory” and “Transformation” is pretty cool, though, so they can still get a 3.

Total Score
13

This guest post was written by Justine!
Justine is novelist with a long time casual interest in video games. If you’re interested in reading more of her gaming-related work. you can visit her Medium page.
Tremendous thanks to Justine for contributing to the site and supporting one of the most unique indie games of 2023.

Crab Check Blaseball Baltimore Joke Meme Website

How I Ended Up Making a Blaseball Meme Site

I had never made a website as a joke before. And while I was never against the idea, I couldn’t have guessed that the thing that drove me to do it would be something as strange as Blaseball.

degrees of separation review

Guest Review: Degrees of Separation

Are you looking for a game to take a break from the same ol’ AAA nonsense that you have to pay $60 dollars to look at the opening cinematic, just to pay another 20 to open loot crates to make the game work? I would like to recommend Degrees of Separation for the Nintendo Switch. A hot (and cold) take on the puzzle-platformer genre that is beautiful, beautifully choreographed, and beautifully executed. I was personally intrigued by the artistic format of the game from the eShop menu. Being a sucker for elemental differences, I decided to boot up the game and I was for sure not disappointed based on what you will read from here on down.

degrees of separation review

From the mindset of Modus Games, This follows the story of two different, unique individuals, Ember and Rune, living in stark contrasts of one another’s surroundings. Ember living in a hotter atmosphere, and Rune living in a frozen wonderland, meet each other whilst trying to return to one another’s homes. The screen is split between the titular characters. Depending on who you are playing as, you must use each other’s abilities to the other’s benefits. An example being that Rune, being one who controls the cold, can walk over bodies of water as ice. Ember, however, can only swim in the warm water.

The climate changes based on what character you’re using, and how the screen is split, a task easier said than done. You (and a partner, if you choose to play co-op) must figure out how to collect different scarves throughout the game. The game makes you think and plot out your next move as certain objects, such as lamps make platforms move back and forth, depending on if you are heating it up or cooling it down. A fun challenge that stimulates the mind, while platforming along with a soothing narration talking about how your characters better their relationship because of your efforts.

degrees of separation review

Of course, there are a couple of gripes with trying to adjust your characters’ positions, so you can actually do what you need to do. Nothing bad like certain bad pedestrian games, but still a nitpick. I could also say that since I played this on the Switch, I was a victim of a few frame drops in portable mode, but that I can blame on the power of the Switch. It’s not bad, but be wary if you are a frame junkie like myself.

Overall, if you are looking for a game that gives you a beautiful look at what an Elemental based game should look like, this is a game you may like. If you are a platform junkie looking for the next Super Meat Boy, or Fez, this is a game you may like. If you like stimulating games, that challenge you to look at the environment and plot out your next moves in order to get some wicked sweet scarves, this is a game you may like. I am glad to know that Degrees of Separation exists, not only for Switch, but for other platforms, like Xbox, PS4, and Steam. So if any of what I have said, peaks interest, be sure to check it out, and give Modus Games a little love today!


This was a guest review, written by @Stratolicious. This version of the game was played on the Nintendo Switch. The opinions expressed here are theirs, and may not reflect the opinions of TheLizardRock or Branden.

Degrees of Separation is available on PS4, Xbox One, Nintendo Switch, and Steam PC for $19.99. For more information, including where to buy, visit the official website.

The Animatronic – Part 1: Bonnie

Not long ago, game developer Scott Cawthon released Ultimate Custom Night, an upexpected new game in the Five Night’s at Freddy’s franchise. While watching Markiplier play through it as best he could, he mentioned that Scott Cawthon didn’t think anyone would be able to beat 20/20/20/20 mode in the original game, until Twitch streamer BigBugz and Markiplier did so on August 21, 2014. He thought it was humanly impossible. This sparked a thought.

“What if it wasn’t a human playing?”

Excited by this idea, I got to work.

Dubbed the Animatronic, this is a Java-written piece of software that does two things: Analyzes areas on the monitor and assume control over the cursor. Technically speaking, this is all I wanted it to be able to do.

I’ve seen that video where an AI tries to play Super Mario Bros. While it’s cool, it uses the games hexadecimal data to parse out what it’s doing. While that’s quite fascinating, it’s not something a person can do. I wanted the Animatronic to have the same limitations we as the player had. All it can do is look and react. Though it is deaf, I suppose.

When Activated, the Animatronic will “look at” certain sections of the screen. What it sees will determine how it will react. Does it see Bonnie in the doorway? Better close the door. Is there a shadow in the window? Better keep the door closed.

I’m starting with the first Five Nights at Freddy’s game as a proof of concept. And with Bonnie first. While I’d love to try against Ultimate Custom Night, I figure it’s better to crawl before I start breakdancing.

Development will be slow as well. I work a lot, after all.

Next up, Part 2: Chica

Guest Review – What Remains of Edith Finch

This is a guest review, written by Anna Kozakova. She can be found on Twitter as @Legit_Ann


What Remains of Edith Finch is a captivating experience veiled in mystery and tragedy. While the story deals with loss and death, it is well balanced with plenty of minigames that feel like little adventures of their own. Giant Sparrow created a game that will make you forget the fact that what you’re playing is mostly a walking simulator.

Edith inherits her childhood home and decides to visit. She is determined to discover the story behind the untimely deaths of her relatives and is writing a diary on the way. Upon entering the house, you can immediately feel the nostalgia. It is obvious that the mansion was left in a hurry. Sealed rooms, boxes everywhere, the meal from the last evening the family spent there still on the table. You can almost smell the dust in the air.

As a player, there are not that many actions that you can carry out. The captivating story however makes up for that, big time. Edith starts out with a sketch of a blank family tree. Filling in the empty spaces with names and portraits, you learn about how the Finches came to live on the coast of Washington state, and everything they had to go through.

Misfortunes, loss of young children, mental disease – all these grave matters are told in a sensitive way without being melodramatic. The story is conveyed through diary entries, read out loud by Edith, and mini-games that reveal the destiny of each character.

While the story itself is sad, the vignettes often have a light, playful feel to them. The writers did a fantastic job conveying that death has claimed Finch relatives young and old. You will take on the role of a toddler and observe plastic ducks and frogs in a bathtub spring to life. You will step into the shoes of a small girl who was denied dinner and turns into a cat in order to hunt birds. These examples truly capture the boundaryless imagination of kids.

In these types of story exploration games, the environment design plays a significant role. The house is so detailed and realistic that it doesn’t feel like a game at all. You will explore the rooms of all the family members who lived there. Each of them left their mark. A space shuttle in a kid’s room, a bathroom covered in pink plush or a miniature of a castle serving as a bedroom. The dead left behind a part of their personality and even after years you can still feel their eclectic presence.

The setting brings the story to life and tells years of family history and drama through a handful of small yet important details. Remembering secret passageways as Edith shares her memories gives you a feeling that you really are a part of the family. Compassion and curiosity will drive you to explore every corner of the mansion until you know all its secrets.

Another selling point is the protagonist. Every time the camera swings down to Edith shoes, you can’t overlook her pregnant belly. Given that she is only 17 and obviously dealing with a family curse of sorts will make you sympathize with her. Her diary entries leave even more impact thanks to brilliant voicing by Valerie Rose Lohman.

Without the minigames, the experience would feel rather flat and too similar to, say, Gone Home. Yet the team at Giant Sparrow came up with an original way to freshen up the walking simulator experience. The only downside is that game probably won’t take you more than three or four hours to complete.

The epilogue adds a melancholic touch to the experience that will leave you with a feeling of both sadness and satisfaction as you read the last pages of Edith’s diary. Short but intense, What Remains of Edith Finch is definitely worth playing for artistic value, fun game mechanics and deep story. Even if you’re sceptical about walking simulators, try this game before dismissing the genre for good.

 

Guest Review – God of War

This is a guest piece written by Max Taylor. Max is a freelance games journalist from Cardiff, UK.
You can follow his writing at PurePlaystation.com. Contact him at: maxedoutgames@yahoo.co.uk


God of War is the perfect game, a reflection of what this art form can achieve and the culmination of everything great about games as a medium. Every aspect of this meticulously-crafted world and Kratos and Atreus’s expertly told story, is best experienced firsthand. From exploring the vast expanses of Midgard and the many realms beyond, to embodying Kratos and Atreus as they learn about one another and the world of gods and monsters they inhabit, discovery is at the core of this experience.

God of War as a series has a long history, one which this game handles to great effect. By the seventh title in the series, God of War: Ascension, the Ghost of Sparta’s ceaseless vengeance quest and the series’ gameplay formula had begun to feel tiresome. In this iteration, Kratos’ story transitions from familiar Greek territory to Norse mythology, allowing the series to progress both narratively and mechanically, imbuing both character and series with a new focus and vigor. The ghosts of Kratos’ old life continue to haunt him, and themes of family, fatherhood, anger, power and vengeance are explored in a sublimely constructed story. Kratos and Atreus’s journey to the highest peak in the realms to the spread the ashes of Faye – beloved wife to Kratos and mother to Atreus – is personal, intimate and affecting.

This goal endures as their ultimate drive throughout the tribulations of the 25 hour main story. With Kratos’ reputation preceding him, the Norse gods soon embroil him in their affairs. To elaborate any further on the specifics of the plot would detract from its impact; however, the details in its delivery speak to its quality and nuance. Christopher Judge and Sunny Suljic as Kratos and Atreus, respectively, wholly embody these characters, their chemistry as father and son effortless. Judge’s Kratos is recognizable as the once-vengeful Spartan of old, yet this stoic, humble man has evolved, now consumed by his responsibility as a father rather than by resentment for his own. Unlike previous God of War games, this Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Suljic’s Atreus is filled with awe and affection, both for his father and the world he inhabits. He looks to Kratos for life lessons and always strives for his father’s approval. This dynamic is established in the game’s early hours as Kratos teaches the boy how to hunt and survive in the wilds beyond their home. However, Atreus’ fascination for the cultures and languages of this mythological world also give him agency as a teacher. From knowledge gleaned reading runes and studying creatures, he provides guidance by contextualizing lore and advising combat for both Kratos and the player.

The relationship between Kratos and Atreus is symbiotic in many ways; they teach one another how to survive this world, whether that be through brains or brawn. As they develop, both individually and together, they instill more profound values in one another. Seeing echoes of his rage-filled self begin to arise in Atreus, Kratos strives to teach the boy discipline, poise and control, and as Kratos opens up, Atreus teaches him how to express compassion, vulnerability and the one thing that seemed lost to him: humanity.

The relationship between Kratos and Atreus gradually but meaningfully blooms throughout the hardships faced and lessons learnt on their journey. This relatable father-son dynamic, reflective of game director Cory Barlog’s own fatherhood, is incredibly well observed, written and acted. Every character you meet on your journey feels authentic and fully realised, an integral part of the history of the land they inhabit. The humorous bickering between blacksmithing dwarf brothers Brok and Sindri is always endearing and never overplayed. Mimir, a severed head who was once the smartest man in the world, serves as your guide for the latter half of the story. His acerbic wit and compelling storytelling is a constant source of entertainment and information, thanks to Scotsman Alastair Duncan’s beguiling performance. God of War’s main antagonist, The Stranger, is likewise an excellent creation. Jeremy Davies’ unsettling yet oddly charming portrayal channels the madman swagger of Heath Ledger’s Joker and the slurred articulation of Bill Nighy’s Davy Jones. The Stranger’s story arc plays cleverly into Kratos and Atreus’ journey, and his tragic development makes him more fleshed out than a typical bad guy.

Kratos feels weighty and powerful, with purpose behind every action. God of War’s audio design complements this heft and power; meaty axe thunks, guttural grunts, icy shimmers and eldritch screeches converge in a cacophonous maelstrom, amplifying the visceral feel of combat. God of War’s revamped combat system centers around Kratos’ new weapon: the Leviathan axe. With the ability to throw the axe, fight bare-handed, and block and bash with a shield, God of War’s combat is tactile and spectacular, intimate and balletic in its violence. Atreus helps distract enemies, flanking them and whittling down their health with barrages of arrows. Mapped to a single button, commanding Atreus to coordinate his attacks with yours is intuitive. Powerful runic attacks, summons and additional weapons also add depth. An extensive skill tree, along with the ability to upgrade and customize armor and weapons, further this intricately tactical yet gratifying combat system. While exp-unlockable skills expand your aptitude in combat, gear takes a priority, especially later in the game, rendering the easily-maxed skill tree somewhat redundant and leaving you with a surplus of exp post-game. Despite this, God of War’s combat is unparalleled.

God of War’s combat is tactile and spectacular, intimate and balletic in its violence

God of War is clearly the product of five years of intense, passionate work from Sony Santa Monica. The spectacular art design makes every detail of this world feel handcrafted and authentic, from detailed filigree and runes carved into aged pieces of armor to the sweeping, mist-draped vistas of its boreal expanse that invite exploration. Every mythical creature, from draugrs to dragons, is brought to life with naturalistic animations, and imbued with ferocious personality. This cohesion and authenticity makes even the most fantastical parts of this bizarre and darkly humorous mythology feel tangible and grounded. God of War harnesses its source material to fantastic effect, imparting an almost scholarly quality to the game through dialogue and environmental storytelling, while playing with preconceptions of both the series and Norse myth. Additionally, Bear McCreary’s breathtaking score builds on recognizable musical motifs from the series’ past – deep vocal choirs, pounding orchestral drums, triumphant brass – while using European folk instrumentation and sound palettes to create an auditory accompaniment that complements Kratos and Atreus’ epic and deeply personal journey. God of War’s attention to both scope and detail is something that will consistently pleasantly surprise you.

For a game of its length, God of War never feels tedious, and no moment feels empty. Presented in one continuous shot that seamlessly blends gameplay and storytelling, God of War’s pacing is expertly balanced, lending a sense of continuous flow to the entire experience. Every shore you dock at is a self-contained, ingeniously constructed level, strewn with chests, enemies, treasure maps, relics and more, which all feed back into your progression. God of War rewards the curious at every turn with gear, lore, or entire optional areas and storylines, yielding currency, materials and upgrades. God of War also seizes every opportunity to deepen your connection to its characters and enrich your immersion. Every boat trip is accompanied by a captivating allegory from Mimir. Every return trip to a previously visited area is rewarded with access to new paths, thanks to inspired level design which borrows from both Metroidvania and Dark Souls.

Ivaldi’s Workshop, a perilous maze with a risk-reward dynamic, Muspelheim’s gauntlet of challenging combat encounters, and the addition of other optional favours, collectibles and bosses flesh out post-story content, adding another 20+ hours to this already substantial experience. With so many enticing distractions, it is a testament to God of War’s main storyline that I felt compelled to follow it almost exclusively. Despite all manner of extraordinary adventures available to me, I found it impossible to tear myself from the main path, consistently anticipating what astonishing location, creature or set piece I was going to encounter next. The emotional connection I developed with Kratos and Atreus made me feel personally responsible for carrying out Faye’s final request.

God of War is a glorious, generation-defining masterpiece that celebrates the power of video games as a storytelling medium. Kratos and Atreus’s grand yet deeply affecting journey takes place in an incredibly well-realized world that seems to exist even beyond their humble goal. Intelligent writing, outstanding performances, stunning art design and a beautiful score combine to deliver an enthralling experience, anchored by vivid lore, gratifying combat and exceptional level design. Every minute of God of War is engaging, compelling, and most importantly, fun.

Square Enix’s E3 Press Event Summary

I’m not dead yet, but I’m getting there. Here’s what Square Enix had to show at their press event this year. And honestly, its a bit underwhelming.

Shadow of the Tomb Raider

We see some more from the upcoming Tomb Raider game, particularly the stealth elements of the game. You can use mud to hide from enemies. And there are new stealth kills, as well. So that’s cool.

The Awesome Adventures Of Captain Spirit

While we saw this first in, i think, the Microsoft event. Developers Dontnod Entertainment came back to announce that Captain Spirit is intended to bridge the gap between Life is Strange 1 and 2, apparently. It’s not clear how, exactly.

Babylon’s Fall

A new game by Platinum, the creators of Bayonetta and Nier: Automata. It’s an action game releasing next year.

More Just Cause 4

The previously announced game got another followup at this event. Square Enix publishes it, after all. The game has a greater focus on the weather, with extremes ranging from blizzards to tornados. Rico’s grappling hook has been given a bunch of new functionality, and the enemies AI has been overhauled. it looks good.

The Quiet Man

A new game, this story-driven action game is about a deaf man making short work of his enemies. There seems to be a heavy focus on what an “experience” it is, and that it could be completed in one sitting. More to come on that in time.

Misc Other Things:

Final Fantasy XIV’s “Under the Moonlight” update
Monster Hunter: World crossover
A New trailer for Dragon Quest XI
Another trailer for Octopath Traveler.

Bethesda’s E3 Press Event Summary

Bethesda was the event I was personally looking forward to the most. I love so many of their games, and I was excited to see what they’re bringing. I don’t know about you guys, but I’m excited. Here’s the break down of what they announced

Rage 2

The show began with a live performance by Andrew W.K. After that, we were given some gameplay footage showing off some vehicle combat and FPS combat. Watch it for yourself.

Doom: Eternal

Bethesda announced a new Doom game, called Doom: Eternal. With a short cinematic trailer, we don’t see any gameplay. It’s phrased as if it’s Doom: Hell on Earth, but that’s not actually been made clear. Regardless, I look forward to it.

Quake Champions is Free for a Week

The Arena shooter is fast in development. To celebrate thier progress, Bethesda released a new gameplay trailer. They also are making the game free for the following week. Get that while you can.

Prey

Lots of new things are coming to the 2017 shooter from Arkane and Bethesda. First, it’s getting new game modes, NG+, and Survival. It will be getting a multiplayer prop hunt mode called Thyphon Hunter. It’ll be getting VR support for Typhon Hunter and a new puzzle game mode. They also announced the game’s upcoming DLC: Mooncrash. This new expansion will be a rogue-like die-and-repeat game mode with the singular goal of escaping the moon. It all looks cool, it’s a lot to take in. The trailer will have more info.

Wolfenstein: Young Blood

The next in the Wolfenstein series has been revealed. This time you travel to Paris. But you aren’t Blazkowitz anymore. Now you play as his twin daughters. The game will feature a co-op mode, though it can be played solo if you desire it.

Elder Scrolls: Blades

You ever wanted Elder Scrolls on your phone? Well, that’s what you’re gonna get. Elder Scrolls: Blades is an upcoming mobile game by Bethesda with a focus on ease of use. With multiple input options, and even the ability to play in portrait mode, Elder Scrolls: Blades boasts console graphics on mobile devices. battle in waves, fight others in the arena, or adventure in procedurally generated dungeons. You can even invest in your town, building it up as you see fit. Blades will later come to PC and consoles, where your save data will sync across all devices. Best of all, it’ll be free!

Fallout 76

the thing everyone was waiting for. Fallout 76 will be an open-world online multiplayer survival RPG. Based in West Virginia, players explore a massive world full of new and strange monsters. There’s honestly a TON of new info about the game, base building giant sloths, nuclear silos you can control, photo mode, BETAs, power armor helmets. If you want a more in-depth low-down, go read my GZU post about it, or watch the video below. oh! RELEASES NOVEMBER 14!

Starfield

Bethesda announced the name of “their first new franchise in 25 years,” Starfield. We were presented with a very short trailer for it as well, depicting space. People are taking this to mean a Sci-Fi elder scrolls/fallout style game, but we honestly don’t know for sure. I’m very excited, all the same!

Elder Scrolls 6!

They announced it, and that’s literally it. You can watch the reveal trailer, but it won’t tell you a damn thing. Either way, it’s cool to know its in the works.

Microsoft Press Event Summary

My god. This event nearly killed me. It was a mess trying to keep up with all of the things Microsoft was announcing. It’s lengthy, so ill keep it short.

Halo: Infinite

A new Halo game is in the works. Little else is known about it at this time, but a small cinematic trailer gives us a feel for the game. It’s still very early in development according to 343 industries.

Ori and the Will of the Wisps

A new Ori game was announced. This time, you have an owl companion. There’s a large bird-like antagonist. It’s very pretty, you can watch the announcement trailer for yourself.

Sekiro: Shadows Die Twice

From the creators of Dark Souls and Bloodborne comes a new RPG, taking place ins feudal Japan. Sekiro: Shadows Die Twice is a story of a samurai that cannot truly die. using a selection of unique weapons, and a new grappling hook skill, the player will fight humans, beasts, and oriental horrors alike. Watch the announcement trailer, should it interest you.

The Awesome Adventures of Captain Spirit

DONTNOD Entertainment has announced a new narrative game. Taking place in the Life is Strange universe, this standalone story is about a boy with an incredible imagination, and the struggles of him and his widowed father. Captain Spirit will be available for Xbox One, PlayStation 4 and PC on June 26. Best of all, it’ll be free! Watch the trailer.

Metro: Exodus

A new Metro game has been announced! This time, we focus on the ruins of the world above. With customizable weapons and beautiful landscapes, the player will face mutated sea creatures, monsters, and psychotic people as they explore this destroyed world. Watch the gameplay trailer.

Forza Horizon 4

A new Forza game is happening, and its a new take on the genre. Forza Horizon 4 is a dynamic open world multiplayer game. No closed tracks, no preset environments. You’re thrown into a world with other players. The rain, time of day, and even the seasons change as you play, creating an ever-changing experience as you race with friends and strangers. More information can be found in the announcement trailer.

The Division 2 Gameplay

This time, we leave the cold of Manhatten in favor of the heat of Washington DC. The Division 2 was formally announced, and with it, we saw new gameplay footage of a four-man team working together to complete an objective. The Division 2 will be released on March 15, 2019, on PlayStation 4, Xbox One and PC. The first Division game will also be a part of the Xbox Game Pass starting today. Watch the gameplay trailer.

Devil May Cry 5

That’s right, DMC is back. Following the events of DMC4, Dante and Nero are working together to take on the demonic threat. I don’t know much about these games, so I cant tell you whats new or noteworthy. Better just watch the trailer for yourself.

Cuphead: The Delicious Last Course

The first Cuphead DLC was announced. With it, we get new bosses, new mechanics, and even Ms. Chalice as a playable character. More info can be found on the announcement trailer.

Jump Force

Bandai Namco is making a new game, and it’s a super smash bros style mascot fighter, but for manga. Naruto, Goku, Luffy, and more come together for this battle game. We even see Light and Ryuk, from Death Note. While they weren’t announced, I’m hoping to also see Yoh Asakura from Shaman King. More on that in the announcement trailer.

Dying Light 2

Microsoft announced a sequel to the popular parkour zombie game. This time they take a darker approach to the world. Left in ruins, you’re forced to choose who you want to help and who to hinder. Emphasis was put on how your choices alter the world around you, but I’ve heard that many times before. Watch that announcement trailer.

Just Cause 4

We knew about this when Steam accidentally revealed it, but now we have the full details. Rico is back to cause more havoc. Now a tornado is also causing some interference. Fight, explode, do you Just Cause thing. Watch the trailer.

Gears of War Double Tease

They ended the event with a final reveal: Gears of War Funko Pop game

Gears Pop is a new mobile game in development, where players can live the Gears world in the cute style of Funko Pops. Not a fan? then how about…

Gears: Tactics! The upcoming turn-based strategy game set in the Gears of War universe! Aiming to be the best TBS on the market. Still not satisfied? fine.

Gears 5!

Microsoft has announced Gear 5. This time, following Kait as she embarks on her own journey. Little else is known about the game at this time, but you can watch the cinematic trailer for more.

 

Misc. Items of note:

  • Crackdown 3 trailer with Terry Crews
  • Neir: Automata is coming to Xbox One
  • Fallout 4 is now on Xbox Game Pass
  • Kingdom Hearts 3 will be on Xbox, Confirmed Frozen Land
  • Sea of Thieves has two updates coming.
  • Another Cinematic trailer for Battlefield 5
  • Microsoft aquired five new indie studios, Ninja Theory, Playground Games, The Initiative, Undead Labs, and Compulsion Games.
  • We Happy Few to release August 10
  • New PUBG Trailer
  • Tales of Vesperia: Definitive Edition Announced
  • New Shadow of the Tomb Raider Trailer
  • Teaser for a skating game called Session
  • Black Desert entering Beta this fall
  • A new game, Tunic
  • Battletoads game was teased
  • new Cyberpunk 2077 trailer

This event kicked my ass, pheewee. Stay tuned for the other events.

EA’s E3 2018 Press Event Summery

Today marks the beginning of E3, starting with EA’s press event. Let’s keep it simple, here’s everything they announced.

Battlefield 5


Some new gameplay and cinematic footage was revealed for Battlefield 5. Outside of that, nothing “new” was revealed. They have a name for the campaign, which seems to focus on a female protagonist, but I couldn’t write the name down in time. I apologize. Nothing to report otherwise.

Origin Access Premier


EA has announced a new, upcoming subscription service known as Origin Access Premier. Much like Xbox Game Pass, this is a monthly service that allows subscribers to access a library of games. This is like the Netflix of games, so to speak. Expect this service to launch later this year.

Sports Games 19


After that, they revealed FIFA 19, Madden NFL 19, and NBA Live 19. While I’m sure they’re interesting enough, I can be bothered to report on them, other than their announcement. My apologies to sports game fans.

Star Wars Battlefront II Update


They’ve not thrown the towel in on Star Wars Battlefront II just yet. After remarking on the past updates, such as the Solo story and Ewok Hunt, the developers (or it might have been a rep) announced that they will now be moving toward a commonly asked for direction: The Clone Wars. They confirmed the inclusion of characters such as General Grievous, Obi-Wan Kenobi, Count Dooku, and Anakin Skywalker. They also announced an upcoming Squad Mode, and a dogfighting mode more focused on Hero ships. More information on those as they become available.

Unravel Two


Remember Unravel, the cute little platformer featuring a yarn-creature named Yarny. They’ve secretly been hard at work developing a new sequel. Unravel Two will feature a new co-op mechanic, where a red guy and a blue guy work together to solve more platforming puzzles. It can be played solo, as well. Most surprising of all, the game is available for purchase and play right now on Origin, PS4, and Xbox One for $19.99.

Sea of Solitude


EA is showing support for another indie dev team by publishing Sea of Solitude. When not watching a dev getting choked up over presenting at E3, she revealed some gameplay of the game while talking about the meaning behind it. Sea of Solitude is an artistic creation, embodying the feeling of loneliness and solitude, I guess. It looks cool enough, but that’s all we know now. More information on this as it develops.

Command and Conquer: Rivals


After five years of nothing, we finally get a new Command and Conquer game. Unfortunately, it’s a mobile game. That’s right. Command and Conquer: Rivals is a super simplified RTS for mobile devices. So far, the reception has been awful, with a 90% thumbs down on the official youtube trailer. I don’t blame them. The gameplay looks overly simplified for an RTS game. more information on this can be found via the news post I wrote elsewhere.

Anthem


Whoo boy, this was a bigger one. There was a new cinematic trailer, talks with the devs, who detailed the lore, gameplay, and other things, and ending with a gameplay video, and an official release date. To summarize. The world is dangerous due to a something known as the Anthem of Creation, the bad guys want to weaponize this Anthem, and you are a freelancer skilled in the special suits that you need to wear to brave the natural world. There are four classes you can play and swap between, and they are cosmetically customizable. There WILL be microtransactions, but nothing gameplay-altering, and no loot boxes. The game officially releases on February 22 of 2019. More details can be found on the news post I wrote elsewhere. It covers everything with greater depth than here.


That’s all for this one. I’ll see everyone tomorrow for Microsoft, Bethesda, and Devolver Digital.

The Legend of Zelda Symphony of the Goddesses

The Legend of Zelda: Symphony of the Goddesses, a Personal Recount

It was that time of year again, where talented musicians from all over the globe gather to perform the breathtaking melodies for The Legend of Zelda: Symphony of the Goddesses, a traveling orchestra. Not only did the instruments of various sorts take you on a journey, but the atmosphere made the experience stunning as well.  From the high golden pillars and statues to the red velvet carpets that cover the entire theater, everything was perfect for a night out on the town. Performed at the Ohio Theatre on November 5, 2018, hundreds gathered to listen to the heavenly sounds from the soundtrack of several of the games in the Legend of Zelda series. There were even fans in ‘cosplay’ as their beloved character Link, as well as many other characters. Even now I still find myself reminiscing over the truly magical night of this true piece of art.

For those of you who have never seen or even heard of this game, it is literally a game of the ages.  A game that has stood the test of time for the past 30 years just gets better after each new level, storyline and concept.  What the Zelda Symphony has managed to accomplish is they have compiled the score of all these games with various songs, from the very famous series, the Legend of Zelda. They performed music from Majora’s Mask, The Wind Waker, A Link Between Worlds, Breath of the Wild, Skyward Sword, Ocarina of Time, and Twilight Princess. It has brought Zelda fans and symphony goers alike to enjoy a whole new multimedia experience, celebrating over 30 years of games!

The Legend of Zelda Symphony of the Goddesses

As these very talented musicians were playing the timeless music of Zelda, there was a screen playing all the scenes from the actual game. These scenes were crystal clear and mesmerizing as they played in HD across the screen in front of us. It was just so exciting and nostalgic watching and listening to all of the songs from these beloved games. Fortunately enough, I just so happened to have the pleasure of going to this legendary symphony with my Fiancé.  Zelda is his number one game in his life and it was so exciting to be able to treat him to this kind of experience.

It was a truly breathtaking experience, to say the least. From the atmosphere to the sounds, and of course the video that danced in front of us, it was just all so memorable and precious.  The funny thing is I honestly wasn’t sure what to expect, but I was pleasantly surprised with all of the talent and eye candy that I experienced that night. It was just so much fun watching my favorite characters come alive once again surrounded by the music we all grew up with. It was absolutely over the top for me, and I couldn’t have bought tickets for a better show.

The Legend of Zelda Symphony of the Goddesses

As the show went on, the pieces of music got more and more elaborate and felt more enticing with each note they played.  Some of the more elaborate pieces include Majora’s Mask, Breath of the Wild, and even Skyward Sword. I personally felt Skyward Sword was one of the most difficult pieces. The real focus of the music seemed to be on the most popular games, like The Wind Waker, Majora’s Mask, and Breath of the Wild.  They even had little inserts with the creators of the game in between the songs. These creators include Shigeru Miyamoto and Takashi Tezuka, who both spoke several times during the symphony. They also had the franchise producer Eli Aonuma, and Nintendo composer and sound director Koji Kondo speak during the performance as well.

They basically told us a little bit about the games and their original goal for the overall tone of the series. They wanted a game about a boy who would grow with each adventure, and learn more about himself along the way. They also wanted the players to be able to relate to this Link character and grow in their own lives as well. I felt this was a beautiful way to construct a game. The heartfelt intentions behind the game brought it all together. They also had 30 years of games to cover, and I think they did a spectacular job of giving us a variety of all the games. There were even games I hadn’t heard of before, so they definitely covered a wide spectrum. It is just such an iconic franchise that it really has gone far in the gaming, even the music industry. Even Jason Michael Paul, the producer of The Legend of Zelda: Symphony of Goddess backs this statement up during an interview he had with GamesOctane.

The Legend of Zelda Symphony of the Goddesses

The more and more we sat and enjoyed the show, the more I was just in so much awe over the beauty of the video and sound. They even had T-shirts, posters, music books, and Wind Waker batons available. With The Wind Waker being one of my favorite Zelda games, I bought one of the batons myself.  I even showed it off at work the next day, because that’s the kind of dork I am. I was just sitting there at my desk waving it like such a fool, pretending to hear the symphony once more over and over again in my head.

So speaking of that Wind Waker baton, the symphony decided to get a little creative when it came to the famous prop.  It was after the intermission and the director Amy Andersson, was now conducting with a Wind Waker baton instead of her regular one.  It was simply magical when she revealed the new baton she would be using for the next designated piece of alluring music. It also just so happens that the next piece she conducted was, in fact, from the game Wind Waker.  It was a very fun experience, and the surprises just kept getting better. As the show came to a close, they played what we thought was the last piece, but instead, they played an encore! It was about three encores, in fact, they just kept coming. When the show finally did come to an end, I just wanted to restart and experience it all over again. It was just so enjoyable and truly relaxing to listen to that I just wanted to start again. I didn’t realize just how much I was going to enjoy this event, and to say the least, I was pleasantly surprised. I just wanted the encores to never ever end. It was a night well spent with my Fiancé, and at the start of the night, I wasn’t even a huge Zelda fan. However, I can now say after this concert I am definitely a die-hard fan, and I couldn’t be happier.


This was a guest article written by Sara H.
More information about the Symphony of the Goddesses can be found at their website.
Interested in writing a guest article? Contact us at the Contact page. We pay.

Arizona Sunshine – An amazing game ruined by a single flaw

Arizona Sunshine
Developed and Published by Vertigo Games.
Released on 6 December 2016.
Available on Playstation VR, HTC Vive and Oculus Rift.

As someone with a great deal of faith in VR, I like to keep in touch with the latest VR games, specifically for the PSVR. When I came across Arizona Sunshine in the PS market, I was intrigued in what appeared to be a rather fleshed out game, but also confused as to why it had such a mixed review. It took me around 6 hours to discover why.

Arizona Sunshine presents itself as a world of arid skies, sandy canyons, and undead dudes. It didn’t immediately translate what kind of game it would be. I was unsure if I should prepare myself for fast paced action or a looming feeling of horror. I was surprised to realize it was more story driven than either of the previous expectations;. You play as a nameless man, a lone wanderer in the middle of zombie-ridden Arizona. His background isn’t actually revealed, leaving the unanswered question of how he got where he was, or how he is as diversely skilled as he is.. The man cracks the occasional joke towards the nearby undead, giving gameplay a less serious tone during slower moments of gameplay. When met with more serious moments, like car alarms attracting a horde, the man’s tone became more concerned and even scared. The dynamic levels of emotion made the man increasingly relatable at the game went on. The game features an approximately 4-hour campaign, one that’s fully voice acted, as well as a wave-based horde mode. Both of these modes can be played cooperatively. It even supported the uncommon PlayStation Aim controller, a rifle-shaped controller designed specifically for the PSVR. I was excited for just such a game; there needs to be more full and fleshed out titles for VR like these. Yet when I checked reviews online, they bounced wildly between flawless praise and pitchforks. The negative reviews centered around the claims that tracking issues made the game unenjoyable. For those with a limited budget, Arizona Sunshine may be asking a lot. It sits at $40–above the market average for VR titles. While this left me with some unease, what is reward without risk? So, I decided to see for myself.

I played it on PSVR and opted for the Aim Controller, which allowed me greater movement control while adding to the immersion of the game. I favor two-handed weapons anyway. The game compensates for this by changing what weapons you come across through the story from one-handed pistols to two-handed rifles, all of which felt satisfying to use. Controller vibrations from firing paired with the squishy pop of heads exploding made me feel lethal, while killing a zombie in one shot made me feel like a calm and composed marksman. This was a stark contrast to when I would lose my cool further on, when I was overrun by a large number of zombies and shooting wildly in fear. The 3 weapon variations (semi-auto rifle, shotgun, and automatic rifle) suited my needs in any situation. Since the later weapons were direct upgrades from what you had, there was no concern about choosing what weapons to keep or swap out.  The controls were clean and easy, It allowed me to move and interact with the world around me while still be able to aim my rifle quickly and accurately at my intended target. All the rifles I came across had a holographic sight for more accurate aiming, and it felt extremely natural with the PS Aim Controller. I was popping off headshots faster than I could ever hope to when using a traditional controller.

Then, I found a sniper rifle. It was equipped with a long range scope and positioned in an ideal location for picking off the zombies in the distance. Here I had my greatest revelation: I would raise the scope to my face, closing one eye to see better, and I had a hard time keeping on target. It made sense; they were really far away, so the smallest twitch would translate to a much larger stagger in my sights. While most shooters simulate this concept by having the reticle sway, it was nothing like how this felt. For the first time in in my videogame life, I felt that the difficulty aiming was my own, a result of my own unsteady hands. It’s never felt so genuine to aim down a scope.

As I progressed further into the game and was able to feel out the controls as well as the environment, the features that make this game so great began to come to light. Being able to walk along the sandy pathways surrounded by canyon walls and under the bright sun felt incredibly natural in VR. The level design was fluid; it guided me as I progressed without needing to tell me where to go. I never was lost and I never was unsure what I was supposed to be doing. The world built here was one of the most immersive places I have experienced in a VR game.

The zombies were an excellent example of what zombies were meant to be. While one lazy bumbling undead was hardly a threat, it was far more dangerous when a large collection of them began to hone in on your location with the specific intent of making you their lunch. They were smart enough to be able to find and approach me, while not being so clever as to do anything more than that. It wasn’t hard to be able to predict their behavior, nor should it be. The perfect accent to this environment was the protagonist. The voiced main character had a humor to him that was entertaining without being overbearing; after all, the world doesn’t need another Duke Nukem. His occasional humored remarks helped ease the tensions of being stuck in a dusty, embittered zombiescape. As you progressed through the campaign and your situation became more serious, it felt like he was treating it accordingly. Everything wasn’t a joke to him, so he treated every situation with the level of emotional maturity that any normal person would. The relatability of the man allowed me to feel how he felt so that even though the game is played alone, you don’t always feel alone.

By this point, I had entirely forgotten about all the reviews criticizing the poor tracking. I was having a blast. After completing the campaign, I tried out the Horde mode. It took getting used to being restricted to a small area, instead of my usual zippy moving tactic, I acclimated quickly. By completing the campaign, I had also unlocked an Apocalypse mode. In this mode, all you have is a large caliber pistol, and a single zombie strike kills you. This is when I decided to use the handheld Move controller instead. Using a two-handed rifle to aim a pistol felt weird. This is where I discovered the issue.

The motion controls with the Move Controller were as you expected, point and teleport. While I don’t prefer this, I understand the limitations of the move controls and a first-person interface. But the aim made the fluidity fall apart. Far too frequently, my weapon did not stay aligned with my controller, tilting too far left, or moving when I held still. This made it substantially harder to aim for the head of zombies at much closer ranges than before. I decided to switch to the standard PS4 controller, the DualShock 4. While the motions felt better with the joysticks, the aiming was even worse. The tilting issue was twice as bad, and the weapon would NEVER stay still, no matter how focused my hands were. Both the Move Controllers and the DualShock 4 were nothing short of frustrating to deal with. It was a struggle to accurately shoot a zombie standing directly in front of me. I hadn’t made it halfway through the first area of the game before being overcome with exasperation and quitting the game entirely. This made the game feel unplayable.

To play Arizona Sunshine with anything other than the Aim Controller was uncomfortable, disjointed, and an overall bad time. I was heartbroken. How could a game I enjoyed so much just the day before feel so awful to play? By this point, it made complete sense why half of the people who played it hated it, and the other  loved it. The PC didn’t have a unified rifle controller for VR to use, and even among PlayStation fans, the PS Aim controller was uncommon. While this game was one of the best VR games I’ve played, only with this particular controller– one that a majority of its users don’t own.

If you own a PSVR as well as the Aim Controller, then I recommend this game. Otherwise, I would not. One single issue, while major, is solely responsible for taking Arizona Sunshine from amazing to impossible to play. Perhaps these issues will be resolved and patched in at some future point. How it is now, it needs work.

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