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The Noblechairs Legend TX is a high-end fabric chair that offers a wide range of adjustable features, making it a top choice for those seeking both comfort and customization

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The Noblechairs Legend TX is a high-end fabric chair that offers a wide range of adjustable features, making it a top choice for those seeking both comfort and customization

I made the transition to a standing desk in 2015. I was definitely drawn to this widely accepted fad, which aims to cut down on the amount of time you spend sitting. Even though I had bought a stool that I occasionally used, my work arrangement was still more for ergonomics than relaxation. Because of this, I was never comfortable sitting in front of my PC; instead, I preferred to curl up in a far more comfy chair in front of my TV to play a game. As a result, I essentially stopped being involved in the PC gaming community.

But last year, after upgrading my PC, I began to think about switching things up. This coincided with my chance to review the Noblechairs Legend TX gaming chair. Although I didn’t really picture myself doing this, I decided to give it a go because the time was ideal. It turns out that I made the right decision, and my PC gaming experience has improved significantly since I made the move to a higher-quality chair.

Prior to delving into the reasons for the disparity, let’s discuss features. All of the parts were carefully packaged and the chair came in a sizable, heavy container. I used the given tools and followed the instructions to piece it together in about 20 minutes. With the instructions outlining the process in a clear and readable manner, the setup process is really easy. (In this particular sector, well-known businesses typically do noticeably better than their unbranded counterparts, which frequently provide unclear or erroneous instructions.) One thing to keep in mind is that in order to utilize the tilting mechanism, a little bolt must be removed. Pay close attention to this since you won’t be able to lean back without taking care of it first.

After finishing, I moved the chair in front of my computer and sat down. Like with any new desk chair, I started experimenting right away with all of the functions and adjustments—and there are a lot of them. The chair’s tilt, backrest angle, and base height may all be changed. Locking it in place is also an option. With the lumbar adjustments on the backrest and the incredibly flexible arm rests with a wide range of motion, you may precisely choose a configuration that suits your setup.

I’m sure all of these features are typical for gaming or high-end office chairs, but even while I’m finicky about these things, the amount of adjustable granularity offered here pleased me. After adjusting my desk to the proper height, I felt far more at ease than I had previously. My prior, less expensive office chair frequently caused me to feel uncomfortable if used for an extended period of time, which is one of the reasons I decided to make the transition in the first place to a standing desk. The fact that the Legend TX hasn’t yet caused any of these issues truly surprised me, which is a major accomplishment and illustrates the breadth of ergonomic solutions available.

The softly textured Anthracite gray fabric covering the chair I received for evaluation feels fantastic, but if you’d like, the chair is also available in fake leather for a higher price (up to £460 for the faux leather variants against £420 for the fabric TX).

The fabric model has not clearly shown any signs of wear after three months of use. Naturally, this is what you would anticipate, but I’ve had terrible luck in the past with inexpensive synthetic leather computer chairs that developed problems quickly. Above all, the fabric is relatively comfortable and breathable, which may make this kind of chair a better option than faux-leather in hot and humid areas.

And then there’s the layout. Up until now, I had mainly avoided self-described “gaming chairs” because of their sometimes flashy design language and ridiculous color schemes. Thankfully, the Legend TX completely avoids this issue because to its stylish, minimalist matte gray appearance, which looks perfectly at home in an office. The head rest’s shapes may, I think, give it a little gaming feel, but the overall style is elegant and simple.

After using this chair for three months, I can declare with confidence that I’m a fan. Even though I still occasionally rise up during the day to avoid sitting down for extended periods of time, having a comfortable chair at hand has allowed me to play PC games in front of my display for longer periods of time than I did in the previous three years put together. I finished Titanfall 2 and Halo Infinite, played through Need for Speed Unbound, and played The Witcher 3 for the first time, among many other games. I have been playing PC games nonstop.

Therefore, even if you work from a standing desk, it makes sense to invest in a chair that you can sit comfortably in if you also spend a lot of time at your computer. It merely has to have the structure and adjustability choices required to ensure that you’re sitting in an ergonomic manner. This specific type is excellent, but it’s not necessary.

Consider both office and gaming chairs since they may both work well in this situation. Look for a chair that suits your body type, has enough adjustability, and is supported by positive reviews. Based on our research, we offer a few suggestions for gaming chairs, including models from companies like Herman Miller, Ikea, and Corsair.

For instance, the Corsair TC200 is a nice, less expensive cloth substitute for the Legend TX with a simpler design, while the Noblechairs Hero and Razer Iskur both include inbuilt, adjustable lumbar support, making them an excellent choice in addition to the Legend TX for those with terrible backs. Additionally, if you like the style of an office chair, the Herman Miller Embody and Ikea Markus are excellent choices that fall at different price points; in terms of ergonomics, you usually get what you pay for.

Spend money on what keeps you off the ground, as they say. In my opinion, chairs fall under this category along with mattresses, shoes, and tires.

The review of Like A Dragon: Ishin! highlights it as a combination of Yakuza’s best moments and a slightly outdated remake

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The review of Like A Dragon: Ishin! highlights it as a combination of Yakuza’s best moments and a slightly outdated remake

Under its historical clothing, the long-overdue samurai spin-off is a classic Yakuza, but it’s also a lackluster current-gen version.
Like a Dragon: Ishin seems like the next natural step ahead after Ryu Ga Gotoku Studio completely rewrote the series’ concept with Yakuza: Like a Dragon, offering us an open world, turn-based JRPG with a new protagonist in a new setting. It does, after all, take the previous game’s subtitle (which is a direct translation of the game’s Japanese title), give us another new setting, and replace the exclusive Dragon Engine with Unreal, just like a growing number of games made by Japanese creators. In actuality, though, it’s a matter of looking back and granting a nearly ten-year-old wish among Western fans.

Ishin, which was first released in 2014 on the PS3 and PS4, is set in the turbulent Bakumatsu period of 1860s Japan, during the last years of the ruling Shogunate. Despite its unique historical details and niche status, it was always thought unlikely that Ishin would ever be localized for audiences outside of Japan. However, if a samurai game could ever resonate with Western players, it would undoubtedly be one that takes place at the time when Japan started dealing with the West and put an end to its protracted era of isolation.

This is also just as excellent an entrance point for newbies as Yakuza 0, even though it’s set in 19th-century Kyoto (known as Kyo) as opposed to the typical urban roughness of modern Tokyo. This is mostly because all the characters from the series are still there—they just go by various identities and are basically playing different parts in a costume drama—so you don’t really need to know anything about their past.

Though it’s not only longtime protagonist Kiryu as warrior and historical hero Sakomoto Ryoma (following the Japanese practice where the given name follows after the family name), longtime fans may still enjoy what’s effectively a greatest hits list. The likenesses of some characters who debuted in entries released after Ishin’s first release are among the familiar faces that reappear from almost every mainstream installment.

Ishin is a return to real-time fighting, unlike Like a Dragon’s turn-based combat. However, Ryoma is armed with both a pistol and katana, or both at once, and you may switch between each fighting style with a tap of the d-pad. Even though you’ll typically find your enemies alive and grovelling at your feet afterward, there’s an odd dissonance in taking on the role of Kiryu, a stoic protagonist who canonically doesn’t kill but routinely runs his blade through hundreds of street ruffians and spills buckets of blood.

Even if you can stop the blood from flowing, it’s unfortunate that using your hands to block attacks isn’t as effective as using weapons, especially because you may manufacture or obtain stronger weapons at the smithy or throughout the game. You will acquire soul orbs after more encounters, and these orbs may be utilized to open skill trees that provide you longer attack combinations and special Heat moves. The more violent and dramatic takedowns in the game come from these contextual assaults, which must be used by filling up a circular Heat gauge. My favorite part is when Ryoma easily wins a battle by throwing his opponent into the water if they are on a riverbank. Even so, boss battles are still a tediously squishy experience, with a few that you should lower the level for. It is particularly depressing to use your gauge on Heat techniques just to have them deal insignificantly little damage.

Even though ronin attack you on the street frequently, you have to intervene and discipline them when you witness them committing mischief. Similar to this, the most interesting parts of Ishin originate from alternative diversions that force you to look into them after they catch your eye. It also helps that engaging in additional side activities earns you Virtue, which you can use to unlock benefits like enhanced running endurance or enhancements to the whole agricultural simulation mini-game. A quest where a horny lady asks for incredibly phallic-shaped veggies manages to be both silly and repetitive at the same time. Other quests are more routine and involve you bonding with NPCs by providing them desired items each time you walk by. Side missions that offer a peek into the socio-political changes of the Bakumatsu period are more fascinating.

In one subplot, Ryoma comes onto a form of anarchic street dance with the chant “Ee ja nai ka,” which was frequently associated with social and political protest but was also a pretext used by nefarious individuals to incite mob violence. Even though the “black ships” on Japan’s doorstep compelled the country to open up at this time, we also see Western characters who are sincerely trying to have a cultural exchange with the Japanese but are met by xenophobic radicals. The ponderous exchanges of political intrigue in the main tale pale in comparison to these smaller, more intimate episodes in capturing the spirit of the times. In addition to having Kiryu’s face, Ryoma is an idealist who wants to end Japan’s feudal class system. However, her passion is sometimes obscured by the main story’s propensity to make us watch drawn-out cutscenes that explain what actually happened, what happened just now, or what will happen next.

But Ishin isn’t supposed to be a history lesson, as the disclaimer states at the outset. Even while it has no qualms about fusing the settings to match the well-worn Yakuza narrative pattern of double-crossings and secret identities, certain sequences are based on actual happenings or events. Interestingly, our Kiryu double is really playing two historical characters: Saito Hajime, captain of the Shinsengumi, the Bakufu’s fearsome paramilitary, and Ryoma the revolutionary. Here, the former is assuming the identity of the latter.

Even the localization team chose a more contemporary translation, though it was striking to me that very early on an NPC greets Ryoma with, “It’s been a minute.” More bizarrely, you’ll also find 19th century versions of real-life modern businesses like Don Quijote and Watami that have featured in the mainline games. Meanwhile, you can still belt out ‘Baka Mitai’ on stage at a singing bar’s rhythm-based mini-game even a century after karaoke’s invention.

While these kinds of anachronisms may come across as a little off-putting to some, I think they are more justified and genuine coming from RGG, a Japanese studio that created Ishin primarily as a Yakuza/Like a Dragon game for the Japanese market, as opposed to a game about Japan that has been culturally idealized for a worldwide audience. It’s interesting to note that there is a cinematic filter that doesn’t try to imitate Kurosawa’s works.

Ishin does fall short in that it isn’t nearly as good as other remakes of the current generation that we have seen. Although the game was completely redone using Unreal Engine 4, it appears that the designers stuck to the original’s architectural blueprint, with loading screens dividing rooms and surrounding areas and NPCs still having the ungainly, late-PS3 marionette appearance and motion. As a result, this remake is more akin to Kiwami 1 than Kiwami 2. Naturally, those two games were still vast improvements over their PS2 counterparts, but Ishin, which is now available on the PS4, appears to be more of a remaster than a remake. Some characters outside of story cinematics are occasionally badly lit, which may be due to the team’s lack of Unreal expertise. I also came across some accidentally humorous errors where foes were abruptly frozen in midair during a fight, or NPCs sticking in the surroundings.

It’s possible that Japanese gamers may find it more difficult to decide whether this remake is worth the money, but for Western fans who have been waiting almost 10 years for Ishin, simply being able to play this fully localized samurai spin-off is enough. There’s a persistent feeling that there could have been more, though, despite the lengthy wait.

An in-depth analysis of the Audeze Euclid: a review of its planar magnetic in-ear design, tested for gaming and beyond

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An in-depth analysis of the Audeze Euclid: a review of its planar magnetic in-ear design, tested for gaming and beyond

The Euclid in-ear planar magnetic headphones from Audeze are amazing. And they had better be, for $1299/£1099. While these are meant to be the best in-ear headphones available for music and similar purposes, since this is Digital Foundry, we have concentrated our testing on how well they function in games. Is the high cost of in-ear headphones ever justified for this use, and are there any more affordable options that might be worthwhile to look into?

We’ll give you that information shortly, but first, let’s clarify who Audeze is. Although this Californian manufacturer isn’t as well-known in the gaming world as Corsairs or Razers, it has a solid reputation for producing gaming headsets and planar magnetic headphones with excellent sound quality that match their high price tags. In fact, we consider Audeze’s Penrose and LCD-GX to be among the finest in their respective categories. The LCD-GX is an ultra-premium audiophile headset that might also be used for gaming, a description that is more in line with the nature of the Euclid in-ears. The Penrose, Penrose X, and HyperX-branded Cloud Orbit S are full-fat gaming headsets that support contemporary consoles and PCs.

Even so, I wasn’t quite ready for the Euclid—it’s one thing to put on a large, comfortable over-ear headset and enjoy excellent sound; it’s another to have the same technology condensed into a tiny enough size to go in your ears.

How this is feasible without requiring significant sacrifices is unclear. I may be mistaken, but this engineering is quite remarkable. With an 18mm planar magnetic transducer complete with magnets and a waveguide, the comparatively small in-ears manage an amazing feat of miniaturization without sacrificing much in the way of music quality. You won’t get nearly the soundstage or immersion factor of open-back and/or on-ear headphones with this closed-back in-ear design, but you do get some of the bass response, precision, and sound staging that set planar magnetic headphones apart from dynamic headphones.

With so many tips available in different sizes and materials (such as silicone and foam), you can be sure to find a combination that fits the shape of your ear canals and pinnae. The Euclid in-ears are quite pleasant to wear. My left ear was significantly larger than my right, but thankfully this could be readily adjusted.

You receive a choice of detachable MMCX cables that terminate in 4.4mm balanced or 3.5mm unbalanced connectors to connect these in-ears to your PC, console, or other device. I decided to connect the 3.5mm end to a Sound Blaster X1 USB DAC/AMP, which worked perfectly well for pushing the 12-ohm in-ears to comfortable volumes. However, it is probably on the lower end of DAC/AMPs you would want to use with the Euclid; I’m sure that utilizing a high-end tube amp, for example, would yield even more amazing results. You shouldn’t be concerned about utilizing them with laptops, cellphones, or integrated sound cards, but, if the situation calls for it, given this degree of obstruction.

It’s interesting to note that the Euclids can also be used wirelessly, but I’m not sure this should be the main application for in-ear headphones at this price point. This is accomplished via a cable that has an inbuilt Bluetooth receiver; nevertheless, even with AptX HD compatibility, the in-ears’ wireless sound characteristic isn’t exactly the same. Eight hours is a respectable amount of battery life, although it requires Micro USB charging, which is not ideal in 2023 but is something you can get around.

The Euclid comes in a lovely transparent plastic box in the shape of a Pelican that holds the in-ear headphones and all of its attachments. However, the Bluetooth adapter needs to be folded slightly in order to fit inside. Compared to the little cases we’re used to for in-ear headphones that resemble AirPods, this is obviously overkill, although I suppose you would want extra protection for headphones that are substantially more expensive. I worry that the box is so large that it should be avoided completely, thus it would also make sense to have a smaller hard case in place of the straightforward soft fabric bag.

Are these IEMs priced fairly, then? For the vast majority of people, the answer is no. For £165, you can purchase the dynamic Antlion Kimura Duo IEM with an integrated microphone and a comparable sound profile. With that additional £1000, you could use it for something more essential, like a whole gaming PC. A month’s supply of power and gas, if you’re lucky?

But if money isn’t an issue, the Euclid is something to think about. With their amazing technical precision and improved low-end performance, these in-ears far outperform anything I’ve used in this category. I’ll let more knowledgeable audiophiles than me discuss the specifics of their quality, but let me just say that these in-ears sound fantastic; whether you use them right out of the box or after carefully adjusting the EQ to bring out the best quality, listening to music with them is a life-changing experience. The same technical qualities also enhance game audio and soundtracks.

So, how does it feel to use upscale in-ear headphones for work and gaming, such as the Euclid? I put them to use for Zoom meetings, intense Counter-Strike battles, and a more laid-back Fire Emblem Engage playthrough to find out.

The first issue that jumps out at me from my notes is how hard it is to insert and remove these IEMs. I had to really get the hang of inserting each side into my ear, turning it into position, and looping the cord above my ear, even though the fit is rather natural. This meant that I fumbled with the IEMs for the first thirty seconds of Zoom meetings, or Counter-Strike matches, which made everyone feel uncomfortable. Compared to in-ear wireless headphones, it’s much more of a song and dance, and adding Bluetooth to the mix makes things even slower.

But once the Euclid were in place, I discovered that they were very comfortable. They made it easy for me to block out extraneous sounds and concentrate on my work. This wasn’t the best for hearing the postman knock on the door, but it was wonderful for productivity and for picking up on little sounds in competitive games. My ears didn’t get too uncomfortable until after using the in-ears for a few hours, but this is normal for me when I wear them—I believe I can use them for no more than four hours.

The Euclid’s very neutral, non-fatiguing sound character and incredibly well-developed bass end make them ideal for gaming. In competitive shooters, where I didn’t have as much time to enjoy them, I found that they worked better for single-player games where I was fully immersed in the action. Nevertheless, you still gain from being able to pick up plenty of detail in both situations, whether it’s individual soundtrack instruments or enemies that are flanking you. Naturally, from a competitive standpoint, a headphone designed to emphasize treble in a more noticeable (and unnatural) approach would probably be preferable; the Fnatic React is an excellent example of this.

Hence, if you’re thinking about getting the Euclid, I’d advise starting with a much less expensive IEM first. The Antlion Audio Kimura Duo, which I previously mentioned, is about £1000 less expensive at ~£150 and offers a very similar experience in terms of usability, if not pure audio quality. It also has a useful attached microphone in case you need it. For gaming in particular, this makes it a far better value choice. However, the Euclid are amazing if you’re looking for something that pushes the boundaries of audiophilia in a comparable physical factor.

All I can ask is that Audeze’s planar magnetic technology finds its way into more affordable in-ear headphones; for approximately £300, they may be a very good substitute for expensive over-ear headphones for people who prefer immersion over a larger soundstage. Even if they’re far too costly to suggest, the Euclid at least serve as a superb benchmark for in-ear audio quality in the here and now.

A VR enthusiast’s ultimate dream: a review of PSVR2

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A VR enthusiast’s ultimate dream: a review of PSVR2

Now, here’s the situation. It might be challenging to satisfy everyone while evaluating a VR headset, such as the PlayStation VR 2, because there are so many things to take into account. With his excellent assessment of Digital Foundry, I believe John Linneman will satisfy both tech enthusiasts and seasoned VR users. Since I anticipate a good number of new users will be joining the fold at launch, I will also discuss the headset’s user experience for novices. However, I will mostly be contrasting the PSVR2 experience with that of the first PSVR, a headset that I am well acquainted with, for this review. Most of the folks who have pre-ordered the PSVR2 are probably former PSVR users. But more significantly, they will also be the ones who are most likely to be aware of all the technological improvements and breakthroughs that Sony has achieved since its initial VR game generation.

The first innovation is easily seen in the PSVR2’s inside packaging, which now serves as a stylish storage case for your controllers and headset while not in use. It’s a neat, straightforward concept, but when I and a few other testers opened the headset last week, we were surprised to see that the storage box’s flip-top lid lacks a catch. This implies that if you flip the box over, it will effortlessly spring open by itself, dropping your new headset onto the ground. When you’re unpacking yours, please keep this in mind since mine just dropped about an inch and was alright.

It’s time to set up your PSVR2 when it has been securely removed and gravity is no longer a menace. When compared to the previous PSVR setup, this method is remarkably straightforward and efficient. One straightforward, light-weight, 4.5-meter cable powers the PSVR2, and it connects to the console directly via USB-C. Compared to other wired headsets I’ve used, this one is incredibly convenient and is the epitome of plug and play.

Upon turning on the PSVR2 headset for the first time, a brief setup procedure will ask you to complete. This process enables you to quickly and simply calibrate the headset to your unique room and face shape. A few entertaining tiny setup panels that assist to illustrate the headset’s new functions add some excitement to an otherwise very basic procedure. You may simply rotate a little wheel on top of the headset to change the IPD (interpupillary distance, or the distance between your pupils), for example, until the digital representations of your eyes on screen fall into the center of two circles, which represent the headset’s lenses. That’s how simple it is.

All you then have to do is track a few dots on the screen with your eyes to calibrate the eye tracking on the headsets. After just a few minutes, you can check the precision of the calibration on a charming small screen with cartoon representations of your eyes surrounded by dots. It’s a lot of fun to bounce your eyes about and create up some small melodies as you go since each dot you glance at plays a little musical note. Another entertaining feature is that the PSVR2 reflects your blinks to the on-screen images based on the eye tracking system in place, allowing you to wink at yourself incessantly. It’s just a very lovely touch that gives the proceedings a little sparkle a la Astrobot.

The PSVR2’s See-through mode is another slick new setup feature that makes it incredibly simple to set up your play area for room-scale VR. By pushing a button on the bottom of the visor, you can quickly see the outside world in black and white when you’re in see-through mode. It’s not the greatest image, but it allows you to grab a coffee cup without worrying that it would fall to the ground, and as you’re setting it up, it looks around the area to find open space and impediments. since you see your room being scanned in front of you, it feels incredibly futuristic, but it also seems like it’s more for show than anything else, since I didn’t always get really precise findings. Fortunately, you can then use your sense controllers to rearrange the play area by redrawing or removing sections as appropriate.

It is not required to calibrate the Sense Controllers in this way. These Move Controllers are ready to use right out of the box, unlike the PSVR Move Controllers, which required calibration by holding them up to the PSVR camera. Once the headset is turned on and adjusted, all you have to do is hit the PS button to couple them. It’s that simple, really.

After using the PSVR2 for a considerable amount of time, I can confidently state that it’s the most comfortable VR headset I’ve ever worn. The rubber cushions and the simple headset tightening dial allow you to have the headset tightly fitted without experiencing extreme pressure. The halo band around the top of the headset distributes the pressure around your skull, preventing the visor from dragging down on your face like the Quest 2 does. Having said that, prolonged playtime did cause some pressure marks to appear on my forehead and nasal bridge, albeit they were not nearly as severe as the deep skin ridges I would have from the Quest. I played for about five hours straight at its longest without getting tired or hot from the headphones. Additionally, a thin rubber shield that rests against your face blocks out most light leakage from the outside. This is good news for those who wear glasses because I tested the headset while wearing a pair and had plenty of room to wear them comfortably without taking away from the experience.

Nor is the contentious PSVR2 to PS5 connection all that bothersome. I played sitting most of the time and never noticed the cable, which is understandable given that some people have problems with the unit’s lack of wireless capabilities. It’s practically weightless, and because of its length, you can use it for VR in a room without any problems. This cable is completely little in comparison to the Spaghetti Junction of wires from the original PSVR.

When compared to the Moves of the past, these objects represent a significant advancement in terms of sense controllers. They are really well-fitting into my hands ergonomically, with well-placed buttons and superb construction quality. Moreover, they are really light, which is fantastic for something you’ll be holding with your arms outstretched for extended periods of time. The grip buttons on the side lie far too flush with the handle, which is my sole complaint—and it’s a pretty significant one. This was probably done to reduce the number of unintentional button pushes, but it also meant that I had to squeeze them quite firmly to make them work.

My index fingers became really strained as a result, and I also felt very awkward handling objects like the blasters in Star Wars: Tales from the Galaxy. I used to frequently lose items on the floor without realizing it because I would unintentionally relax my grasp, which became rather annoying. Fortunately, for mischievous people like me, the wrist straps can be taken off.

Regarding the duration of the battery in the Sense Controllers, I was able to play Horizon Call of the Mountain for 4.5 hours prior to receiving a low battery alert. Having said that, after around 3.5 hours of play, it seemed like the controller tracking began to suffer and became less accurate—not much, just occasional drift. It is obviously not quite as severe as what you could have encountered with the Moves, even during their full charging cycle.

A set of in-ear stereo headphones that slide neatly into the PSVR2’s halo band are also included with the headset. The ability to keep the earbuds in the tiny triangular slots on the PSVR2’s sides is a thoughtful feature, and the audio quality of these is surprisingly good. That being said, using a separate set of wireless headphones is still the ideal way to enjoy audio. Sony’s Pulse 3D Wireless Headphones fit wonderfully and provided me with greater overall audio quality when I checked it out.

Regarding the PSVR2 experience itself, the difference in visual quality between the 1080p resolution of the original PSVR and the 4K HDR OLED display on the PSVR2 is just astounding. The hazy, murky images of the past are replaced with vivid, bright colors, striking contrasts, and an incredibly sharp image that brings even far-off things to life. This is aptly illustrated by the vistas from the summits of Horizon Call of the Mountain. Its images are far superior to anything the PSVR could provide, and I cannot emphasize this enough. If you’ve never experienced high-end PC VR gaming before, the quality will astound you.

It’s not that the pixels in the display aren’t visible at times; they’re just not as obvious as they were on the PSVR. They stand out the most in brighter photographs, such as Horizon’s vivid blue sky, but other than that, I never saw them—especially in detailed images. However, field of view is one area where the headset falls short. Since it’s only around 10 degrees higher than the original PSVR, you may still see the black rings at the periphery of your field of vision, or “binocular vision” effect. Again, though, you really won’t see it until you actively seek it out. When I got really into a game, I completely forgot they were there.

Although I’ve previously discussed tracking a few times, I must emphasize how significant the generational divide is in this instance. The tracking of your headset and controllers on the PSVR was done by means of a mounted camera and some colored LEDs, which resulted in a great deal of inaccuracy and irritation. Inside-out tracking on the PSVR2, which has four cameras placed on the headset in addition to motion and proximity sensors, has made it such that you can forget about stumbling over on-screen objects and experiencing uncomfortable controller drifts when you extend your arms too far. It’s not perfect; occasionally, reaching too low seems like the headset is having trouble tracking your hands, and I lost tracking of one of my controllers for a brief while when I slipped it below the arm of the chair I was sitting on. Other than that, though, everything worked flawlessly. It was easy to reach behind my head and draw arrows from my shoulder, and best of all, I could play games with my back to the camera, which meant I could face whatever way I chose.

The headset haptics, which are also new to the PSVR2, certainly enhance the experience a little bit more without being very remarkable. It changes depending on the game, much like the haptics of the DuelSense controller. For example, when a T-Rex passes by in Jurassic World Aftermath, you get shaken off, while in Horizon, they’re used more gently. It’s entertaining the first few times it occurs, but eventually you start to forget it exists. Similar circumstances apply to the haptics that the Sense Controllers also feature. The adaptable triggers, which can be utilized to simulate things like trigger pulls and engine rpm, really struck me more than the DualSense controllers. Again, this varies between games, but in After the Fall, they felt very amazing, giving the firearms I was holding a particularly realistic sensation. In any case, their inclusion here is a significant improvement in terms of immersion after their absence from the Move Controllers.

Of course, eye tracking—which employs an infrared camera to precisely monitor your eyes within the headset—is the last major new feature for the PSVR2. Numerous new features are added as a result, such foveated rendering, which enables the games to depict regions you’re directly looking at in greater detail than parts you’re not. Additionally, it allows game creators to include eye tracking directly into their creations; I tested this in the Horizon Call of the Mountain menus. I was able to choose the menu item I wanted by only gazing at it and pushing the X button with just my eyes and my thumb. It was a bit of a novelty given that switching weapons quickly or implementing other creative concepts could be accomplished with a single thumbstick press, but it functioned well and was enjoyable. (For instance, there’s a scene in Supermassive’s Dark Pictures follow-up to Rush of Blood, Switchback VR, when creatures only move when you blink in real life. That sounds rather scary to me!)

Similar to the original PSVR, you can use the headset to play flat-screen games or view movies, but there isn’t really a “theater mode” per se. On a large virtual screen with a simple black backdrop, all you have to do is watch movies or play flat games. I put this to the ultimate test by playing a little bit of Dark Souls 2 and watching the opening of All Quiet on the Western Front on Netflix. Both games and the images performed exactly as well as they would have in the PSVR, with the important difference being that the images had better resolution this time around and there was none of the screen drift I had experienced with the first headset.

Lastly, and maybe most crucially, is the PSVR2 worth Sony’s absurdly high asking price, particularly given these difficult times? That will always depend on your own situation, but those who have previously experimented with the medium and have extra money to spend will be overjoyed—even more so if they are switching from an original PSVR. Utilizing the PSVR2 after having a PSVR feels like a real generational jump, on par with playing Mario 64 for the first time. This headgear greatly enhances the immersiveness and quality of VR experiences on the PlayStation.

There are also a ton of launch games to enjoy, some of which, such as Horizon Call of the Mountain, have breathtaking graphics. Gran Turismo 7 and No Man’s Sky have great expectations for me with the PSVR2, but I haven’t had the opportunity to play them yet. Even while there are plenty of games to choose from, there don’t seem to be many large, noteworthy launch titles that would be considered system sellers. Alyx, without Astrobot or Half-Life. Hell, this one doesn’t even come with a demo CD in the vein of PlayStation Worlds. It’s unfortunate because I adore the hardware itself.

Tested games at the time of review writing:

Horizon Call of the Mountain was a fantastic PS VR2 debut, but its over emphasis on climbing gameplay held it down in certain ways. See my whole review of Horizon Call of the Mountain here.

The Jurassic World Aftermath Collection begins agonizingly slowly and gradually develops into something that is similar to Alien Isolation. This one really kicks up the headset haptics, and in the first scene when a T-Rex approaches you, its footfall are so massive that they practically cause your skull to tremble. This one had very little interactive elements, so at first I was rather bored with it. However, despite the cel-shaded artwork, it turned out to be really disturbing.

The Moss Even though I’ve played this game on a few other platforms, this is by far the finest version so far. Through the PSVR2, the narrative world that you and your mouse friend Quill live in is incredibly beautiful. The Sense Controllers make it much simpler to lean into the environment and interact with the surroundings than it was with the DualShock 4’s lightbar in the original PSVR edition. The colors are vibrant and the detail is clear, even from a distance.

WHAT THE BAT? – I’ve been unable to test this one out because of space constraints in my VR Corner, which is unfortunate because it seems like a lot of fun. This is a waste of time unless you can draw a 2 × 2 m playspace in your house. WHAT THE BAT? as the game wouldn’t even launch in my room, where I can hardly manage 1 m x 1 m.

One of the most lifelike-looking VR games I’ve ever played is Kayak VR: Mirage. I was kayaking across the Arctic at one point when I saw something that vaguely resembled an orca swim beneath me. I was so amazed that I forgot it wasn’t real life. As it glided through the water beneath my kayak, I experienced a sensation of almost primitive terror in my chest. It’ll blow your mind several times in the first few hours of play, but there’s not a lot to do other paddling and sightseeing. For those who have never used virtual reality before, the ‘Tour’ mode is an ideal way to get a taste of what the PSVR2’s graphics are capable of.

Style – The graphics of this survival role-playing game with a tabletop theme that I had previously played on the Rift S were definitely better on the PSVR2. As this game is double-hard, exactly like the PC version, I have only been able to test it out in single player mode, and I didn’t go very far. Though I would have loved some sort of stick movement, it’s still a lot of fun with friends and the control mechanism that uses your body motions to move around works great with the Sense Controllers.

The enhanced edition of Star Wars: Tales from the Galaxy’s Edge Star Wars: Tales from the Galaxy’s Edge – Enhanced Edition manages to capture the essence of the original film, even though its gameplay is fairly simple, particularly when it comes to enemy AI and puzzles. It’s also a lot of fun to shoot blasters at cut and paste enemies, even though their AI isn’t much smarter than Bantha poodoo. Some of the game’s sights are quite breathtaking thanks to the updated 4K HDR graphics, but even in those cases, the game’s simplicity makes it obvious that it was once a Quest game.

Cities VR: Enhanced Edition – I’m not particularly like city builders, and this game didn’t do anything to alter my opinion. The haptics aren’t that noticeable, and the visuals aren’t all that great. Although I’m sure a lot of people will enjoy this game, it doesn’t have the same “wow” impact as the majority of other PSVR2 upgrades.

After the Fall: So far, I’ve only been able to play After the Fall in singleplayer with bots as partners. Other than a minor graphics upgrade and some clever adaptive trigger technology that effectively simulates the feel of a trigger pull, the game plays almost exactly like the PSVR version. It’s fast-paced, chaotic, and occasionally janky, but playing it with friends should be a lot of fun, especially now that the controls are much more precise.

Startenders VR: Unlike Job Simulator, which it obviously imitates, which is a silly, lighthearted office frolic, Startenders VR felt more like working at a real job. Which is to say, tedious and a little labor-intensive to play. It also didn’t particularly highlight the new headset functions, however the more precise tracking will be helpful in completing all of the drink orders.

The review of Company of Heroes 3 highlights its exceptional competence without any major innovation

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The review of Company of Heroes 3 highlights its exceptional competence without any major innovation

Let’s start off by saying that discussing how much fun the parts of a video game where you get to play as Erwin Rommel are can be a little odd, or worse. But this is the peculiar predicament that Company of Heroes 3 places you in. A rather unbelievable game that puts you in the shoes of a Wehrmacht commander and was released the day before the anniversary of the conflict in Ukraine is a war simulation game that manages to be successful in spite of its dubious release date and questionable design. The fact that Company of Heroes 3 has gambled so carefully with its setting and tone contributes significantly to its outstanding quality.

That being said, this is hardly shocking. For a while now, Relic has been the epitome of the RTS (real-time strategy) genre. After Dawn of War 3, which bet much more heavily on providing troops active powers and more clearly defined “lanes” on its multiplayer maps, some people might have been concerned, but they shouldn’t have. A safe-bet sequel, Company of Heroes 3 is a response to the studio’s obvious excitement at the creative possibilities of the first film. It’s a conservative’s dream come true. All of the things you enjoyed about Company of Heroes in the past are back, plus more, and everything is slightly improved. There aren’t many, if any, significant innovations—just tweaking, iteration, and dial tinkering.

However, they are nearly universally successful, with the dials set precisely where you would want them to be: for large explosions, tactical demands, and magnificently recreated sounds; in other words, they are dialed right up to the point just before the last notch on the Realism Scale where you hit the range known as Excess. As a result, real novelty or proper creativity are replaced with an extremely high level of competency. Most of the time.

I have a problem with CoH 3’s Italian Campaign. With CoH 3, there are two single-player elements, which is more than ever (a recurring motif) and maybe more than you’ll ever need. The Italian version is large, even by series standards, a sweeping spectacle that combines the simpler, arcady pleasures of classic Relic games, such as the planetary conquest of Dawn of War: Dark Crusade, with the wonderfully bureaucratic components of the sandbox overworlds you’d find in the Total War games.

On paper, a lot of stuff is excellent. Starting from the point of Italy’s boot, you ascend the country by subduing towns of all sizes, besieging cities for many routes, risking ambush on speedier roadways, or choosing slower routes across the sun-dried hills of the Mediterranean. Meta versions of the troops, weapons, and fuel from CoH’s real fights are the resources to be managed. There are also a range of tactics to use, such as naval bombardment, artillery, and parachutes. You can see Creative Assembly’s combined talent at work; one would assume that the two Sega-published strategy masters are seriously hiring each other. As someone who has long yearned for the return of stomping through maps and dousing them all in your colors, as we did during the Dawn of War era, I was extremely excited for this to succeed.

Its blend of pulpy enjoyment and rigorous strategy, with a sort of no man’s land at the conclusion, is where the troubles lie. Many aspects of the game feel overly simplistic: auto-resolve is only partially implemented in certain engagements, which results in a lot of manual fighting of brief, repetitive skirmishes on the same maps (somewhat abstracted locations try to break things up, but not enough). The fact that they are reused makes sense: Unlike the more generic chunks of land you may encounter in Total War, Company of Heroes maps are by necessity more complex, with strategically placed structures and cover systems. However, in this case, they age quickly. Similar to that, there are a ton of systems here, but you really don’t need to interact with them at all for the most of the campaign—certainly not for the first third. You just need to slowly advance your little men up the spine of the country, healing themselves for virtually nothing every turn (companies’ overworld health also didn’t seem to affect their actual strength in battle, as far as I could tell), until they reach a choke point that may be strong enough for you to use your battleships to launch a few artillery strikes on it before moving on.

The’sandbox’ aspect of things is further limited by the wish, and maybe necessity once more, to present a particular tale of the liberation of Italy and its resistance fighters by US and British forces. In terms of sandboxes, this one is long and narrow, requiring you to begin at one end and end at the other while starting on the same team every time. Whichever option you select, your advance will be dotted with sub-objectives from three factions of allies: an Italian resistance commander, two quarreling US and British generals, and others. These do provide some variation and dynamic. You’re compelled to give in to their demands and make an effort to satisfy all three of them. Usually, this involves making fairly straightforward trade-offs between upsetting and pleasing each other, tied to a loyalty system that advances you through a tree of bonuses based on how satisfied or unsatisfied they are with your choices. However, when you’re trying to, you know, win a war, sometimes this can devolve into a kind of constant badgering. Visit an athletic meet! Preserve the ancient church! As in, extinguish a fire! Go on now! Give me a break!

Having said that, Company of Heroes still has this as a recent addition. Despite the annoyances, engaging in multi-stage, goal-filled missions inspired by actual conflicts is still incredibly fulfilling. The Italian landscapes are a welcome diversion from the usual fare and may appear like a “where’s left in WW2?” choice, but they are exquisitely rendered. Fundamentally, there is still undeniable satisfaction in moving little men over a large map. This place is enjoyable, especially after the easier open hours expire and the resistance gets more varied and fierce. But don’t anticipate the massive replay value or the more endearing schlock of previous games whose main draw was conquest-style adventures.

Remember that this is only a portion of Company of Heroes 3. North African Operation, an eight-mission linear plot that mostly replicates the single-player portions of previous Company of Heroes games, makes up the other half of the single-player experience. This is the one that puts you in the role of Rommel, the well-known “Desert Fox” of the Second World War. Rommel has been romanticized and mythologized in the year following World War II, being shown as a sort of “gentleman general” who is aloof from all that awful Nazi things. However, even in the context of detached, ironic moustache-twizzling and the undeniable fact that humans find a strange kind of fun in playing the virtual villain, role-playing as a man who was known to support, or in some historians’ words “worship” Adolf Hitler for much of the war remains, at best, deeply strange. A “gentlemanly” Nazi is still a Nazi. Rommel, for example, eventually died as a result of a plot to overthrow Adolf Hitler.

Even if the team established this very impossible goal for itself, Relic has at least been wise to assign it. In order to refute the notion that the North African conflict occurred in some sort of civilized vacuum removed from the unpleasantries of the war, the narrative of this portion of the conflict is told from the viewpoint of local civilians in between missions, illustrating the death and destruction among their homes. You will hear the shouts of the British troops as much as your own as you advance. You read letters home from a local man they’ve recruited while the screens load. Rommel and his DAK (Deutsches Afrika Korps) are not idealized, nor is there an overabundance of sanitization or correction. It is given exactly as it was, or rather, as it is, in the context of its whole historical occurrence, as all history ought to be.

Though you can’t help but think that the more vile areas of military history games would still happily hop into their Panzers while ignoring that backdrop. Relic has made an effort to lessen their justification for doing so. However, there is a persistent feeling that a sequence of missions from a certain character’s perspective would always fall back on a type of pity without extra care, regardless of how many heartfeltly rendered cutscenes you put around the borders. Generally speaking, I would argue that it is very acceptable to offer your own critique as a viewer, but this is the weird, hazy space where engaging in active gaming diverges from the passive experience of other media.

The missions themselves are excellent examples; they are dynamic, multi-staged, demanding, and varied. Leading a small force of tanks will give way to retrieving and reusing wrecked vehicles, surviving assaults, pincer movements, and counterattacks. The only probable critique is that such sharp countermeasures and cerebral outflankings have little impact if there isn’t a larger backdrop outside the staged missions; otherwise, you just have to follow orders to complete the goals. It almost makes you want for a hybrid of the two campaigns, in which you navigate an overworld map and may virtually play through the maneuvers before carrying them out. However, it’s actually a minor quibble because the missions are fantastic.

In relation to that, Company of Heroes 3 has included a fantastic feeling of spectacle that flawlessly matches its little adjustments. With sand dunes, desert ruins, bell towers, and captured castles, maps now have a lot more “verticality”—that darling word beloved by developers—because the height of your troops now directly affects sightlines, sight ranges, and cover. Everything is capable of being destroyed by explosion, which fits in pretty well with a campaign centered around blasting objects with tanks. The series’ renowned accuracy in sound design is also a joy, sounding both realistic and flamboyant at the same time—a classic Hollywood meets historical moment that resonates loudly in your ears.

In actuality, CoH 3 is elevated by the same elements that made Company of Heroes the legendary wonderful game that it is. With the exception of the occasional rogue tank, Relic’s long-standing mastery of battlefield context is better than ever. Squads naturally line up outside buildings or hop low walls to neutralize enemy squads (breaching is a new mechanic that is, to be honest, almost gimmicky, as it is essentially the same as just lobbing a grenade into a building as you did before). Compared to other RTS games, it has greater tactical complexity, but it also has more intuitive gameplay as its strategies make sense: avoid running troops over wide highways or, as of late, up blind slopes, and instead target tanks from the side or back. There’s a sort of pre-made logic to every successive layer of complexity that is added, such as more scouting units, light and heavy tanks, structures, and tools for constructing and combating traps.

That being said, be ready for a challenge as usual in multiplayer, where my brief and disastrous attempts at taking on other players online have shown me that CoH 3 has a low entrance barrier but a very, very high skill ceiling. The positive is that there is once again more diversity than before: 14 maps, four factions with three sub-faction “battlegroups” apiece, the most of any series at launch, co-op, and even modability ready to play right away. There is a good deal of tonal similarity, but there is also a wonderful historic texture. I love how special forces from other parts of the world, like the Gurkhas, Australians, and Canadians, or even just different British accents, like cor-blimey-guv and still effing-and-jeffing Welsh, are used to remind us of the Second World War’s global scope, human cost, and intimate moments in between the action.

Again, the end product is a game that is more safer than it is creative, one that mostly builds on the qualities already present—human touches, bombast, an unmatched blend of tactical intricacy and contextual immersion—rather than introducing anything new. Company of Heroes 3 is just Company of Heroes, just better and more abundant. That’s more than sufficient in this instance.

Llamasoft’s latest offering, Akka Arrh, is a captivating and enjoyable experience that is sure to pique your interest

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Llamasoft’s latest offering, Akka Arrh, is a captivating and enjoyable experience that is sure to pique your interest

I’m not sure whether you’ve ever used oil paints, but the idea behind them is straightforward: you can move them about for a very long time. Oils take a very long time to dry, which may be really unpleasant if you’re happy with your work and want to finish it. On the other hand, the upside is fully laden with positivity. When you apply paint on the canvas, you are not committing to anything at all. You may grab a brush and just move that material around for the next several hours or days, blending, reshaping, revising, and entirely altering whatever you touch.

Nevertheless, I believe Jeff Minter and I approach coding differently. That’s part of the reason his games are initially so difficult to grasp, or more accurately, the reason I’ve found them to be so easily misinterpreted. Oh, the Tempest Space Giraffe is back? That’s actually just the way he began using the canvas, though it could have seemed that way at first. Then he began to rearrange things. Then he began rearranging that items. After that, he was revising and rearranging everything to fit his newfound satisfaction. Minter has previously stated that he does not consider his role to be the coding of a predetermined design document. If you look back at his previous games, you’ll see that they always begin with a template, usually an already-existing arcade classic, that is changed by removing all of the paint until a brand-new image appears.

I believe this to be true with Akka Arrh. Perhaps this has never applied to Akka Arrh more than it does now. According to Minter, his newest arcade creation is a tower defense game where the user assumes the role of the tower or a real-time strategy game. Moreover, it was originally intended to be an Atari design that was never entirely realized through to full production. As usual, I made a mistake when I first started playing Akka Arrh. Ah, I remarked, here is Tempest once again, but with a flip. Both the top and the bottom of the well are where you are. Of course, I had forgotten the procedure. The rewriting, the reshaping, the hard job of observing what feels good at any given time.

There is virtually no way to overestimate the benefits of operating in this manner. It takes a while for Akka Arrh to click, at least for me. This is because there isn’t a simple route in here, which is why I was searching for one. (Having said that, I do advise replacing the one-button control with a two-button model.) However, when it occurs, it does so at a whole other level. It makes a deep, subcutaneous click. Even more profound: an exhilaration I sense in my marrow and bones. There is a lot going on in this game; in fact, it has more to consider while playing than any other Minter title since Space Giraffe. And yet, its intricacy is ready to melt away to expose something that feels pure because of the way it gradually changed in Minter’s hands, eyes, and thoughts to reach this current condition. total comprehension. You get into the zone with this game.

God, there’s no way to describe this. In the center of the playing field is a ram’s head tower that you control. The playing area changes from level to level, morphing between floral forms, medieval bosses, and crosses. It also often grows different heights of platform as it progresses, giving you several levels to manage. The pods you have there, which are equivalent to your life energy, are targeted by enemies who aim to take them. Every pod gone? You are gone. But bear with me: you may eliminate a significant number of these adversaries by dropping bombs on them and then trapping them in the shockwave that emerges from the explosion site. Any of these ground adversaries that are struck by the shockwave will naturally perish and unleash further shockwaves.

Link it! The objective is to maintain the combination as it builds. This is how major points are earned! Bombs may be dropped in any number of ways, but they only reset the combination once, so use them carefully. Akka Arrh desires that you exude elegance. To produce an endless bombing wave, one must locate the ideal location, ideal time, and ideal enemy formation.

However, more. More exists. First off, a bomb will only destroy adversaries on the layer it is dropped on while there are many platform tiers in use. And then there are opponents that are not impacted by explosives – did you anticipate this coming? You may blast bullets from your revolving tower in all directions to defeat these adversaries. Did you guess right when we said that adversaries you eliminate during bombings earn you bullets? Thus, while bullets don’t reset your combination, they still need to be used sparingly since they are finite, whereas bombs are endless yet should be utilized carefully because they reset your combo.

Much magic can be made with this design. At the most basic level, there are whole stages that are meant to be solved and finished with a single bomb drop that has infinitely many cascading effects. Although everything appears chaotic, there is really choreography. That is grace. However, Akka Arrh is fantastic because it provides you with both tools and repercussions, while also acknowledging that you will occasionally act in an inelegant manner. Tools include collectible power-ups and fortunate moments where a bullet lands just where it should to spare you from certain death. Consequences such as the terrible feeling you get when you and your pods are surrounded by foes impervious to bombs and you realize you are out of ammunition, that you are completely exposed, and that it is all your own foolish fault.

Mistake. Now, let’s go a little further since the more I play, the more I believe that the core of this game is controlling fault. It’s not only about getting things done; it’s also about realizing all the potential pitfalls and dodging them. Additionally, the game continuously cues you in: if you drop another bomb to break a chain, the game will really kind of boo you. Or at least there’s an empathic grunt from the invisible crowd. Complete a stage, but only with excessive bullet spamming? Failure to hang onto enough of them will cost you. Should there be an incursion into your base, your bonus will vanish. The game is instructing you to shut off these fundamental paths to failure in order to succeed.

If you continue to play, you’ll find new twists, gimmicks, and flashes of brilliant insight that arise from the main concept. With your adversaries being like tennis players and sound effects like a ringing phone and a cat on the piano attempting to get your attention, there’s a surprising lot of Space Giraffe in this game. However, the fundamental rigor that keeps it so replayable is that everything counts in this situation. Various adversary kinds, game levels, and the condition of your varied resources must all be monitored. You also have to learn about Going Downstairs, which is what to do when enemy overrun your tower during those invasions and you have to travel down this ominous tube to clear out your base up close while shooting any foes who have come too near. The terror that comes with having to be in two places at once is both terrible and great. Despite all its flaws, Akka Arrh is an excellent approximation of what it’s like to have your bath running when the doorbell rings.

Everything is presented in a traditional Minternian style, complete with strobing Robotron colors, clever writing that is frequently useful, and sitars and chopped-up audio samples. The entire game gives the impression of being privy to a body’s inner workings, despite its digital abstraction. Basic opponents resemble spike-covered flu viruses, but the swarms of succeeding foes that swim about have an appearance similar to neuroglia. I suppose that the theme of all tower defense games is homeostasis and the immune system, but it’s difficult to avoid thinking that this furious struggle is happening under a microscope.

Is there a vocabulary for what Minter does? Naturally, his games coin their own lingo—in Space Giraffe, for example, you can race bulls and prune flowers—but after a few plays, I find myself reaching for the magnifying glass or finding it difficult to sort among the references to magpies that keep popping up. You know, Robotron again with its swarming, distinct monsters, Every Extend with its widening borders and shackles, and yes, Tempest with that core tube. Protector? Why not, given how it chops up your attention like a sushi maker and, above all, a mysterious quality that I can’t quite identify that makes you feel occasionally as though there is only one way to complete each level, that these areas are actually machines waiting for you to figure out the one correct way to operate them?

To put it all together, cor. Cor, I am aware that I am still learning the ins and outs of Akka Arrh, both in terms of playing it and figuring out what I enjoy most about it. It shouldn’t come as a surprise, as it took me a long time to comprehend Space Giraffe and begin to translate and decipher the joyous silence contained within that 50 MB file. However, isn’t that a component of how these games are created? One advantage of transferring paint. Turner painted in this manner; there’s a great tale of a boy who saw him paint; for a whole morning, the canvas is simply a flurry of color, and then all of a sudden, a sailing ship with intricate rigging appears. It describes Minter as well: a blend of conjecture and increasing decisiveness; in fact, it may also describe the majority of the creative heritage to which Minter belongs. This is a digital Romantic, completely exposed, and there is almost too much to see.

Review of Toaplan Arcade Shoot ‘Em Up Collection Vol.1 – a nostalgic journey through shooting icons of a bygone era

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Review of Toaplan Arcade Shoot ‘Em Up Collection Vol.1 – a nostalgic journey through shooting icons of a bygone era

A respectable modernization of four iconic arcade shooters from a dominant player in the genre captures the essence of the genre’s ascent into bullet hell.
The 10 years that Toaplan spent creating games left a huge legacy. After a string of seminal 2D shooters, the team’s victorious 1993 title Batsugun helped to usher in the bullet hell period. Following Toaplan’s final closure, its former employees founded or assumed prominent roles in other shooting game studios, including Takumi, Gazelle, Raizing/Eighting, and the formidable Cave.

Even with those contributions, Toaplan would probably not be too proud of their most well-known work. Within the European Mega Drive version of their game Zero Wing, the notorious mistranslation ‘all your base are belong to us’ has become a touchstone of popular culture, beyond the boundaries of studio, genre, and even video game medium.

However, several of the studio’s titles have made a comeback in recent years. Developer-publisher M2 has already ported a few Toaplan shooters as part of their ‘ShotTriggers’ series, which has shown to be a consistently strong series. With the addition of vintage gaming expert Bitwave Games, PC gamers may now enjoy Toaplan Arcade Shoot ‘Em Up Collection Vol. 1.

This collection takes you back to a period of four years in the midst of the Japanese studio’s existence, when Toaplan’s team was still figuring out the basics of what would eventually become bullet hell. This implies that there won’t be a lot of bullet clouds or really intricate scoring schemes here. Rather, you get to see how Toaplan’s creators began to push the genre into more exciting new directions and break away from the norm of more conventional shooters between 1987 and 1990.

Delivered as a Steam bundle, and playable individually without needing to save the entire collection, Bitwave’s first Toaplan volume includes the relentless military shooter Twin Cobra, the never-before-ported run ‘n’ gun hybrid Out Zone, the stunningly realized Truxton, and the horizontal scroller Zero Wing, which creates memes.

Fundamentally speaking, the ports are robust and can compete with the pace and functionality of the original arcade games. You’d have to be quite discerning to find a significant difference between Bitwave’s digital version and my beloved arcade PCB version of Running Out Zone. that are the top players that can execute various strategic plays in under one second? They could be more sensitive to little changes than other gamers. With a few oddities in the arrangement of various audio and sprite elements, they are fun ports based on the hardware that is available.

And how are games spreading? Every one has plenty to love.

Truxton’s sci-fi vertical is really well-made, with the original developers obviously investing a great deal of time and effort into it. It has a vibrant, dramatic score, and each credit feels like a unique trip. Here, the pixel graphics is particularly magnificent, given to life by captivating vehicle and environment designs, a wealth of tonal individuality, and an astounding demonstration of what could be achieved with then-current visual methods like parallax scrolling. Truxton’s production quality is so exquisite that it’s difficult to realize it was released in 1988. Although Truxton isn’t extremely difficult, playing it makes you realize how much of an impact it had on the style and presentation of following genre works by Cave and its peers. It’s also a really difficult creature, but it’s so much fun to play that you’ll probably be grinning even if it keeps bringing you back to the game screen.

On the other hand, Zero Wing was probably influenced by the popularity of the arcade icons Gradius and R-Type. It is undoubtedly influenced by the precedent established by earlier “horis,” with its horizontal scrolling and somewhat cramped level design, yet it manages to seem far more original and lively. While Zero Wing moves and plays with an intensity more akin to subsequent vertically scrolling 2D shooters, it is perhaps the closest to R-Type. Originally, the goal of the game was to stay an internal project wherein new employees could get experience and become familiar with the Toaplan approach. It’s a tad lengthy—eight levels may get tedious in this genre—but it’s so entertaining and dynamic to play that you can easily overlook its little drawbacks.

And then there’s Twin Cobra from 1987. It’s the most traditional game in this collection and the oldest as well. Twin Cobra capitalizes on the intense military fetishism popularized in the genre by Capcom’s massively successful 1942, albeit with a little increase in pace and bullet count. To be honest, it’s still really harsh and hasn’t aged as well as its collection companions. It’s not like Twin Cobra is a terrible game or something. It just seems more familiar in tone, style, and attitude. If you’re nostalgic for the military shooters of the 1980s, Twin Cobra at least adds a bit more vigor. During this time period, there were dozens of shooters that concentrated on tanks, jet fighters, and heavy bombers.

Out Zone, though, has to be the standout feature. This creative work achieves something truly unique by defying a few of the stringent guidelines that comprise the shmup design pattern. With its immersive cyborg soldier experience, Out Zone is equal parts run ‘n’ gun and two-dimensional shooter. It scrolls vertically, but if you move the cursor, it stops scrolling. Multidirectional shooting is possible with some weapons, and there are several ground-based hazards, such trenches to fall into. The key to the play strategy is to align the optimal weapon behavior with the surrounding environment. When adversaries approach from behind in portions that resemble mazes, you might want a multidirectional shooter or a fixed forward spread shot to maneuver around obstructions while maintaining the arsenal facing up screen. Additionally, a mechanism for energy conservation keeps you alert and moving forward out of concern that you won’t have enough power to continue.

In addition to having a presentation that is comparable to much of what Truxton offers, Out Zone has a wealth of personality and vitality. Furthermore, the package’s attraction is further enhanced by the fact that it has never previously been formally published outside of arcades.

Now, the release of most of these old collections naturally prompts a chorus of voices praising emulation and alternatives such as a Raspberry Pi. Finally, we have the extra features that Toaplan Arcade Shoot ‘Em Up Collection Vol. 1 adds on top of the games. Every shooter receives customizable game and display settings, internet leaderboards, and other ‘assists’ including highlight and hitbox reduction. For those who are free of the self-imposed constraints that come with staying too long at arcades, there is even a rewind button.

The Toaplan Arcade Shoot ‘Em Up Collection Vol. 1 eventually offers four fantastic, unique shooters with all the necessary modernization and quality of life elements that are now required, despite the menus being a touch confusing at times and the reassigning of buttons for sticks being a little confusing. or three really talented shooters plus one who lags somewhat due to aging.

The problem is that shooting game gamers now have quite high expectations because of the bar that M2 set. Bitwave’s effort does feature ‘normal’ and ‘hard’ variations in addition to the difficulty options found in each game. However, unlike M2’s ShotTriggers series, there are no completely redesigned “arranges,” and the scanline, data display, and associated features are a touch simplistic. Put another way, in terms of modernization, it’s not quite up to the remarkable caliber of M2’s work.

Nevertheless, Bitwave has skillfully delivered four significant, occasionally disregarded jewels that are essential to the history of arcade games to Western gamers. There is an enormous amount of fun and excitement packed into these games, and just one of them gets a little monotonous after a while. The four games do function well as a coherent whole, but a single release that included all the games plus part of the background and history that links them would have been far more alluring than a package.

Are all of these games yours? Try Truxton and Out Zone, everyone. Furthermore, this bundle does a great job of capturing the evolution of the 2D shooter genre from its minimalist beginnings to the maximalist excess of real bullet hell—a part of game design that is all too frequently ignored if you have any interest in the history of arcade games or 2D shooters.

A skillful and imaginative examination of solitude – an insightful analysis of birth

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A skillful and imaginative examination of solitude – an insightful analysis of birth

In the latest point-and-click game by Madison Karrh, birth comes after death. Because you’re lonely in the city, you explore the area in search of bones and organs to improvise a temporary companion. If it ever had a little gothic feel to it, it would be a Frankenstein tale. Rather, it’s incredibly superior. It has a peculiar, intimate sensation to it, similar to knowing someone’s daydreams. Birth follows death: this has the twisted logic of daydreams to begin with, a topsy-turvy quality that resonates and finds expression in the way that game elements like feathers, dandelions, pottery pieces, and bird skulls are both worthless and, in the right hands, sort of priceless, and in the way that achieving your ultimate goal is both unachievable and heartbreakingly necessary.

Birth doesn’t say much at all. It’s hand-drawn with bold black lines, a subdued color palette, and a subtle handling of the broken, abandoned, and aged. Teacups empty, clothes quietly swirling in the dryer, old wrists. I suppose it’s a puzzle game, but it’s too deep and thought-provoking to stay in one genre for too long. It serves as a reminder that every game is ultimately just itself, operating inside a single genre. Playing games like Tetris and inventory Tetris, doing jigsaw puzzles, and dominoes are some of the ways you may earn your bones and organs. However, hardly every activity follows such a straightforward logic, and that seems to be a plus. Birth is prepared to go beyond reason and meet you at a more profound level.

You get to assemble a fish tank’s contents and search through a bookcase’s shelves. The actual games you play in Birth always seem to take a backseat to the exploration experience—or maybe prying is a better term—looking through other people’s belongings and penetrating their private lives as though they were an Activity Bear collection. My favorite moment was pressing the keys on an antique manual typewriter, causing plants to sprout from the machine’s chattering internals. The fact that not all manual typewriters behave in this way seems to be an uncommon flaw these days.

Well, that stuff. Birth is created of the items kids would find in their pockets following a productive day in the woods: weeds, buttons, shredded paper scraps, and mushrooms. Since the game is composed of pieces, a common task is to locate and reassemble the various parts of an object. Restoring a thing and getting rewarded with a piece of the live object you eventually aim to repair yourself is kind of like solving a problem inside a puzzle.

These distinct jigsaw pieces are arranged in different sections of a city, shown in the vintage sepia of textbooks, and are faced-on, akin to an Ellen Raskin painting or a New Yorker cover. You may move back and forth between them, stopping at the art studio, the bakery, the library, and so on. The trickiest and most inquisitive of all camera movements, an infinite lateral tracking shot, is what this would be if it were a motion picture. The pages would be thick and the edges would warn against cottony softness if this were a book. Mold starbursts that are reversed might be present.

At the core of the game, there is a quietly magical section where you can explore the hollowed-out bodies of other people, similar to the shucked head of a pomegranate. Or are you giving these folks any favors? Generally speaking, one gets the impression that this place is an unseen power, and occasionally that it is just beneath the surface.

The soundtrack has a somber and eerie feel to it. One rendition of Holst’s I Vow to Thee, My Country sounds as though it was recorded in a haunted storm drain at midnight. A funereal rendering of Beethoven’s Seventh Symphony, which is one of his most melancholic compositions, is being performed in a shopping mall, while bees seem to be buzzing over an organ treatment of the Gymnopedies. I always get the impression that the music is being played somewhere else, that it’s meant for a different audience, and that it’s just leaking through the flimsy walls of a bedsit. As a result, it interacts with your objective, the environment, and the deliberate lack of physical embodiment to produce a game that is starkly absent in a way that is both deep and subtle. This is a game about loneliness, of course—you are creating a friend—but it also understands the icy texture of modern, metropolitan loneliness in a way that astounds me with its compassion and precision.

Where will you go with Birth? I’d be curious to know. Unintentionally, it brought me back to a time more than twenty years ago, when I took a break from university and visited my hometown. Not only did I feel alone as I strolled through the streets, but I also felt invisible—the liberating yet burdensome invisibility of birth—because I realized that no one knew me anymore and that my friends and acquaintances had moved away, just like I had. I was in a land where familiar objects would be the only things to recognize.

It brings me even deeper back, and I believe that’s the point. The clever developer of Birth, Karrh, is also behind several other eerie, thought-provoking, sympathetic games. Maybe this is her strongest, the most nuanced of her questions. Over the course of Birth, you will be asked to sort stones and put bugs back together several times. These are kid-friendly games, and the more I played, the more I started to think that this is an important part of the whole affair. Being alone as an adult hurts much more since it brings up memories of my own loneliness as a youngster. These are those unique, crucial moments when infancy and adulthood collide and we are free to shift between two different ways of being without creating a shadow.

Wo Long: Fallen Dynasty critique – A “masocore” gameplay with a user-friendly twist

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Wo Long: Fallen Dynasty critique – A “masocore” gameplay with a user-friendly twist

When you feel like you’ve reached a dead end in a game, whether it’s early on in Wo Long: Fallen Dynasty or at the conclusion of what is supposed to be the introductory task, it’s usually reason to be concerned. During the Yellow Turban Rebellion, you are thrust into the center of China’s chaotic Three Kingdoms era and face one of its powerful commanders, whose strength has been increased by a cursed elixir. Surely, as in Sekiro, this is intended to be a trick boss that you have to lose against? Or perhaps there’s a simple exploit hiding right in front of you, like the Taurus Demon in Dark Souls? Thankfully, after almost an hour of effort, I realized it was the latter—the cost of using the actual Chinese audio while neglecting to read the subtitles while the fight was intense.

Putting yourself through this harsh initial obstacle may be indicative of Team Ninja’s “masocore” mentality, but it almost seems like a departure from the remainder of the marathon that lies ahead of you. The company has abandoned the Sengoku-era Japan-based Nioh series in favor of new features and gameplay that make Wo Long one of the most approachable Soulslikes I’ve played in a long time—all without just putting it on easy mode.

Having spent two decades hacking and slicing through this historical period in the Dynasty Warriors game, Koei Tecmo is no stranger to the Three Kingdoms era. The translation of “musou” to “Soulslike” has a dark fantasy element because everyone exposed to this enigmatic substance is being transformed into demonic monsters, even the warlords vying for control of its power. It seems appropriate that these characters battle with you, considering the many larger-than-life heroes who have practically become myths, not only in the musou games but in countless other Chinese adaptations as well. If you’ve played Nioh 2, you may recall that on a few missions, you were periodically joined by an AI-controlled buddy. This is almost the standard in Wo Long, where you start a task with one ally and it ends with a boss fight at the end. You may also call out other allies from your growing roster.

That is not to mean that renowned figures like Liu Bei, Zhao Yun, or Cao Cao would fight your battles for you; nonetheless, encouraging them will make them far more aggressive. Though it’s the more enhanced and more fluid fighting system that makes me want to take on its challenges alone, I treat them almost as a security blanket so I know someone has my back and can charge in more recklessly.

This is partially due to Nioh’s more lenient adjustments. For example, falling from a cliff or into the sea does not instantly result in death, nor do sprinting or even standard assaults deplete stamina. Even when you die, you don’t lose all of your Qi—Wo Long’s version of souls for character leveling—but you will need to get even with the person who murdered you if you’ve lost some. A dedicated jump button has also made movement much easier. It has a double-jump that makes it much easier to flip up to higher ground, which in turn provides you more possibilities to leap down for an unexpected takedown. Keeping your distance from your adversary allows you to sneak up on them and pull a backstab. Although it would have been nice to have had a crouch button, it helps that your enemies are frequently quite nearsighted.

But enough about that; let’s return to the fighting and specifically the stamina system, or as Wo Long would say, your spirit gauge. An orange-red bar that advances to the left for the former and a blue bar that goes to the right for the latter represents the progression of Nioh’s Ki meter, which now has a gauge that can flow both positively and negatively. As you’ll be utilizing spirit a lot for your harder strikes, wizardry spells, and weapon’s martial arts, it makes sense that you’re seldom in the blue. However, normal strikes don’t utilize spirit, therefore the only things that will keep your spirit out of the red are these and deflecting assaults.

This is where things become interesting—deflecting. Experienced players of Soulslike would know that blocking is not as effective as evading, and that Bloodborne (which has the same producer as Wo Long, Masaaki Yamagiwa) does not use shields at all. Since the deflect button in Wo Long is also the button for escaping, it may appear counterintuitive at first, but in practical application, it’s rather clever. My natural reaction is to parry an approaching assault, but if I time it well, the parry turns into a deflection. It seems like I can still try to dodge but occasionally also luckily deflect, and before long I was basically preparing myself to ‘dodge into’ an attack in order to deflect it. Instead of having a separate parry button that you’re hoping you’ve timed well enough to escape a terrible punishment. It soon becomes crucial, not only because it throws your opponent off-balance and opens the door for you to react, but also because it aids in regaining that crucial spirit. It’s also less demanding than Sekiro’s extremely exact and difficult parries since Wo Long allows you to parry anything, and I mean anything. Sekiro was mostly a fighting game where you had to know when to jump over a sweep or evade a grab.

This is particularly true in situations where your opponent is about to deliver an unblockable critical blow—which is clearly indicated by a wind-up animation and a demonic red aura—and you are faced with the choice of either losing badly or turning the tables and severely weakening your opponent’s will to the point where they are vulnerable to a deadly blow. In fact, I found myself eagerly awaiting and even trying to set up these attacks—not to mention that it looks so good to parry big hits. It is really satisfying to have the camera crash-zoom in cinematically when I follow through with a lethal strike; the crackling soundtrack that goes with it creates the same sensation as when you bowl a strike.

Because of its connection to Wo Long’s morale system, landing deadly attacks is another way to make the game simpler. In Wo Long, morale is represented by a number over an enemy’s head. It functions similarly to an enemy’s level in a role-playing game, allowing you to determine whether to take a chance or to avoid them. The distinction is that these values are mutable, meaning that, similar to shifting weights from one side of balance scales to the other, striking an opponent fatally decreases their morale while you gain it. If you continue on your current winning path, you will eventually become a heavyweight fighter capable of facing any evil opponent that may be hiding around the corner. It’s important to remember that dying also results in the loss of any morale boost, so there’s a true risk/reward tension.

If you think the punishment is too harsh, don’t worry—flags serve as both checkpoints and, in line with the Three Kingdoms motif, a symbol of your dominance over the battlefield. Your fortitude rank increases as you plant more flags; it also has a number that is the lowest point at which your morale may drop. Stomped by a boss who has a twenty-percent morale? So that your default morale is the same as theirs, place all the flags in that level. In a variation on how you engage with other players who have fallen, skilled players who survive can even enhance their morale beyond this point. You can contribute one of your healing potions in return for increased morale. It’s similar to having a dynamic difficulty setting that pushes you to fully explore every level.

Though graphically things do eventually change beyond the usual devastated villages and hollow mountains, it still offers additional reason to interact with the settings, which, like Nioh before, seldom inspires the imagination beyond the conventional closed doors, blocked roads, and returning shortcuts. It’s also odd that Team Ninja hasn’t thought to redesign a loot system that is so abundant in quantity—a holdover from Nioh’s original design, which gave its gear limited durability—that the only sensible and effective solution is to equip the item with the highest number and sell the rest. It makes sense that until very late in the game, I was hesitant to visit the smithy to improve anything, knowing that you’ll probably discover even better gear in the next task regardless.

While a new setting might imply a new chapter, I would almost rather refer to Wo Long as a Nioh-like, or more accurately, as the follow-up that Nioh 2 ought to have been, improving its customization and systems, eliminating most of the bloat, and adding an intriguing evolution to its foundations that makes its challenging core more manageable on its own terms. It is undoubtedly more pleasant to travel with comrades, but you can feel completely satisfied if you can halt a warrior twice your size who is possessed by a demon, respond with a spear that plunges from the sky, and reduce his morale to nothing in the process.

The Phantom Brigade review showcases the exceptional tactical mech combat that triumphs despite the presence of a flawed user interface

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The Phantom Brigade review showcases the exceptional tactical mech combat that triumphs despite the presence of a flawed user interface

The combination of Frozen Synapse and Mixing Into the Breach creates an unavoidably powerful mech battle core, but Phantom Brigade’s other elements are lackluster.
I realized Phantom Brigade achieved something that I had been craving from games for years when I played the demo for the first time. It’s a turn-based game that creates amazing action scenarios with the power of our computer systems. In addition, savvy readers have probably observed that I really like action sequences with big robots. (I should also say that snapping images has been a complete pleasure; I’ve rotated and zoomed the camera to locate the ideal viewpoint of massive mecha colliding and blowing up one another throughout each turn’s chronology.)

Phantom Brigade does this in a way that isn’t really novel. It’s basically Into the Breach mixed with Frozen Synapse and a sprinkle of Battletech for good measure. You may fight opponent mechs and tanks in turn-based combat with a squad of mechs. Instead of marching and firing with each unit consecutively, you arrange your squad’s moves for each five-second turn, press the execute button, and witness your tactical mastery materialize in real time. Aside from the large robots, where Into the Breach shines is your ability to observe your opponent’s anticipated moves. As they say, “Forewarned is forearmed,” and you may maneuver out of opposing fire arcs and set up ideal death shots for yourself by using your prophetic abilities similar to those of Cassandra.

When it clicks, this core battle is bloody fantastic. Your mechs perform a ballet through bullet streams, slicing precisely past one another and releasing death with a taste of laser, bullet, and missile. Your sword-wielding troops may quickly eliminate lighter enemies by smashing into them or by swooping past enemy mechs and severing limbs after you get the hang of the somewhat difficult melee techniques. If you make a mistake, which generally involves not realizing that two of your troops will collide or inadvertently entering a firing zone, mayhem will erupt.

Every turn is a mini-puzzle to solve (though not as exacting or harsh as Into the Breach), and the prize is a happy carnage carnival that you can enjoy in slow motion from any viewpoint you want. Or research to determine just where you made a mistake, you huge idiot.

The mechs themselves are generic frames with varying configurations of armor and weaponry rather than exclusive models. You may create aggressive brawlers, ponderous artillery units on legs, or zippy ‘bots with tissue paper armor. With two weapon and four armor spots, as well as the ability to add other components like reactors and heatsinks, the design is very straightforward. Although it’s entertaining and adaptable, its frustratingly clumsy UI never quite shows the information you want when you want it and always appears to need more clicks than it should to accomplish anything.

Unfortunately, the entire game has a shoddy user interface. During combat, directives are given in an incredibly uneven manner. An attack action may be scheduled by putting it on the unit’s tiny planning timeline and selecting a target. Simple! You can’t pick when you want to move; you can only click where you want to go. Rather, you have to designate wait times, which are like moving in that they aren’t immediately on the timeline; instead, you have to draw a line on the map. It makes no sense and is strange.

Since the campaign is by far the poorest aspect of the game, the user interface isn’t much better and may even feel worse. The basic storyline is around your elite mech unit using experimental predictive technology rescuing your homeland from invasion. This means maneuvering a large truck at a leisurely pace, confronting (or sidestepping) enemy patrols, and striking targets to push the occupying forces out.

There are several provinces on the map itself. You can summon the resistance to retake a province once you’ve worn down the invaders there. This starts a timed battle in which you must beat the opposition troops too many times before they can gain too many objectives. You can advance to the next province when you’ve freed the previous one. Repeat after rinsing. There are random events that often consist of spending a few hours playing a game in one spot and/or giving up some resources in the hopes of winning anything or staying out of trouble. They just don’t seem like they’re worth the trouble, either way. Neither the prospective benefits nor losses are ever substantial, and neither your pilots nor any of the nameless, faceless NPCs have enough personality to make you care.

The main issue is that it gets monotonous quite fast. There are more than twenty provinces, so after a few you’ll probably have locked in some strong builds and be prepared for everything the adversary throws at you. Even though playing around with your mechs might be entertaining, there eventually becomes no actual need to do so, especially because the artificial intelligence isn’t very good.

It seems like the only thing your enemies can do is charge at you and shoot, let alone react to your strategies. There have been situations where the whole enemy force chooses to fire at one of my troops that is securely positioned behind a big hill at the beginning of the war, and they keep shooting at them as the rest of my team kills them one by one. Avoiding all damage is quite simple, but as time went on, I saw that my mech damage was growing worse and worse because it is easily fixed after combat and only completely damaged pieces really do anything.

What’s worse is that it’s quite simple to exploit the system. Regardless of return fire or the little damage from overheating, a heavy mech armed with a powerful rotary weapon will easily outlive any opponent. A heavy mech with a blade will easily shock any light or medium opponents.

Essentially, Phantom Brigade is like a well cooked burger surrounded by limp lettuce and a stale bread; it has a great core, but everything else falls short. I don’t recall ever being so disappointed with a completed game after having so much fun with its demo. On the positive side, because the foundation is so strong, all of the issues appear to be easily fixed. The box of rocks AI might be much more forgiven with only a few UI changes and campaign improvement. As it stands, aficionados of mecha and turn-based strategy games should definitely give it a try, albeit they shouldn’t necessarily purchase it. If you can’t figure out how, wait and see.