Games – Games Happy https://gameshappy.com Games Happy Tue, 25 Mar 2025 17:38:35 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 230750890 I believed I knew what to anticipate from The Hundred Line -Final Protection Academy-, and I used to be fallacious https://gameshappy.com/i-believed-i-knew-what-to-anticipate-from-the-hundred-line-final-protection-academy-and-i-used-to-be-fallacious/ https://gameshappy.com/i-believed-i-knew-what-to-anticipate-from-the-hundred-line-final-protection-academy-and-i-used-to-be-fallacious/#respond Tue, 25 Mar 2025 17:38:34 +0000 https://gameshappy.com/i-thought-i-knew-what-to-expect-from-the-hundred-line-last-defense-academy-and-i-was-wrong/


Once I first noticed The Hundred Line -Final Protection Academy-, I believed I used to be in for a similar journey I’ve seen earlier than. I blame a part of it on the artystyle; Rui Komatsuzaki’s distinctive work on Kazutaka Kodaka’s different works made me put my guard down. I assumed regardless of the entire advertising across the recreation stating that The Hundred Line is a joint challenge between Kodaka and Kotaro Uchikoshi, that it was going to be the identical form of recreation and construction I might seen earlier than in Kodaka’s earlier works – ignoring the opposite sturdy inventive within the room.

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I get forward of myself, although. Decidedly not like each inventive’s earlier works, The Hundred Line has a a lot stronger give attention to its gameplay hook; along with being a classical narrative journey recreation, very similar to the Zero Escapes and Danganronpas that got here earlier than it, gamers at the moment are tasked with a Tactical RPG. Because the final bastion’s of humanity’s hope, you are tasked with defending the Final Protection Academy in opposition to the Invaders that hope to steal no matter mysterious “remaining hope” for humanity awaits locked inside.

Not like many TRPGs, The Hundred Line virtually all the time locations battles on the identical map. You’d suppose this might imply that battles would get outdated rapidly, however fortunately that is not the case – relying on each the enemies you are up in opposition to, and the scholars obtainable to you, battles can have a drastically completely different really feel. It is because each scholar has a unique moveset, just like one thing like how completely different items act in Utawarerumono: Masks of Fact. One character rides a motorbike, and for each tile he strikes throughout his flip, he’ll acquire defend; one other may have her whole moveset change relying on whether or not she’s drained from having already moved throughout a single flip. One’s assaults will fan out in a V-shape, dealing additional harm if the enemy focused does not any neighboring enemies to their left or proper. One other can place sentry towers, attacking any and all enemies in vary on the finish of her flip, amongst different constructs.


The top results of such a diversified solid is that every combat can really feel radically completely different; even when you have the identical characters, the place they spawn and what enemies they’re up in opposition to can change the way you deal with every combat. It would not be offbase to say that every encounter appears like a puzzle, ready so that you can remedy – along with your celebration members being the instruments with which you deal with it. The glue that holds all the pieces collectively is the AP system; virtually each motion throughout a flip will use AP, and by defeating medium and enormous enemies you may acquire AP again. Whereas smaller enemies do not provide that very same luxurious, it isn’t like they’re pushovers both – in enough numbers, they’ll change into an issue if not dealt with with due care.

Throughout the course of the battle, you may additionally acquire Voltage. It is a useful resource that can be utilized to both buff a unit throughout a flip, to execute a particular transfer that can deal a ton of harm alongside different results with out utilizing AP – although leaving the chosen character unable to behave on the subsequent flip. One wrinkle to this method is loss of life; often in a TRPG, letting a unit die is a nasty factor, however in The Hundred Line that is decidedly not the case. One of many stuff you’ll be graded on are “Nice Kills”, and one technique to assure these is by letting a unit that is low on well being activate the Desperation model of their particular assault. As a substitute of utilizing Voltage, this ends in the chosen unit dying. One a part of the technique in The Hundred Line is figuring out when a unit is an untenable scenario, and when letting them kill themselves in a blaze of glory would possibly simply be their subsequent finest transfer.

Outdoors of the scripted battles, gamers interact with a story journey not not like Danganronpa. Issues play out in a facet scrolling system not not like Danganronpa 2: Goodbye Despair; throughout Free Time, gamers can work together with fellow college students or learn books to boost their educational stats, run mock VR battles to realize assets, improve their gear, or head out past the wall of Timeless Flames to discover the ruined metropolis past, gathering much more assets and even key gadgets required to craft presents which – when supplied to the fitting college students – may even additional improve your educational stats. You’ll be able to’t select to do all the pieces, as no matter you select to pursue will cross the time, forcing the narrative to maneuver ahead.


If you happen to select to flee the confines of the varsity for a day, the gameplay exterior the partitions of the academy performs out like a board recreation. You’ve got various playing cards that allow you to transfer a set variety of squares, and you’ve got some management over which path you may go every time reaching a branching path. On every sq., you are offered with both a assured merchandise drop, a preset occasion that asks you the way to proceed in a hypothetical situation, or a battle. Relying in your actions, you’ll be able to acquire assets, lose HP, reroll tiles on the map, and extra. Some segments of the world exterior the Academy are blocked off by the story, requiring an improve to your extinguisher that lets you bypass the purple flames that block your path.

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From a gameplay perspective, The Hundred Line is compelling. To improve your items, particular educational ranges and assets that you will solely be capable to purchase exterior the varsity are required; so it is a balancing act between determining what presents work finest for every character, and gathering the mandatory assets. Some are apparent, core components of their character traits that they put on on their sleeve – others are revealed as key phrases that you simply acquire by spending time with them. Because of this, you are incentivized to actively juggle the sport’s techniques, as completely specializing in one over the others will ultimately depart to roadblocks earlier than lengthy.


I do not wish to share an excessive amount of concerning the story, least of all as a result of the Preview tips are literally moderately strict on what I am really allowed to speak about. What I’ll say, nevertheless, is that one other facet I used to be blindsided by was each the characters, and the story. It is simple to fall into the lure and assume that The Hundred Line is generally Kodaka’s work throughout the first hours of the sport; earlier than lengthy, nevertheless, it turns into more and more clear that Uchikoshi’s finger prints are simply as evident, if not more-so. I have not completed The Hundred Line, but. Nonetheless, whereas the scope allowed for previews is a small slice of the sport – the primary month or so – I can let you know this; The Hundred Line is a really, very bold recreation, to the purpose I am virtually scared to see how far the rabbit gap goes.

I anticipate that my first playthrough alone will seemingly take upwards of 30 hours, and it is instantly apparent {that a} single playthrough will not be sufficient to see the entire story by way of. After all, that a lot is not breaking any embargoes – Too Kyo has proudly stated as a lot – however I wish to reiterate that, sure, The Hundred Line is a recreation you may clearly wish to play a number of instances. Blessedly, the sport is an ideal match for Steam Deck; and everything of my present playthrough, which is simply now shy of 20 hours, has been on Valve’s PC gaming handheld.

It is nonetheless early days, and I foresee dozens extra hours awaiting me. But if I wasn’t fairly bought on The Hundred Line earlier than, I’m now; it is a recreation to keep watch over. Precisely how properly it holds up over the remainder of a playthrough stays to be seen, however we would simply have one thing actually particular on our palms. I am unable to wait to seek out out for certain.

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Atomfall Evaluation | RPG Website https://gameshappy.com/atomfall-evaluation-rpg-website/ https://gameshappy.com/atomfall-evaluation-rpg-website/#respond Tue, 25 Mar 2025 08:48:15 +0000 https://gameshappy.com/atomfall-review-rpg-site/


Among the many overgrown ruins of close by houses and different buildings, a lone bright-red cellphone field sits eerily up forward—the cellphone rings. Do you reply it? Atomfall, from developer Revolt Video games of Sniper Elite fame, is their try at a brand-new survival expertise that appears to combine up the normal “goal chase” method. The sport does some attention-grabbing and funky issues, however I discovered the general expertise slowed down by an absence of clear route. It doesn’t absolutely decide to what it desires to be, leading to unusual selections and omissions that left me scratching my head. One factor must be made clear: Atomfall shouldn’t be Fallout.

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On October 10, 1957, the UK suffered its first nuclear accident when a hearth broke out in Unit 1 of the Windscale Website on the northwest coast of England, in what’s now Sellafield, Cumbria. This catastrophic occasion serves as the premise for Revolt’s newest title. The catastrophe was far worse on this alternate world, resulting in the encircling areas being quarantined for years. The sport picks up 5 years after the occasion, with you trapped contained in the quarantine zone across the Atom Plant, which glows eerily within the distance. Different survivors embody roving bands of outlaws, overly zealous army factions, and much more terrifying, unnatural threats like glowing blue feral creatures.

You play as a mysterious wanderer who wakes up in a bunker with no reminiscence of who you’re, why you’re there, or what has been taking place. Given your first lead and a small knife, you’re shortly hurled into an unforgiving panorama with just one objective — survive and escape. What follows is an attention-grabbing and dynamic story as you observe down and examine numerous leads in your quest to make it out of the quarantine zone alive. One of many defining facets of the sport — which Revolt has closely marketed — is that each character you encounter will be killed when you so select, together with generic NPCs, shopkeepers, and even main narrative figures. Atomfall incentivizes a number of playthroughs, as your actions can result in completely different endings (a playthrough taking round 15 hours), all whereas uncovering the reality about what’s occurring and who’s on the opposite finish of these mysterious cellphone calls.

Atomfall introduces some fairly neat mechanics, together with the aforementioned “leads” system and — my private favourite — its big selection of accessibility and issue choices. As a substitute of a conventional objective-based strategy, Atomfall enables you to deal with and examine no matter pursuits you most. Creeping via deserted areas, marking the latitude and longitude factors on the map, and following up on clues made me really feel like a post-apocalyptic investigative journalist. Each scrap of paper I discovered felt like biting into a kind of thriller candies, by no means understanding what was inside. This open-ended and mysterious strategy extends to the sport’s default setting, which hides from you which of them leads are tied to the primary story development. This implies you can comply with a path of clues anticipating an enormous payoff, solely to find it results in a lifeless finish with just a few sources. Thankfully, if this doesn’t sound enjoyable to you, Atomfall’s strong choices will let you alter it.


Along with customary issue settings, you possibly can fine-tune the sport to fit your most popular playstyle. You’ll be able to alter enemy notion & aggression (and even what number of enemies seem), loot shortage, whether or not ammo is discarded when reloading, and whether or not you obtain hints about important story leads. It’s a powerful listing, and kudos to Revolt for placing a lot care into it. If any side of Atomfall feels too punishing, the settings menu is properly value a go to.

This identical consideration to element extends past issue tweaks, with the crew additionally prioritizing accessibility. Atomfall provides greater than 30 settings to make the sport as comfy and playable as doable for folks with disabilities. These embody high-visibility overlays for NPCs, adjustable textual content and HUD choices, audio cues for aiming or interacting with objects, and management help options equivalent to automated motion, firing, and traversal. Digicam results like sway and bobbing can be disabled. With so many choices, Atomfall is extra accessible than many video games, and I’ve to applaud Revolt for its dedication.

As a substitute of that includes giant, seamless open-world areas, Revolt has opted for 4 smaller “important” zones, every with its personal smaller, dungeon-like areas to discover. Whereas loading screens separate these areas, they’re nonetheless filled with secrets and techniques and particulars to uncover. Nevertheless, I discover it odd that there isn’t a fast-travel system. I initially assumed this was to bolster the sport’s survival facets, however as I progressed and needed to backtrack steadily for keys and different targets, the shortage of quick journey turned irritating. There’s a shortcut system referred to as the Interchange, which connects completely different areas, however as I performed longer, I turned much less fascinated about consistently operating backwards and forwards.

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Atomfall seems like a wierd amalgamation of concepts, seemingly not sure whether or not it desires to be a full-fledged survival sport and what number of role-playing parts it desires to combine. From a survival standpoint, it lacks core style mechanics equivalent to weapon degradation, starvation, and thirst meters, or perhaps a day-night cycle. The one character stats it’s essential observe are your well being and coronary heart charge, the latter affecting accuracy. When you do must handle ammo, therapeutic objects, and crafting supplies, survival is extra about coping with harmful enemies than managing environmental threats. And make no mistake — you aren’t a bullet sponge. You’re extra like a bullet saltine cracker. Only a few photographs or an unlucky grenade at your ft will finish you.


The chance-reward steadiness in survival video games is essential, as the stress of managing hazard is a part of the enjoyable. Sadly, in Atomfall, I not often felt that the dangers I took had been worthwhile. Like in most survival video games, you possibly can loot enemies for provides, however the rewards by no means felt well worth the hazard. The identical scrap and string I may scavenge from deserted buildings had been typically all I discovered on fallen foes. Ammo was considerably extra frequent, however I may simply as simply discover it in packing containers and crates. As a substitute of bettering my scenario via fight, fights typically resulted in both breaking even — recovering the sources I had used — or worse, struggling losses.

A lot of my gripes with Atomfall stem from its design selections, however there are extra oddities that constantly annoyed me. Why can’t the sport notify me once I’ve already searched one thing? It tells me if one thing is empty, but when I left a single merchandise behind on account of lack of stock area, there’s no indication. Talking of stock, why can’t I retailer crafting supplies or ammo in storage tubes? I can stash grenades, rifles, and first-aid kits, however not shotgun shells or scrap steel? This restriction appears arbitrary and discourages scavenging. Different small annoyances add up, like the shortcoming to mark or observe enemy teams on my compass, or the shortage of an ammo counter when quick-swapping weapons. These could also be minor points individually, however collectively, they wore on me over time.


Though Atomfall didn’t absolutely click on for me, I imagine its distinctive strategy to the survival style will entice a passionate neighborhood. I applaud Revolt for its intensive accessibility settings and modern “Lead” system, which I hope they refine in future video games. Nevertheless, for each side I loved, there have been two or three unusual omissions or design selections that held the sport again. I hope Revolt revisits this IP sooner or later, however subsequent time, I’d wish to see Atomfall really feel extra cohesive and absolutely realized.

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The First Berserker: Khazan Evaluate https://gameshappy.com/the-first-berserker-khazan-evaluate/ https://gameshappy.com/the-first-berserker-khazan-evaluate/#respond Mon, 24 Mar 2025 23:49:27 +0000 https://gameshappy.com/the-first-berserker-khazan-review/


Love or hate them, it’s simple that FromSoftware pioneered a whole subgenre within the motion RPG area by means of their Souls video games. Dozens of builders have utilized that basis as their tenet in designing their very own tasks; some handle to interrupt by means of and discover a devoted viewers, whereas many battle to captivate those that give them an opportunity. It’s no secret that the market has been repeatedly flooded with Soulslike video games – huge and small – that “Souls fatigue” is turning into extra of a typical time period amongst motion RPG followers.

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Attaining success within the Soulslike ecosystem lately undoubtedly requires a little bit of luck, however most significantly, one thing that units it other than the remaining. Latest examples which have managed to seek out success embrace Lies of P and the Lords of the Fallen reboot, whereas others have managed to determine their very own franchise identification altogether, such because the Nioh sequence.

Developer Neople isn’t any stranger to the motion RPG style; they constructed, and proceed to thrive off, one of the distinctive MMO video games ever – Dungeon & Fighter (titled Dungeon Fighter On-line within the west and sometimes abbreviated as DNF). Though DNF has dwindled within the west over time, it’s nonetheless an unlimited IP amongst Asian markets. DNF provided a mechanically in-depth fight system in its side-scrolling beat’em up battles, extremely flashy over-the-top visuals, and compelling character development with a wide range of totally different lessons. Above all else, it was one of many extra high-profile free-to-play video games when it first emerged out there, throughout a time when there weren’t a lot of these fairly but.


Neople and DNF writer Nexon have began to embark on an analogous path as Cygames. Very similar to how Cygames started to department out its Granblue Fantasy IP with the Granblue Fantasy Versus and Granblue Fantasy Relink console video games, Neople and Nexon are additionally seeking to break into the identical market with DNF. They lately partnered with Arc System Works and Eighting for the 2022 combating sport, DNF Duel. Now, they’ve steered the DNF IP into their very own try at a Soulslike sport with The First Berserker: Khazan.

Though it ties into the DNF universe, newcomers don’t have to know something in regards to the DNF sequence to know the story in The First Berserker: Khazan. In truth, understanding the DNF lore beforehand will spoil the already predictable twists the sport has in retailer, as a result of it takes place roughly 800 years earlier than the principle DNF sport. It chronicles the origin story of the Berserker class which has its roots tied to Normal Khazan, the titular protagonist.

The First Berserker: Khazan tells a somewhat easy, simple story of how the Pell Los Empire betrayed Khazan and exiled him. Earlier than demise may declare him, a mysterious entity generally known as the Blade Phantom possessed Khazan. He breaks free from his captors and begins his journey to uncover who was answerable for his present circumstances. Khazan wrestles with the Blade Phantom making an attempt to struggle for management of his physique early on, however the state of affairs ultimately requires an uneasy alliance and a mutual settlement to struggle collectively. Gamers will meet a number of allies alongside the way in which to hitch Khazan’s trigger, so the journey isn’t as lonesome because it initially appears.


It is easy to see that The First Berserker: Khazan turned to the Nioh sequence as its main inspiration, and sadly, I believe it took the flawed classes nearly each step of the way in which. Video games don’t exist in a vacuum and evaluating The First Berserker: Khazan will naturally convey up comparisons to Nioh, as a result of this sport replicated so a lot of its techniques.

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First off, The First Berserker: Khazan is split into linear phases which have a number of facet paths for goodies. Predominant story phases lean on the lengthier facet relative to Nioh, and I felt that almost all of them typically overstayed their welcome. These are typically roughly twice so long as the common Nioh stage, and their structural format largely follows the identical philosophy. Checkpoint “bonfires” in The First Berserker: Khazan contain de-crystalizing a sword that appears just like the fleshy Soul Edge from the Soulcalibur sequence. There are unlockable shortcuts that lead again to those checkpoints, both by means of kicking down ladders, opening locked doorways from the opposite facet, making close by elevators operable once more, and such. It’s all very typical.

Khazan himself can’t manually bounce, so anticipate plenty of awkward, wonky platforming by means of dropping onto skinny planks and landings. That is nothing new to the style, although it does manifest into one of many worst last phases I’ve ever seen in an motion RPG in latest reminiscence, and I’m left somewhat baffled that the builders determined to maintain that stage the way in which it’s.


Anyway, one of many features that actually irks me about The First Berserker: Khazan is that I discover its artwork path beautiful, but it’s immensely held again by its shade palette. I really like the cel-shading technique that Neople employed for the fashions on this sport; they discovered the proper stability of retaining DNF’s stylishness with out leaning right into a “blobby” aesthetic. Muscle definition stands out, and facial expressions are conveyed clearly with out having to magnify them for impression. It’s a pretty look… however there’s one humongous caveat to it.

The colour path does it no favors. I perceive that the state of the world in The First Berserker: Khazan is completely fucked; dozens of savage beasts, undead horrors, and corrupted entities roam the land with no hope of enchancment in sight. To emphasise the awful, decaying world, the general shade palette of the sport is desaturated. I acknowledge the intent behind this deliberate path, but I wholeheartedly disagree with the way in which it was executed. It leads to muted, low-contrast visuals at each step of the way in which; surroundings pictures, stage exploration, battle confrontations, and character interactions appear like a lot of the shade has been sucked proper out of them.

I believe this creates a elementary drawback with the sport in a number of methods. DNF followers going into The First Berserker: Khazan might be greeted with visuals that betray the colourful, vigorous colours that breathe life into Dungeon & Fighter. Though it had its personal set of points, DNF Duel was in a position to convey the spirit of DNF brilliantly in its visuals. Now I’m not saying {that a} brilliant, energetic shade palette would’ve been apt for Khazan’s drab world, however I believe there are different methods to showcase an analogous environment with out drastically firming down its general shade use to the purpose that nothing feels visually stimulating. Quite a few different video games with grim settings have discovered strategies to make their visuals pop, whereas retaining their darkish environment.


This creates an unrewarding suggestions loop when progressing by means of its phases, as a result of the lifeless nature of its visuals signifies that there’s not a lot that left a long-lasting impression. A lot of the colour palette all through all the sport is just boring to have a look at, and the most typical issues that my eyes had been drawn to had been both the torches lighting the way in which, or the following checkpoint location forward. Sarcastically sufficient, the colour palette will get additional desaturated and drained when an elite enemy is close by; it does function a good warning marker when one is round, although, particularly as a result of it gives a considerably frosty display screen overlay to shake up the visuals occasionally.

Units of phases are unfold throughout a couple of totally different areas, although nothing in regards to the locations themselves are excellent or memorable. Most areas have Khazan traverse by means of villages, dungeons, mines, ruins, the wilderness, and such. A variety of them look an identical to at least one one other, and the shorter facet quest phases reuse sections of predominant phases often.

They aren’t all that thrilling to undergo, although it does throw within the occasional puzzle or stage gimmick to shake issues up. A few of them are clearly winks to the primary Darkish Souls, which had me mentally rolling my eyes. There was a stage that had the participant enter a portray, and one other one referred to as “Sentinel’s Fortress” that was very a lot The First Berserker: Khazan’s model of Sen’s Fortress, and some phases that basically embraced the annoying Anor Londo sequence of touring on skinny walkways on Gothic structure as mobs assaulted gamers. Sure, there’s a poison swamp as effectively.

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One other design resolution that didn’t really feel nice in follow is The First Berserker: Khazan’s deliberate emphasis on its restrictive stamina bar. Each offensive and defensive maneuvers eat stamina, so persons are always juggling the risk-versus-reward of extending an assault chain or slicing it off early to preserve sufficient stamina for defensive measures. Now that is very typical of many different video games within the Soulslike subgenre, although The First Berserker: Khazan’s stamina feels too limiting for an enormous chunk of it.

Gamers could make small incremental additions to how a lot stamina they’ve, how briskly stamina recovers, and the way a lot an ideal guard/dodge impacts stamina drain but sadly, it does little to mitigate the general clunkiness of the fight move. A number of expertise eat spirit, separate from stamina, from the spirit gauge – so I assumed the sport can be aiming to attain a satisfying feeling of momentum from correctly see-sawing between stamina and spirit consumption. I used to be let down once I started to appreciate that this wasn’t the case, since some enemies both wouldn’t flinch for that lengthy or they’d armor by means of steady hits after a sure level.

After exploring a wide range of skills with the three totally different weapon varieties, I finally realized that the sport boiled all the way down to discovering one of the best “damage-to-stamina” choice and doing it over, and over, and over, and over once more. I discovered an especially efficient transfer that didn’t value spirit and consumed comparatively little stamina, subsequently I spammed it endlessly on each single enemy in The First Berserker: Khazan from there on till I beat it.


I believe it’s irritating that The First Berserker: Khazan is on the cusp of being a very good sport, but it misses the mark in so many odd methods. It borrows lots of Nioh’s notes, copies them in ways in which Nioh already solved, and affords little or no new to separate itself from the plethora of Soulslike titles. Positive, it in all probability shouldn’t copy Nioh’s ki pulse system 1:1, however presenting an equal mechanic to refund a portion of stamina to make prolonged offensive assaults really feel extra viable would assist with out essentially compromising on the difficult, punishing nature this sport is striving to attain.

One other instance of how the sport copies Nioh’s notes in a half-assed method is thru the way it handles pink phantoms. Gamers can select to summon them at designated spots, and very like Nioh, they’ll drop a chunk of drugs and a consumable merchandise that may summon an NPC helper for bosses. Sadly, when Khazan runs on over to those spots, the pop-up textual content doesn’t record what tools the pink phantom yields, so it makes this particular system far more unintuitive than the inspiration it’s derived from. There are different methods to acquire gear in fact, however the implementation of this specific system feels extra of an afterthought, somewhat than one thing that naturally dietary supplements the consumer expertise – which Nioh already discovered.


Imagine me, I do know that is getting a bit repetitive however one other ingredient of the sport that, by all means, ought to have been a constructive with no caveats is its free talent level respec anytime wherever. It’s nice that The First Berserker: Khazan makes it simple to discover totally different builds, although the way in which it handles it’s a bit clumsy with regards to switching between the three totally different weapon varieties – dual-wield, greatsword, and spear. Every of them has their very own separate talent tree, plus a fourth one which has “widespread” common skills, equivalent to gaining extra spirit upon an ideal guard or excellent dodge, or growing the injury on the javelin that Khazan can toss to faraway enemies.

Let’s say an individual needs to check out the spear after placing 30 talent factors into the greatsword and customary skills’ talent tree. They’ll refund these 30 talent factors instantly, and should re-distribute them now into the spear and customary tabs; in the event that they need to change again to greatsword after spending a number of minutes with the spear and coming to the conclusion it isn’t for them, they should respec and re-learn all these talent nodes once more.

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If somebody is the sort to always change weapons to see what they’ll do, they’ll should be ready to spend a number of minutes re-learning talent nodes many times. There in all probability is a greater strategy to deal with this, and I’m left questioning once more why the builders thought this was acceptable to ship. Having some kind of customizable preset that individuals can register can be one in all a number of viable options to repair this.


One of many few shining factors in The First Berserker: Khazan is that its gear system ultimately turns into fascinating. After all of the gear crafting and augmenting techniques are unlocked by means of finishing particular facet quests, there’s lots of flexibility in working in the direction of a construct. There are gear set bonuses that considerably improve particular skills, and the blacksmith regularly learns to craft new gear units when folks discover the recipes for them all through phases.

Then, gear may be leveled up by consuming unneeded increased item-level tools, and every particular person attribute may be re-rolled. There’s even a pop-up menu that reveals all of the potential attributes that sub-stat may be re-rolled to, and what the decrease and higher caps are for that attribute; thus, there’s no guesswork on whether or not the attribute that it was rerolled to was a low or excessive roll. It’s by means of these incremental upgrades all through gear the place The First Berserker: Khazan’s fight system begins to really feel okay, after going by means of the method of optimizing all outfitted gear to boost sure playstyles and tendencies.


Enemy selection can also be one in all The First Berserker: Khazan’s stronger factors. There was lots of care put into making lots of various kinds of foes for Khazan to slaughter; I’m positive a very good chunk of them got here from DNF, however it’s been many, a few years since I final performed that sport. I loved a later stage’s gimmick of getting to discover three totally different paths to activate the portal to the stage’s boss, and every of the three paths had totally different enemy theming with a path devoted to undead foes, spiders, and wild animals. There’s an choice for arachnophobia mode for individuals who want it, fortunately. A number of the extra fascinating enemies to me are within the final stretch of Khazan’s journey. I used to be pleasantly shocked.

In fact, the bosses are the celebrities of the present on this subgenre of motion RPGs. The First Berserker: Khazan doesn’t disappoint on this regard, with lots of totally different boss battles that have a tendency to alter their behavioral sample at sure HP thresholds. Some have a number of phases with fully new movesets, and smaller facet quest phases typically include “remixed” variations of earlier bosses that exhibit new assault chains altogether. They’re all decently difficult, and sometimes require some stage of trial and error to be taught when and the place their openings are, and which assaults may be shortly punished. Most of them are thrilling with out overstaying their presence, although I believe a couple of of the later ones have a tad an excessive amount of well being and are a little bit of a slog. Nonetheless, the bosses had been all-around alright.


I performed by means of the PC model of The First Berserker: Khazan and it ran tremendous on my system with a 3080 GPU and 5900X CPU at Excessive settings often working over 90fps on common. All through my 33-hour playthrough, I had the sport crash on me 3 times. The primary two crashes had been sudden, and turning off DLSS appeared to assist; the final one had an error message pop-up, however it gave the impression to be a one-off remoted incident in that regard. There was some stuttering right here and there, however it not often occurred in the course of fight. General, I had little efficiency points on my finish.

The First Berserker: Khazan is a typical Soulslike-inspired motion RPG that takes lots of inspiration from Nioh, and affords nothing new that separates itself from the handfuls of others on the market. Even within the many features it takes from Nioh, it typically does them worse. Its stunning artwork path is basically held again by a intentionally boring shade palette. Moreover, its fight has some nice animations, but general feels sluggish due to how restrictive its stamina system is. I used to be ready to have a good time with The First Berserker: Khazan, however there’s so little that I loved as a result of it at all times took two steps again in each step it took ahead.

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Tetracast 387: The Secret Cabal of Unhealthy Dudes https://gameshappy.com/tetracast-387-the-secret-cabal-of-unhealthy-dudes/ https://gameshappy.com/tetracast-387-the-secret-cabal-of-unhealthy-dudes/#respond Sun, 23 Mar 2025 15:54:08 +0000 https://gameshappy.com/tetracast-387-the-secret-cabal-of-bad-dudes/


Welcome to the most recent version of the Tetracast, RPG Web site’s common, seemingly weekly podcast!

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On this packed episode of the podcast, we recap per week at GDC 2025 and we convey on two particular friends to evaluation two large RPGs in Xenoblade Chronicles X: Definitive Version and Murderer’s Creed Shadows

This version of the Tetracast options Bryan Vitale (@NeoMassicot), Josh Torres (@HDKirin),  Adam Vitale (@DrSeda), Mikhail Madnani (@va11halla), and Chao Min Wu. We’re joined by particular friends Josh Tolentino (@unangbangkay) and Hayes Madsen (@solfleet). You’ll find hyperlinks to the total episode of the podcast beneath together with our RSS feed, and likewise subscribe to us on iTunes and comply with on Spotify!

MP3 Obtain //  Podcast RSS Feed  //  iTunes Feed  //  Spotify Feed  //  YouTube

Timestamps

  • 0:00 – Intro
  • 4:12 – GDC 2025 recap and reflections
  • 31:39 – Xenoblade Chronicles X: Definitive Version
  • 1:18:27 – Murderer’s Creed Shadows
  • 2:04:34 – Article shoutout: Metal Century Groove preview, Wuchang: Fallen Feathers Preview, Rune Manufacturing unit: Guardians of Azuma Preview/Interview, Clair Obscur Interview
  • 2:14:06 – Poker roguelike RPG Hero’s Hand introduced for 2026 launch on PS5, Xbox Collection X|S, Change, and PC Steam
  • 2:16:59 – Sq. Enix is suing Ten Tree for infringing copyright by releasing Entrance Mission: Borderscape as Steel Storm
  • 2:22:26 – Digimon Story: Time Stranger particulars revealed at Digimon Con 2025
  • 2:29:50 – The Legend of Heroes: Trails Via Dawn II for PC provides DLSS4, TAA and extra
  • 2:33:26 – Clair Obscur: Expedition 33’s second character trailer focuses on Maelle
  • 2:34:23 – Mandragora: Whispers of the Witch Tree will get a brand new trailer throughout Future Video games Present Spring Showcase
  • 2:35:38 – System Shock 2: twenty fifth Anniversary Remaster launches on June 26 for consoles and PC platforms
  • 2:43:08 – Article shoutout: The Full Newbie’s Information to the Atelier Video games
  • 2:44:41 – Story-driven motion RPG Traveler’s Chorus launches on April 11 for PC Steam
  • 2:45:07 – Phantom Courageous: The Misplaced Hero launches on April 24 for PC Steam
  • 2:46:36 – Wuthering Waves Steam web page opens, with the discharge on the platform slated for April 29
  • 2:50:52 – Monster-taming RPG Creature Keeper launches on Could 8 for PC Steam
  • 2:51:24 – City-Constructing Sandbox RPG Pixelshire launches on Could 8
  • 2:51:43 – Motion RPG Empyreal releases on Could 8 for PlayStation 5, Xbox Collection X|S, and PC Steam
  • 2:54:51 – Dying finish re;Quest Code Z launches on Could 13 for PlayStation 5 and PlayStation 4 within the West
  • 2:56:14 – Monster Hunter Wilds Showcase set for March 25 masking Title Replace 1 together with Mizutsune (Early April) and extra
  • 2:57:42 – Wrap-up and sign-off

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System Shock 2: twenty fifth Anniversary Remaster Preview – How Nightdive Studios approaches remastering an influential basic PC sport https://gameshappy.com/system-shock-2-twenty-fifth-anniversary-remaster-preview-how-nightdive-studios-approaches-remastering-an-influential-basic-pc-sport/ https://gameshappy.com/system-shock-2-twenty-fifth-anniversary-remaster-preview-how-nightdive-studios-approaches-remastering-an-influential-basic-pc-sport/#respond Sun, 23 Mar 2025 11:28:36 +0000 https://gameshappy.com/system-shock-2-25th-anniversary-remaster-preview-how-nightdive-studios-approaches-remastering-an-influential-classic-pc-game/


Rising up within the 90s, I used to be raised on PC gaming on the finish of the MS-DOS period and into the earliest client Home windows working techniques. Video games like DOOM, Quake, and Rise of the Triad have been the video games of my childhood. Firms like Nightdive Studios additionally clearly have an affinity for the period, in recent times placing out a stunning variety of fashionable ports & remasters (together with for every of the aforementioned video games), alongside a ground-up remake of 1994’s System Shock. The tagline on the corporate’s web site reads: “Bringing misplaced and forgotten gaming treasures again from the depths.”

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We at RPG Web site give attention to video games with role-playing parts, in fact, so System Shock and particularly its sequel are ones we have been maintaining a tally of since Nightdive acquired the license practically a decade in the past, basically defining the founding of Nightdive Studios itself. At GDC 2025, I used to be in a position to go hands-on with an early model of System Shock 2: twenty fifth Anniversary Remaster whereas talking with Larry Kuperman – VP of Enterprise Improvement at Nightdive – in addition to producer Grover Wimberly at Nightdive, in regards to the long-awaited remaster.


So if Nightdive acquired the System Shock license greater than a decade in the past, why has it taken so lengthy for the remaster of System Shock 2 to be launched? The truth is, the remaster’s title has even been modified to rejoice the sport’s twenty fifth anniversary in 2024.

“We began off with our give attention to the remake of System Shock 1,” Kuperman says. “That challenge was in growth longer than we had anticipated, however we have been very, very proud of the result. It was an award-winning title. That mentioned, Nightdive has been ready the place we’re courted by firms asking us to do different work. A few of the tasks required our shifting assets round from one factor to the opposite. We have carried out DOOM 1 and DOOM 2, Quake 1 and Quake 2. I imply, these tasks weren’t one thing we needed to actually assume lengthy and exhausting about “Will we need to do these?”, in fact we did! So we have had a really full plate, however this sport has been in manufacturing for a while.”

Not like the unique System Shock, which was remade utterly from the bottom up, its groundbreaking sequel is getting the remaster therapy.

With regards to remastering a beloved basic, Kuperman explains Nightdive’s strategy. “We need to ensure that gamers get the unique emotional feeling of the sport. It does have a really robust emotional impression, significantly on the horror aspect of it, so we needed to ensure that we protect it. It is a mantra of ours that certainly one of our video games ought to play the way in which you bear in mind it performed, not essentially the way in which it really performed again then, as you have been taking a look at it in your 14-inch CRT monitor.”

I, personally, have by no means performed the unique model of System Shock 2, though I’m conscious of its affect on future video games like Bioshock, in addition to its broader affect on the immersive sim and horror genres. Regardless of being new to the sport, taking part in the in-build remaster this week felt acquainted to me; a sport that felt prefer it was from the 90s in one of the simplest ways attainable.

“We hold very a lot to the unique DNA of the sport. So, someone who has performed the unique System Shock 2  .. this might all be acquainted. ” Kuperman explains.

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So what’s being added to System Shock 2’s remaster? By way of gameplay content material, really not an excessive amount of. Nonetheless, taking a basic PC unique and translating it to a wide range of consoles is an enormous endeavor, particularly relating to controls. Producer Wimberly explains:

“One factor that is vital to say too is the unique System Shock 2 was PC-only sport, proper? You could possibly solely play it with mouse and keyboard. We have optimized for controller help for the very first time with the remaster. We’re not solely aiming for PC, however we’re additionally releasing for all present consoles. So something that you are able to do with a mouse and keyboard must be playable with a controller in thoughts as nicely. We have been exhibiting individuals the sport who play on Steam Deck .. they need to see how the controls labored there, and the way gamepad controls work.”

Nightdive understands that remastering basic video games needs to be extra than simply porting previous ROMs to Steam. True to their ‘bringing misplaced and forgotten gaming treasures again’ motto, one element new to the twenty fifth Anniversary Version is a Vault, which can maintain a wide range of media relating to the unique creation of the sport.

“The System Shock 2 remaster goes to have a Vault. In case you’re not conversant in that, it is one thing that was one thing that we began with Quake. It may have photos, it will have the historic legacy of the sport, which we really feel is vital in our preservation parts,” Kuperman states.


Nightdive additionally does not need to infringe on the unique design too severely, risking alterations made that might change values & properties of the sport that made it beloved within the first place.

“I believe it is honest to say that video games in these days .. the belief about gamers’ talents was that you’d be capable of determine issues out with out essentially being advised. You in all probability did not want these 4 espresso cups that you simply picked up as a result of simply you possibly can, and also you rapidly realized that you will have restricted assets and you need to handle them fastidiously,” he explains.

Kuperman continues, “The opposite half, that was a lesson that we realized from these video games, is that the sport did not actually have waypoints. There wasn’t plenty of hand-holding, proper?  You were not getting ideas that say, ‘Hey, choose up the wrench as a result of you are going to want it.’ We discovered that gamers will rise to that and it is a protected assumption to make that folks will determine issues out. We would like our tasks to recapture what was vital in regards to the sport in these days. By way of issues that we do look to vary – we would like fashionable gamers coming to the sport for the primary time to have the ability to play our video games intuitively and to grasp how they work.”

As I continued to play by way of the System Shock Remaster demo at GDC, determining the way to work the menus and stumbling round a derelict ship, I hear Larry chuckle to himself.

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“I am all the time endlessly fascinated watching individuals discover ways to play System Shock 2 for the primary time.” 


System Shock 2: twenty fifth Anniversary Version is ready to launch on June 26 for PlayStation 5, PlayStation 4, Xbox Collection X|S, Xbox One, Nintendo Change, and PC (Steam, Epic, GOG). 

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Frosthaven Preview – One other digital haven is on the horizon https://gameshappy.com/frosthaven-preview-one-other-digital-haven-is-on-the-horizon/ https://gameshappy.com/frosthaven-preview-one-other-digital-haven-is-on-the-horizon/#respond Sun, 23 Mar 2025 02:44:38 +0000 https://gameshappy.com/frosthaven-preview-another-digital-haven-is-on-the-horizon/


Within the realm of board recreation lovers and crowdfunding backers, I’d be keen to guess there aren’t many who don’t acknowledge the names Frosthaven or Gloomhaven. These monolithic legacy board video games have helped redefine the character of board recreation publishing due to their success on Kickstarter. Now, Frosthaven is making the bounce from the tabletop realm to your laptop display with a brand-new digital model, developed by Snapshot Video games. RPGSite had the prospect to take a look at and play a preview construct earlier than the beta begins subsequent week, and what we noticed was spectacular and has us excited.

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As a little bit of a crash course in Frosthaven, it’s a big marketing campaign board recreation created by Isaac Childres and Cephalofair Video games that takes place in the identical world and after the occasions of Gloomhaven, Isaac’s earlier marketing campaign title that shares many similarities. In Frosthaven, gamers will select from 17 doable characters, every with distinctive abilities and skill playing cards, to deal with quests and discover the frigid north whereas utilizing gathered assets to assist construct and fortify an outpost. The marketing campaign itself consists of greater than 100 totally different eventualities the place your choices will have an effect on the outcomes and choices obtainable to you. To place it merely, that is one huge board recreation, and this digital model appears to be simply as expansive.

Frosthaven marks the second digital adaptation of a Cephalofair title, with its predecessor, Gloomhaven, receiving one again in 2021. Nevertheless, that is the primary adaptation by developer Arc Video games, who’re dealing with issues this time round (although they have been in a position to get the supply code from the earlier developer of Gloomhaven). Talking with Hristo Petkov, the sport’s Director, and Rossen Cholakov, its Lead Sport Designer, the workforce will not be solely striving to create a enjoyable and trustworthy adaptation but additionally working with Isaac Childres to refine what labored in digital Gloomhaven and enhance what didn’t. Having performed Gloomhaven beforehand, I can say that the workforce thus far appears to be succeeding with flying colours.

This digital iteration of Frosthaven has been in improvement for 3 years now, with one of many workforce’s foremost focuses being improved readability and ease in presenting info to gamers—no small feat in a recreation with so many methods and mechanics. A technique they’ve achieved that is by incorporating a characteristic the place, with a single button press, something you’re at present hovering over—be it playing cards, enemies, terrain, and so forth.—will current a window with related and vital info. It was straightforward, it was intuitive, and better of all, it was a quick useful resource that I may entry and shut after I had the knowledge I wanted.

From the visible facet of issues, despite the fact that the demo I performed was nonetheless a pre-beta construct, the graphics have been beautiful, with brilliant and detailed enemy and character fashions and dynamic-looking battlefield maps. What actually stood out, nevertheless, was Frosthaven’s outpost map and its varied buildings, which featured an virtually painterly aesthetic. Growing and rising your outpost is likely one of the defining facets of Frosthaven that separates it from its predecessor, so it’s good to see the love and care that has gone into this comparatively static display.

Snapshot Video games is utilizing their workforce’s experience with technique video games to carry Frosthaven to life within the hopes of interesting not solely to followers of board video games but additionally to followers of tactical video video games—and even those that fell in love with the immensely standard Baldur’s Gate 3. Maybe it was the extra refined visuals, the brand new outpost-building mechanics, or the snappier gameplay, however this recreation feels extra like a stable tactical recreation, whereas its predecessor felt extra akin to only a digital board recreation. Earlier than all you board recreation aficionados on the market decide up your swords or begin to decry this new recreation, simply know that it nonetheless retains the identical strategic card-based gameplay and troublesome decision-making that you understand and love. That mentioned, it stays to be seen if the workforce will succeed of their mission to attraction to those different audiences—however I hope they do. For Frosthaven veterans, the workforce compares this new model to a “you’ve learn the guide, now try the film” situation. They’ve needed to make slight tweaks and changes to among the eventualities—mentioning that some platforming eventualities took months to adapt—so there might be brand-new content material for skilled gamers to uncover as nicely.

With such a passionate neighborhood constructed across the Haven video games, I used to be curious to know if the workforce was planning to help mods and permit gamers to create customized quests. Hristo and Rossen responded with a convincing “Sure, however…” Hristo defined that whereas modding might be obtainable when the sport totally launches, the workforce remains to be determining the extent of the instruments they are going to present. At the very least for now, they don’t intend for it to be in depth as a result of time constraints with improvement. Nevertheless, they didn’t rule out the potential of increasing it by means of future downloads and patches. Persevering with down the icy path of post-release content material, the workforce can be exploring the feasibility of releasing each the unique Gloomhaven characters (within the board recreation, you might carry characters from Gloomhaven into Frosthaven) and the particular Solo Character tales as DLC. These particular quests dive additional into the lore of the person characters you may play as and additional enrich the world these video games occupy.

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Gathering mates round a desk to play Frosthaven is a feat in itself, and these digital variations present far higher entry for gamers to expertise these goliaths—which isn’t a foul factor. At the moment, the sport is roughly 80% full, with a aim of coming into early entry later this 12 months. Fortuitously, playgroups gained’t have to attend too lengthy to strive it out themselves, as Snapshot Video games introduced as we speak, alongside the sport’s debut reveal, that an open beta will start on March 27 and final till April 24. I can’t wait to dive again in, spend extra time with the sport, and see what mysteries are hidden within the Frost.

 

 

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Atomfall Steam Deck Impressions – PC Port Options, Rog Ally Efficiency, and Extra https://gameshappy.com/atomfall-steam-deck-impressions-pc-port-options-rog-ally-efficiency-and-extra/ https://gameshappy.com/atomfall-steam-deck-impressions-pc-port-options-rog-ally-efficiency-and-extra/#respond Sat, 22 Mar 2025 13:22:09 +0000 https://gameshappy.com/atomfall-steam-deck-impressions-pc-port-features-rog-ally-performance-and-more/


Forward of our full assessment of Atomfall  from Insurrection, I’ve a function masking the PC port, the way it scales on Steam Deck, ROG Ally impressions, and extra. The survival motion RPG has additionally gotten Steam Deck Verified forward of its launch. For this pre-release function, I am restricted in what I can present in screenshots to the early hours of the sport solely. I’ve examined the sport past that, and can touch upon the way it runs afterward, however I can solely present screenshots from the early hours. With that apart, Atomfall is likely one of the uncommon new Steam Deck Verified video games that deserves its score, at the least based mostly on what I’ve performed thus far.

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Atomfall PC graphics choices and show settings

Atomfall on PC helps you to modify show mode (unique fullscreen, borderless, windowed), decision (1024×768 to 4K), toggle v-sync, modify the body charge restrict (30, 60, 90, 120, limitless), background body charge restrict (15, 30, match foreground), decision scaling (50% to 200%), select a graphics element preset (low, medium, excessive, extremely, customized), modify display screen brightness, toggle HDR, toggle async compute, and toggle mouse lag discount.

The Atomfall detailed graphics choices allow you to modify anti-aliasing (off, low, medium, excessive, extremely), shadow element (low, medium, excessive, extremely), reflection element (low, medium, excessive, extremely), draw distance (low, medium, excessive, extremely), texture element (low, medium, excessive, extremely), water element (low, medium, excessive, extremely), toggle ambient occlusion, toggle display screen house shadows, toggle movement blur, toggle tessellation, and toggle obscurance fields. 

Atomfall accessibility choices

Whereas not associated to graphics, Atomfall has a couple of notable accessibility choices like letting you modify the textual content scale, opacity of some UI parts, the varied colours used for NPCs, the crosshair shade, the size of the overall HUD, indicators for traversal, icons for enemies, and extra. You’ll be able to even modify camera-related accessibility choices like display screen shake, sway, bob, and extra. There are additionally audio help and management help choices.

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Atomfall PC management choices

Atomfall on PC helps you to edit bindings for inputs throughout gameplay, UI, participant menu, and extra. You can too rebind some choices as “Maintain” as an alternative of only a button press. Along with the default management choices, Insurrection has a Default Left-Handed preset that mirrors the default preset along with two 1-Hand presets: Left and Proper. 

Atomfall Steam Deck efficiency

Atomfall is Steam Deck Verified already. That used to imply one thing earlier than, however I am all the time skeptical of any notable developer’s recreation being Verified now. Fortunately, Atomfall truly performs and appears superb on Valve’s handheld with some tweaks. This is not stunning contemplating additionally it is transport on PlayStation 4 and Xbox One, however it’s good to see nonetheless. I’ve examined the opening few hours twice with completely different graphics choices and likewise the way it performs about ten or so hours later. The efficiency varies fairly a bit relying on whether or not you are indoors or exterior within the open zones as anticipated. 

Earlier than attending to the beneficial settings, Atomfall has full controller assist, 16:10 assist, Steam Cloud assist, and principally feels proper at dwelling on the Steam Deck. The one draw back proper now could be the shortage of HDR assist. It’s grayed out within the construct I’ve even when testing on my exterior HDR show and utilizing the “SteamDeck=0 %command%” launch possibility.

Atomfall Steam Deck beneficial settings

My Atomfall Steam Deck beneficial settings permit for 2 potentialities: a constant expertise all through or one which delivers higher efficiency indoors, however a decrease body charge within the open zone. I say open zone as a result of Atomfall makes use of smaller interconnected areas moderately than a full seamless open world. If you would like a extra constant expertise, I like to recommend utilizing a mix of the low and medium preset with the render scale set to 90 with the sport working at 800p. You’ll be able to then cap the body charge to 40fps utilizing the Steam Deck’s fast entry menu. The principle setting I turned down was shadows to low to make sure efficiency holds up properly open air in fight as properly. These settings are conservative, however they ship a constant expertise.


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If you wish to purpose for the next body charge, do not use the 40fps cap. The sport can hit properly above 60fps indoors on Steam Deck utilizing most settings at medium, however shadows at low. You’ll run into drops to the low 40s open air although. In case you do not thoughts a variable expertise, this can be a good possibility for you. Aiming for 60fps open air requires utilizing the low preset and render scale set to 90 or much less. It will probably drop under to the excessive 50s in busy conditions, however the general expertise is nice right here.

Atomfall ROG Ally efficiency impressions and beneficial settings

Shifting over to the extra highly effective ROG Ally, Atomfall truly has a launcher right here. While you boot the sport up on Steam Deck, it goes to the splash logos after which the title display screen. On ROG Ally, you might be offered with a launcher that allows you to modify some graphics choices (which you can even do in-game), play the sport, or view Insurrection’s social accounts. I did my testing utilizing the 25W mode with the graphics set to 5GB VRAM. 

Given how properly Atomfall runs on Steam Deck, I needed to push issues on the ROG Ally and see what it was able to. When working at 1080p with a 75% render scale on the low preset, it held round 70fps even in fight within the open zone areas. Shifting indoors noticed the body charge hit the 120fps goal typically as properly. When taking part in at native 1080p on the low preset, anticipate efficiency round 40fps open air with properly above 60 at instances indoors.

Out of curiosity, I attempted the extremely preset at 1080p and the body charge dipped under 20fps frequently on ROG Ally. I clearly did not anticipate it to be playable, however I did take a look at out the preset to see the visible variations right here. 

Atomfall scales very properly on each PC handhelds as you may see and is a straightforward advice on each thus far. Keep tuned for our full assessment within the close to future. Atomfall releases on March 27 for PlayStation 5, Xbox Sequence X|S, PlayStation 4, Xbox One, and PC (Steam and Epic Video games Retailer). It’s also included in PC Recreation Go and Xbox Recreation Go Final.

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Having gone hands-on with Wuchang: Fallen Feathers, I am locked in to play extra https://gameshappy.com/having-gone-hands-on-with-wuchang-fallen-feathers-i-am-locked-in-to-play-extra/ https://gameshappy.com/having-gone-hands-on-with-wuchang-fallen-feathers-i-am-locked-in-to-play-extra/#respond Sat, 22 Mar 2025 08:57:04 +0000 https://gameshappy.com/having-gone-hands-on-with-wuchang-fallen-feathers-im-locked-in-to-play-more/


Generally one of many hardest issues for us as an outlet is getting a temp examine on how a recreation is filling out from a preview. To be blunt; recreation previews aren’t an important barometer for the general high quality of a title at one of the best of instances, and for RPGs particularly that is way more of a priority. That is simply as true for Wuchang: Fallen Feathers, as it’s for many of the video games we have had an opportunity to preview previous to their launch.

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Wuchang is a self-described “soulslike Motion RPG”, which is a subgenre that we have now turn into very accustomed to over the past decade. Studio Leenzee is a comparatively unknown developer for us throughout the pond; whereas they launched a VR mission in 2018, Wuchang is the primary title they’re launching abroad. Talking just for myself, it is at all times a priority when a developer tackles a high-octane motion mission; it is a powerful nut to crack, and whereas I am keen on video games like Nioh and Sekiro, it is very powerful for builders to stay the touchdown relating to designing a satisfying fight system.


At first look, Leenzee have delivered with Wuchang. The core of the fight revolves round reactivity, in a manner that I have not fairly seen in different video games just like it. As a substitute of an MP meter which is used for spells, Wuchang solely permits gamers to entry spells and particular assaults by banking and utilizing what I’ll check with as “ability factors”, however in all probability have a really totally different and distinct identify for inside the recreation itself.

You achieve these factors pretty merely; dodging or parrying assaults on the good timing will grant them, providing an opportunity so that you can financial institution factors to be used later. It additionally signifies that mixed with a stagger system for boss fights that gamers are rewarded for being offensive and defensive in equal measure. Throughout one boss encounter, I discovered it helpful to attempt to use a spell which fires homing bolts of vitality that may construct up a poison standing on the boss every time I had a gap from afar; with how fast-paced the fight will be. But on the similar time, parrying after which riposting with one among my spear’s weapon abilities felt particularly satisfying.


Degree design itself felt attention-grabbing, however I’ll word that initially I had someway managed to discover each different part of the extent apart from the boss enviornment – managing to traverse across the enviornment in a single large circle with out figuring out it. I do not essentially assume that is an issue – the save I loaded into was at a save level midway by the world, so it is very attainable that when performed by at a extra pure tempo that it will not be a problem.

Visually, the sport appears to be like beautiful. Whereas we performed the sport on a reasonably highly effective PC, the truth that it was operating on AMD graphics card provides me some hope that the console variations will end up pretty nicely when all is claimed and carried out, and contemplating the overall constancy of what we had the possibility to play.

It is powerful to say a lot else, however as somebody with an affinity with soulslikes Wuchang passes the important exams that retains me keen on what else it might have in retailer; every part else, the story and RPG mechanics included, we’ll have to attend till later this yr to speak about – however after our first hands-on, I am locked in to play extra when it launches later this yr for Xbox Collection X|S, PlayStation 5 and PC (Steam). Keep tuned for our overview nearer to the sport’s launch.

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Clair Obscur: Expedition 33 Interview – Celebrating turn-based video games and basic RPG influences in making one thing new https://gameshappy.com/clair-obscur-expedition-33-interview-celebrating-turn-based-video-games-and-basic-rpg-influences-in-making-one-thing-new/ https://gameshappy.com/clair-obscur-expedition-33-interview-celebrating-turn-based-video-games-and-basic-rpg-influences-in-making-one-thing-new/#respond Sat, 22 Mar 2025 00:00:47 +0000 https://gameshappy.com/clair-obscur-expedition-33-interview-celebrating-turn-based-games-and-classic-rpg-influences-in-making-something-new/


Yearly, RPG Web site does each a workers vote and a reader ballot in deciding on our most anticipated video games of the 12 months. By nature, normally, these are video games from fan-favorite franchises or video games from well-respected builders. Very hardly ever do debut video games from new studios make the record, however Clair Obscur: Expedition 33 managed to chart on each. From a debut trailer that made us go “wow what’s that?” to an exceptionally optimistic preview, this RPG is likely one of the most fascinating this 12 months.

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At GDC 2025, RPG Web site had an opportunity to take a seat down with Sandfall Interactive producer Francois Meurisse to debate probably the most anticipated RPGs of the 12 months, in addition to the mix of French influences & Japanese inspirations.


RPG Web site: First, are you able to introduce your self and the sport, usually?

Francois Meurisse: I am Francois Meurisse. I am a co-founder of Sandfall Interactive, and I am the producer of Expedition 33. Expedition 33 is a reactive, turn-based RPG, set to launch on April 24 on Xbox, PS5, and Steam. It’s the first recreation for Sandfall Interactive; we’re a crew of about 30 individuals based mostly in France.

RPG Web site: Previews for this recreation only in the near past got here out. What’s your takeaway from the response to this point? It appeared to me that most of the previews have been glowing and optimistic.

Francois Meurisse: It is undoubtedly reassuring, you recognize. Particularly once we are so near launch – it is nice information to see. It is a important a part of the sport, and you can not cheat a preview, as a result of it is mainly part of the ultimate recreation. The suggestions has been tremendous optimistic. It is actually given us one remaining adrenaline shot to, you recognize, to shine the sport probably the most we will for launch. 

RPG Web site: Once you began making this recreation, have been you anticipating anyplace near this stage of anticipation for it?

Francois Meurisse: The story behind it’s, at first, that it was a solo challenge from Guillaume Broche, our recreation director. In early 2019, he was working at one other firm that was extra on the manufacturing and inventive facet, and he wasn’t even a dev within the first place. So in early 2019, he opened Unreal Engine and tried to be taught the way it works. He saved the file identify, like, Pattern.uproject, and that is really the identical file that the sport will ship on.

At the moment, he wasn’t anticipating something to turn out to be like what it will definitely grew to become. However after spending a while engaged on it, extra individuals got here to work collectively on the challenge, which grew to become a crew and an organization. It grew greater and larger. When Guillaume informed me concerning the challenge in 2020, I used to be anticipating a launch a 12 months after, with a crew of possibly 5 individuals. It is fairly a enjoyable story, how the challenge grew to become an enormous challenge for a brand new studio, however the imaginative and prescient was fairly clear nonetheless from early on. We’re actually grateful, tremendous joyful, and proud to see what it has turn out to be at present.


RPG Web site: You’ve in all probability gotten this query earlier than, however are you able to clarify what the time period ‘Clair Obscur’ means? I believe lots of people won’t notice the connotation and discover it merely overseas. 

Francois Meurisse: I imply, day after day, we name the sport ‘Expedition 33’, which is sort of…

RPG Web site: I believe that is very evocative.

Francois Meurisse: Yeah, evocative. Clair Obscur is the identify for the larger IP, as a result of we have already imagined a linked universe, possibly a later recreation. Clair Obscur itself is a reference to a portray method in Italy, chiaroscuro, which is a method to paint with distinction between mild and darkish. After all, this has a deeper that means within the story of the sport and possibly future video games as properly.

RPG Web site: The battle system appears to be a turn-based system with some real-time components to it. Are you able to broadly clarify the philosophy behind designing your battle system on this approach? Additionally, are you able to regulate these reactivity settings when it comes to accessibility?

Francois Meurisse: First, the sport has a powerful JRPG gameplay inspiration. It was conceived as a turn-based recreation from the start, influenced by Ultimate Fantasy VIII, IX, and X specifically. Across the first iteration of the sport, the sport director was enjoying Sekiro on the identical time, and he thought that the sensation of dodges and parries felt so good in From Software program video games, that is once we began to implement a extra reactive, turn-based system in our personal recreation. It has turn out to be a core part, particularly to the protection system of the gameplay, and we started iterating on that to search out the best stability. One factor that may be irritating in basic full turn-based video games is that when it is your flip for protection, you normally can not do something and simply take harm.

There are lots of completely different builds, too. I am not speaking about settings, however like, core gameplay builds. You’ll be able to construct your character, for instance, when you’re unhealthy at parrying however good at dodges, you may construct your characters and your gear, to have a great deal of bonuses linked to the parrying, dodges, and even to different kinds of capabilities. So yeah, with gear, abilities, and even the characters you favor, you may match your personal play model.

Plus there are some settings. There are three problem settings within the recreation. It’s also possible to disable the assault QTEs in order for you. With each the sport settings and the way you construct your characters, each type of participant ought to be capable to discover their approach.

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RPG Web site: One among our writers is curious, are you doing something with the PlayStation 5 haptics on the controller in any respect?

Francois Meurisse: No, it is not deliberate but.


RPG Web site: I’ll assume you are an RPG fan. Do you may have a favourite RPG that you simply’re keen on, that is an inspiration to you?

Francois Meurisse: I can reply each for myself and for Guillaume, the sport director who’s the unique imaginative and prescient for this challenge. It is humorous, as a result of we do not have the identical inspirations in any respect, nor the identical references. So for instance, when he got here up with the reactive turn-based stuff, I used to be like, “Okay, it’s important to attempt Paper Mario: The Thousand-12 months Door.” It has these varieties of dodge-timing sequences, and it’s really one among my favourite video games. And I am an enormous fan of older RPGs as properly. Chrono Set off after all is one among my all-time favorites. I really like Earthbound as properly, and newer indie ones like Undertale and stuff like that.

However for the sport director, he grew up with Ultimate Fantasy video games, you recognize. I believe his favourite is Ultimate Fantasy VIII. After I got here on the challenge, he gave me two video games to catch up: Ultimate Fantasy X and Persona 5. I beloved each of them. Undoubtedly, I believe Ultimate Fantasy X is a masterpiece and an enormous inspiration for us, particularly on the occasion, pacing, narrative, and stuff like that, and Persona 5 is an enormous inspiration for the UI and the way dynamic the battles are; you do not get bored enjoying Persona as a result of it is quick and enjoyable.

RPG Web site: Are there plans to make the sport Steam Deck Suitable at launch?

Francois Meurisse: We’re engaged on it. I am unable to promise it for launch, however we’re engaged on it.

RPG Web site: The preview construct that media performed not too long ago – is that going to be out there as a demo publicly any time quickly?

Francois Meurisse: It is not deliberate for the second, not but. There are nonetheless some discussions.

RPG Web site: Perhaps later?

Francois Meurisse: Perhaps.

RPG Web site: We cowl RPGs all throughout the spectrum, after all, proper? Japanese RPGs, western RPGs, I like all of them, and it is cool to see this mix of French influences and Japanese inspirations collectively. 

Francois Meurisse: I used to be in Japan two weeks in the past, and I used to be actually happy to see that we’ve some curiosity there too – from the press and a few interviews. We’ll have a bodily launch in Japan as properly, with Sega on that one.

RPG Web site: That has to really feel unbelievable to be impressed by Persona, after which have Sega publishing your recreation within the area.

Francois Meurisse: Yeah, precisely. It feels actually good to launch in Japan and have a bodily model.


RPG Web site: Voice languages. It has French and English?

Francois Meurisse: Yeah.

RPG Web site: No Japanese?

Francois Meurisse: No. Additionally, the lip sync is predicated on the English audio.

RPG Web site: I believe it is cool that you simply have been in a position to have each English and French voices. I’ve performed some French RPGs that solely embrace English audio. Even video games like Steelrising, an RPG set in France and developed by a French studio, did not have a French language choice. Even coming from a French developer, that is not at all times given. So I believe it is cool you have been ready to do this.

Francois Meurisse: Yeah, it was essential for us to incorporate French dubbing, given the setting of the sport and the origin of the studio.

RPG Web site: How is it like working with writer Kepler Interactive?

Francois Meurisse: Now we have very robust mutual belief. They’ve actually believed within the recreation from the very starting. The belief is there; they’re simple to work with. We take part collectively in each massive determination, even when it is not a contract requirement. So, we work on mutual belief and collaboration.

RPG Web site: After the sport ships subsequent month. What are your plans for future help? Any plans for DLC? Making ready for updates based mostly on suggestions or bugs?

Francois Meurisse: It’s kind of too early to inform. Now we have an inside roadmap able to put aside some further time to do some further polish if we will.

RPG Web site: Proper now you are working in direction of delivery the sport within the remaining stretch.

Francois Meurisse: Precisely, we’re specializing in the ultimate stretch proper now, however we have already got actually thrilling concepts concerning the subsequent recreation.

RPG Web site: Oh, subsequent you are already desirous about the subsequent recreation.

Francois Meurisse: Certainly.

RPG Web site: Thanks a lot to your time.

Clair Obscur: Expedition 33 is about to launch on April 24 for PlayStation 5, Xbox Sequence X|S, and PC (Steam).

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Rune Manufacturing facility: Guardians of Azuma Preview – Constructing a brand new action-adventure https://gameshappy.com/rune-manufacturing-facility-guardians-of-azuma-preview-constructing-a-brand-new-action-adventure/ https://gameshappy.com/rune-manufacturing-facility-guardians-of-azuma-preview-constructing-a-brand-new-action-adventure/#respond Fri, 21 Mar 2025 19:39:36 +0000 https://gameshappy.com/rune-factory-guardians-of-azuma-preview-building-a-new-action-adventure/


The Rune Manufacturing facility sequence has loved an extended life since its debut again in 2006. Now that we’re practically 20 years faraway from its origins on Nintendo DS, it’s time for a brand new entry utilizing the present era of expertise and a marked evolution for the franchise. To that finish, the oldsters at Marvelous are gearing as much as launch Rune Manufacturing facility: Guardians of Azuma on Might 30 for Nintendo Swap and PC. It’s an all-new journey, this time going down within the jap nation of Azuma – a beforehand unexplored location within the Rune Manufacturing facility mythos.

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Not too long ago, we had an opportunity to go hands-on with Guardians of Azuma for ourselves, getting a primary style of a number of new additions to the sequence together with village constructing, new skills and weapons, in addition to an up to date romance system.


Guardians of Azuma kicks off with a deal with its twin feminine and male protagonists – Kaguya and Subaru – one in all which you’ll choose during play, whereas the opposite will stay throughout the story in a significant function. Whereas we didn’t get to discover from the start of the sport, we began with a breakdown of the most important parts gamers will encounter all through the story – the principle tentpoles of the gameplay loop.

The primary of those lies within the farming and village-building parts. While minding the farm has all the time been central to Rune Manufacturing facility, the addition of extra elaborate village constructing is new and provides one other layer to the simulation expertise by increasing it past easy useful resource administration.

Throughout the demo, we took half in one of many 4 seasonal villages, referred to as the Autumn Village, to boost a village from the bottom up – because it had been. The way in which this works largely depends on the quantity of land out there, and you’ll clear the trail of rocks and different particles utilizing instruments your character has available too.


As soon as that’s executed, you possibly can pull up the Village Builder Mode on the press of a button, and from there, choose what you wish to place throughout the squares framed on the map. From the choices out there, we might have put down a pathway, or a river, however for the sake of this demo, we wished to arrange a Carpenter to assist create much more buildings and decorations afterward.

With the constructing positioned, the following step is staffing it, which is achieved by going to the principle menu and choosing the suitable Villager, who then could be assigned a job primarily based on pre-existing Qualities like Interest Woodworker. From there, you possibly can assemble these buildings and decorations by talking with the individual you’ve positioned – simply be aware that every thing prices gold and supplies to make, that are listed apart every merchandise.

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Throughout this section, we additionally performed round a bit with particular weapons referred to as Sacred Treasures. These are extra than simply the everyday sword; all of them have distinctive skills that can be utilized each in fight and within the constructing side of Guardians of Azuma. For instance, pulling out the Sacred Fan can assist dispel cursed ruins throughout the village. There’s additionally a Sacred Drum that may velocity up crop progress must you be pressed for time, and the equally helpful Sacred Sword that may harvest an entire lot suddenly.

What’s notably spectacular is how intuitive all of those instruments are to make use of, they usually all come collectively to make the life simulation a part of Guardians of Azuma an inevitable time-sink.


From there, we took a take a look at Guardians of Azuma’s motion fight system the place we jumped to an space alongside the coast and confirmed off among the selection discovered within the sport, together with a dungeon. 

Like a whole lot of up to date RPGs, battles in Guardians of Azuma happen in real-time within the open subject – that means, there isn’t any battle transition, and enemies can assault on sight. In equal measure, the protagonist can instantly struggle again, together with the CPU-based get together characters.

Regular assaults are mapped to a single button and could be swapped between two outfitted weapons (corresponding to a set of bow and arrows or a dagger) at a time. The protagonist may also use their outfitted Sacred Treasure, such because the Sacred Sword to deal excessive injury for a small value.

As a result of our character is an Earth Dancer, they’ve distinctive skills that may be pulled off throughout robust battles utilizing these Sacred Treasures to set off a particular assault. It’s all very fast-paced, and from the bit we noticed, it does appear to be Guardians of Azuma will enable a wholesome number of gameplay types relying on the weapons you wish to play with.


The final a part of Guardians of Azuma we had been in a position to expertise was the sport’s all-important romance system. A big a part of the day by day life side consists of furthering relationships with each female and male characters, and there’s no actual restrict to any of the eligible romance candidates – together with the opposite protagonist you didn’t play as. 

The characters you possibly can actively quest with are marked on the map, and by occurring dates with them, or interacting basically, you possibly can delve into longer scenes that flesh out their tales. Constructing some of these relationships can go additional by chatting with them, giving presents, and partaking of their favourite actions. 

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What we performed solely represents the floor of Rune Manufacturing facility: Guardians of Azuma, however it’s a promising begin. The cel-shaded graphics, full voice-over, and breadth of gameplay make this one to look at heading into the center of the 12 months. Whereas we didn’t get to expertise a lot of the story, it’s clear Marvelous is placing forth loads of effort and there’s little doubt each Rune Manufacturing facility and simulation RPG followers alike can have one thing new to get pleasure from when the sport drops in only a few quick months.

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