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Wednesday, August 31, 2022

Mobile games

On this episode of From Panel to Podcast, we dive into last week's comic books, offering our top picks and what to avoid. We also offer our takes on the first two episodes of Disney Plus' Ms. Marvel series. As always, we conclude the episode with a look ahead to what you can purchase this week.

If you would like to follow us on Twitter: Andrew Reiner (@Andrew_Reiner) and Philip Hoff (@bnow23).

From Panel to Podcast is a weekly show created by two lifelong comic book readers who offer suggestions on which comic books you should be reading each week. Each episode also dives into the latest developments for comics in video games, movies, and television shows. We'll even discuss comic book collectibles and anything we think you should know about that pertains to this entertainment medium.

Be sure to subscribe to From Panel to Podcast on your favorite podcast platform. The show is available on Google Podcasts, Spotify, and Apple Podcasts.



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In this segment of New Gameplay Today, your host, Game Informer Associate Editor Wesley LeBlanc, walks you through how Saturnalia works as both a survival horror game and a roguelike. In it, you'll see him control Anita, one of the game's many playable characters, as she searches for her partner in the small town of Sardinia, Italy.

Unfortunately for Anita, it's not a great time to be in the town because of some strange ritualistic things happening. That translates to a terrifying creature that stalks Anita and others through the darkness of the night and you must avoid it all while remaining alive as you search for clues to end this night of terror and misery. 

In the New Gameplay Today segment below, we have more than 15 minutes of brand-new Saturnalia footage to showcase. Enjoy!

Saturnalia is being developed and published by Santa Ragione. It's due out on PC exclusively via the Epic Games Store sometime this year. For more, check out the Saturnalia reveal trailer



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<p><img src="https://ift.tt/JH7LTzj" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>In this segment of New Gameplay Today, your host, <em>Game Informer</em> Associate Editor Wesley LeBlanc, walks you through how Saturnalia works as both a survival horror game and a roguelike. In it, you'll see him control Anita, one of the game's many playable characters, as she searches for her partner in the small town of Sardinia, Italy.</p> <p>Unfortunately for Anita, it's not a great time to be in the town because of some strange ritualistic things happening. That translates to a terrifying creature that stalks Anita and others through the darkness of the night and you must avoid it all while remaining alive as you search for clues to end this night of terror and misery.&nbsp;</p> <p>In the New Gameplay Today segment below, we have more than 15 minutes of brand-new Saturnalia footage to showcase. Enjoy!</p> <iframe width="560" height="315" frameBorder="0" allow="autoplay" allowfullscreen="" frameborder="0" height="" src="https://www.youtube.com/embed/6cDQEkPZGNs" width=""></iframe> <p>Saturnalia is being developed and published by Santa Ragione. It's due out on PC exclusively via the Epic Games Store sometime this year. For more, <a href="https://ift.tt/doXthV4" target="_blank">check out the Saturnalia reveal trailer</a>.&nbsp;</p>

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Sony And Tencent Acquire Stakes in From Software

The year of acquisitions and shareholding antics continues. 

Just today, Chinese developer-publisher NetEase announced it was acquiring Detroit: Become Human dev Quantic Dream, and now, Sony Interactive Entertainment and Tencent have increased their stakes in From Software, the prolific developer behind the Dark Souls series and this year’s mega-hit, Elden Ring

This news comes from Gematsu, which posted a press release from Kadokawa Corporation, the parent company behind From Software. It says that through third-party allotment, Sixjoy Hong Kong, a Tencent Holdings subsidiary, has purchased 16.25% of From Software’s shares, while SIE has acquired 14.09%. Despite this, Kadokawa Corporation is still the largest shareholder of From Software, holding 69.66% of the shares. 

“Through the implementation of the fund procurement, From Software will aim to proactively invest in development of more powerful game IP for itself to strengthen From Software’s development capabilities and will seek to establish a framework that allows the expansion of the scope of its own publishing in the significantly growing global market,” a press release reads. “In addition to these purposes, for an increase of the number of users in the global market for game IP that From Software creates and develops, From Software decided to conduct the Third-Party Allotment to Sixjoy within the Tencent Group, which has strength in its capabilities to develop and deploy mobile games and other network technologies in the global market including China, and SIE within the Sony Group, which has strength in its capabilities to deploy IP in games, videos, and various other media in the global market, concurrently and separately.” 

Sony has been busy this year with acquisitions. It revealed it was buying Bungie, the developer behind the Destiny series, for $3.6 billion earlier this year and then later announced it was acquiring Jade Raymond’s new studio, Haven Studios. And just this week, Sony acquired Savage Game Studios to bolster its PlayStation Studios Mobile Division. Elsewhere in the industry, NetEase announced it was acquiring Quantic Dream today. Earlier this year, Take-Two Interactive, the parent company behind the Grand Theft Auto series, announced it was acquiring mobile giant Zynga for nearly $13 billion. That was the largest video game acquisition in history for roughly a week when Microsoft announced it was acquiring Activision Blizzard for a colossal $68.7 billion

[Source: Gematsu]



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Quantic Dream NetEase Acquisition

Quantic Dream, the developer behind games like Detroit: Become Human and Heavy Rain, has been acquired by NetEase Game, one of China’s largest video game companies whose catalog of games developed and published include Knives Out, Naraka Bladepoint, and more. 

This news comes from a posting released by NetEase today that calls Quantic Dream its first studio in Europe. It’s unclear how much the acquisition cost NetEase, but the developer-publisher says it will allow the studio to continue to operate independently, focusing on creating and publishing games while supporting third-party developed titles too. 

“We are thrilled to embark on an exciting new stage of growth with Quantic Dream, bound by our shared vision, mutual trust, and respect,” CEO and director of NetEase William Ding writes in a press release. “NetEase will continue to fulfill our promise to support Quantic Dream to realize its full potential. By combining the wild creativity and exceptional narrative focus on Quantic Dream with NetEase’s powerful facilities, resources, and execution capabilities, we believe there are infinite possibilities that could redefine the interactive entertainment experience we provide for players worldwide.” 

You likely recognize Quantic Dream from its past titles like Detroit: Become Human, Beyond: Two Souls, and Heavy Rain, as well as its in-development game Star Wars Eclipse. You might also recognize Quantic Dream as the studio with allegations of abuse, racism, homophobia, and sexism, all of which studio leader David Cage has denied. You can read more about those accusations and subsequent legal proceedings here

As noted in the press release, NetEase first invested in Quantic Dream three years ago before today’s acquisition.  

NetEase’s acquisition of Quantic Dream joins a long list of other acquisitions that have happened this year. It started with Take-Two Interactive, the parent company behind the Grand Theft Auto series, announcing in January that it was acquiring mobile giant Zynga for nearly $13 billion. Then, a week later, Microsoft announced that it was acquiring Activision Blizzard, the company behind Overwatch and Call of Duty, for a colossal $68.7 billion. Two weeks later, Sony revealed it was buying Bungie for $3.6 billion. Following that, Sony acquired Jade Raymond’s new studio, Haven Studios, and earlier this week, Sony acquired Savage Game Studios to bolster its PlayStation Studios Mobile Division. 

For more, read Game Informer’s Detroit: Become Human review and check out Star Wars Eclipse’s reveal trailer. 



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Android Games

Quantic Dream NetEase Acquisition

Quantic Dream, the developer behind games like Detroit: Become Human and Heavy Rain, has been acquired by NetEase Game, one of China’s largest video game companies whose catalog of games developed and published include Knives Out, Naraka Bladepoint, and more. 

This news comes from a posting released by NetEase today that calls Quantic Dream its first studio in Europe. It’s unclear how much the acquisition cost NetEase, but the developer-publisher says it will allow the studio to continue to operate independently, focusing on creating and publishing games while supporting third-party developed titles too. 

“We are thrilled to embark on an exciting new stage of growth with Quantic Dream, bound by our shared vision, mutual trust, and respect,” CEO and director of NetEase William Ding writes in a press release. “NetEase will continue to fulfill our promise to support Quantic Dream to realize its full potential. By combining the wild creativity and exceptional narrative focus on Quantic Dream with NetEase’s powerful facilities, resources, and execution capabilities, we believe there are infinite possibilities that could redefine the interactive entertainment experience we provide for players worldwide.” 

You likely recognize Quantic Dream from its past titles like Detroit: Become Human, Beyond: Two Souls, and Heavy Rain, as well as its in-development game Star Wars Eclipse. You might also recognize Quantic Dream as the studio with allegations of abuse, racism, homophobia, and sexism, all of which studio leader David Cage has denied. You can read more about those accusations and subsequent legal proceedings here

As noted in the press release, NetEase first invested in Quantic Dream three years ago before today’s acquisition.  

NetEase’s acquisition of Quantic Dream joins a long list of other acquisitions that have happened this year. It started with Take-Two Interactive, the parent company behind the Grand Theft Auto series, announcing in January that it was acquiring mobile giant Zynga for nearly $13 billion. Then, a week later, Microsoft announced that it was acquiring Activision Blizzard, the company behind Overwatch and Call of Duty, for a colossal $68.7 billion. Two weeks later, Sony revealed it was buying Bungie for $3.6 billion. Following that, Sony acquired Jade Raymond’s new studio, Haven Studios, and earlier this week, Sony acquired Savage Game Studios to bolster its PlayStation Studios Mobile Division. 

For more, read Game Informer’s Detroit: Become Human review and check out Star Wars Eclipse’s reveal trailer. 



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Tuesday, August 30, 2022

Mobile games

God of War Ragnarok Combat

Lead combat designers Mihir Sheth and Denny Yeh have over 17 years of God of War experience shared between them, and both played prominent roles in the previous game’s success. The series’ current direction is inspired by an old studio motto: Playing with your food.

“That’s an internal philosophy that we’ve had since back in the day,” Sheth says. “Kratos plays with his food. We tried to create systems you want to engage with that are fun, very playful, lots of different routes. And when we looked at the combat in the last game, we were like, ‘We can push this further; we can find new toys and ways of playing with enemies and strategies.’ That’s been the guiding principle more than anything else.”

Sheth and Yeh constantly emphasized the importance of enemy variety, so expect a bunch of fresh, grotesque faces to smash.

For seven minutes, I follow Kratos and Atreus across an enclosed arena chockful of explosive pots, advantageous high ground, wooden platforms, and bipedal lizards called Grims. The pair move in unison. Kratos pins a beast against the rock wall and then comes down on its skull with Olympian strength. Atreus fills stagger bars while locking enemies in place with sonic arrows. When a “Cursed” Grim tries to catch the bulky father off-guard, firing toxic bile from its swollen gullet, Kratos sidesteps the phlegm and masterfully deflects a second flurry with his arm shield. He throws his axe at a pot tucked between boxes, and the corner instantly erupts into flames, sending scaly appendages everywhere. Atreus demonstrates he’s as much a powerhouse as his father, swinging at unsuspecting Grims with his bow while always repositioning to shoot. The two notice a few stragglers perched above, and in one fluid motion, the god-slayer latches onto the ridge with his Blades of Chaos, climbs the structure, stomps on a healthstone for extra flair, and launches the remaining creatures into the sky.

This adrenaline rush is tied to the versatility of Kratos’ kit. The battle axe and chain blades increase maneuverability and power, but a misleadingly small-scale change to the Triangle button makes all the difference. “In the last game, if you pressed Triangle, you recalled the axe,” Sheth says. “But if you already had the axe, nothing happened. If you had the Blades of Chaos and you pressed Triangle, you just went back to the axe. We looked at that concept and wondered, ‘What if you could do something a little bit different with that button – a whole new suite of moves.’”

Triangle attacks are officially called Weapon Signature Moves. Depending on whether you have the Leviathan Axe or Blades of Chaos readied, Kratos can infuse the sharpened steel with ice or fire. These elemental moves, called “Frost Awaken” and “Whiplash,” do extra damage by freezing or incinerating aggressors.

The shield is revamped, too. Yeh walked me through the pros and cons of the new Dauntless and Stonewall Shields, occasionally reminding me that the team wanted players to tailor their gameplay to immediate needs. The Dauntless Shield is all about twitch reactions. By parrying at the last possible moment, Kratos’ shield glows a menacing red, signaling the player can unleash a devastating smash that tosses and stuns enemies. Dissimilarly, the Stonewall Shield is for tank-lovers that prefer slower-paced bouts. Kratos can’t parry when equipped with the Stonewall, so keeping it raised is crucial to surviving barrages. The more hits the Stonewall Shield takes, the more kinetic energy it absorbs. And once it’s fully charged, players can bang the shield into the ground emitting a screen-wide pulse, knocking anything foolish enough to approach off its feet.

 

But all that protection comes at a cost. The Stonewall Shield becomes increasingly unstable as it takes damage, opening Kratos up to otherwise ineffective block-breaking blitzes. Yeh says Kratos will have access to other powerful shields but warned players not to bite off more than they could chew: “Maybe don’t play with all your food, because there will be food that can eat you pretty easily.”

Both designers confirm enemy aggression and lethality would be heightened on harder difficulties, but players still need to keep their wits about them regardless of selected settings. Old locations are periodically repopulated with more powerful fauna, and optional territories could be tough without a stronger crew. Yeh mentions that fans of realm tears will get a comparable sense of gratification from besting some of Ragnarök’s formidable side content. There’s no word on whether Kratos will obtain other primary weapons, but last year’s trailer unveiled an elk runic summon for Atreus to ride, so, hopefully, we’ll see other new abilities soon.

This article originally appeared in Issue 349 of Game Informer.



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Android Games

If you subscribe to the digital edition of Game Informer, you can now learn all about God of War Ragnarök. Following the cover reveal, our digital issue is now live to subscribers on web browsers, iPad/iPhone, and Android devices. Individual issues will be available for purchase this afternoon.

You can download the apps to view the issue by following this link. All of these digital options are included in a PowerUp Rewards Membership.



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God of War Ragnarok Game Informer Cover Reveal

God of War Ragnarök is set to conclude the Norse era of the series, a saga that’s seen Kratos atone for his troubling past by becoming a more conscientious god and (mildly) affectionate father. In the upcoming sequel, Kratos and Atreus must stave off a preordained catastrophe, calling on old and new friends to succeed against Asgard and, hopefully, prevent all-out war.  

I spoke with God of War veteran and newly appointed director Eric Williams as well as some lead UX, combat, and level designers about their experience crafting the long-awaited sequel and the most significant changes coming to the action and exploration loops. Moreover, you’ll learn about Kratos’ tools/toys, a never-before-seen dwarven realm that feels lived in, the unprecedented number of accessibility features available at launch, and some quality-of-life updates, including new navigation mechanics.

Of course, that’s not all. We’ve got other God of War content for your perusal, including a ranking of our five favorite bosses from the franchise. Additionally, Alex Van Aken attended Evo, favorably comparing the storied event to the Olympics. Marcus Stewart got hands-on time with the next entry in the most prominent fighting franchise of all time, Street Fighter 6. There are even a few fantastic freelance pieces – one, for instance, documents the meticulous creation of a Cuphead boss fight. And if you’re wondering what big games are on the horizon, we’ve got you covered with preview pages dedicated to Square Enix’s role-playing farming sim, Harvestella, Game Freak’s Pokémon Scarlet and Violet, and so much more.  

This issue’s cover art has been in the works for some time, and its level of detail is a testament to that. Kratos and Atreus face armored warriors, reptilian monsters scurry into the arena from every direction, the Huldra brothers ready their weapons from high ground, and a dragon soars through the cloudy sky. All the while, fire beams violently collide with a far-off mountain range. Both the circulated magazine and Game Informer Gold edition feature the father and son fighting a legion of deific enemies. Limited to a numbered print run per issue, this premium version of Game Informer isn’t available for sale. To learn about places where you might be able to get a copy, check out our official Twitter, Facebook, and Instagram, and stay tuned for more details in the coming weeks. Click here to read more about Game Informer Gold.

Print subscribers can expect their issues to arrive in the coming weeks. The digital edition of this issue launches later today for PC/Mac, iOS, and Google Play. To subscribe to either the digital or print version, click here.



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Mobile games

God of War Ragnarok Game Informer Cover Reveal

God of War Ragnarök is set to conclude the Norse era of the series, a saga that’s seen Kratos atone for his troubling past by becoming a more conscientious god and (mildly) affectionate father. In the upcoming sequel, Kratos and Atreus must stave off a preordained catastrophe, calling on old and new friends to succeed against Asgard and, hopefully, prevent all-out war.  

I spoke with God of War veteran and newly appointed director Eric Williams as well as some lead UX, combat, and level designers about their experience crafting the long-awaited sequel and the most significant changes coming to the action and exploration loops. Moreover, you’ll learn about Kratos’ tools/toys, a never-before-seen dwarven realm that feels lived in, the unprecedented number of accessibility features available at launch, and some quality-of-life updates, including new navigation mechanics.

Of course, that’s not all. We’ve got other God of War content for your perusal, including a ranking of our five favorite bosses from the franchise. Additionally, Alex Van Aken attended Evo, favorably comparing the storied event to the Olympics. Marcus Stewart got hands-on time with the next entry in the most prominent fighting franchise of all time, Street Fighter 6. There are even a few fantastic freelance pieces – one, for instance, documents the meticulous creation of a Cuphead level. And if you’re wondering what big games are on the horizon, we’ve got you covered with preview pages dedicated to Square Enix’s role-playing farming sim, Harvestella, Game Freak’s Pokémon Scarlet and Violet, and so much more.  

This issue’s cover art has been in the works for some time, and its level of detail is a testament to that. Kratos and Atreus face armored warriors, reptilian monsters scurry into the arena from every direction, the Huldra brothers ready their weapons from high ground, and a dragon soars through the cloudy sky. All the while, fire beams violently collide with a far-off mountain range. Both the circulated magazine and Game Informer Gold edition feature the father and son fighting a legion of deific enemies. Limited to a numbered print run per issue, this premium version of Game Informer isn’t available for sale. To learn about places where you might be able to get a copy, check out our official Twitter, Facebook, and Instagram, and stay tuned for more details in the coming weeks. Click here to read more about Game Informer Gold.

Print subscribers can expect their issues to arrive in the coming weeks. The digital edition of this issue launches later today for PC/Mac, iOS, and Google Play. To subscribe to either the digital or print version, click here.



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Shovel Knight Dig release date trailer

Get your shovels ready because Shovel Knight Dig will burrow its way onto Switch, PC, and iOS via Apple Arcade next month. 

More specifically, the exciting Shovel Knight follow-up/spin-off title will hit those platforms on Sept. 23. What's more is that if you have an Apple Arcade subscription, you can play the game for free. It'll cost $24.99 on Switch and on Steam, however.

This news was revealed in a comical trailer released by Yacht Club Games, which you can watch for yourself below: 

"When Drill Knight and his dastardly digging crew blast apart Shovel Knight's peaceful campsite and steal his loot, he grabs his trusty Shovel Blade and starts tunneling after them," a press release reads. "But as he and Shield Knight soon discover, this adventure goes much deeper than a simple heist."

"Meet new friends and foes, visit strange lands, and outfit yourself in your quest to keep the entire land from collapsing underfoot. Jump, slash, and dig your way down an ever-changing chasm of mystery in Shovel Knight Dig, an all-new Shovel Knight adventure." 

 

While waiting to play Shovel Knight Dig on Sept. 23, read about Scrap Knight, a new character that will be featured in the game, and then watch the reveal trailer for the title. 

Are you excited to play Shovel Knight Dig? Let us know in the comments below!



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Android Games

Shovel Knight Dig release date trailer

Get your shovels ready because Shovel Knight Dig will burrow its way onto Switch, PC, and iOS via Apple Arcade next month. 

More specifically, the exciting Shovel Knight follow-up/spin-off title will hit those platforms on Sept. 23. What's more is that if you have an Apple Arcade subscription, you can play the game for free. It'll cost $24.99 on Switch and on Steam, however.

This news was revealed in a comical trailer released by Yacht Club Games, which you can watch for yourself below: 

"When Drill Knight and his dastardly digging crew blast apart Shovel Knight's peaceful campsite and steal his loot, he grabs his trusty Shovel Blade and starts tunneling after them," a press release reads. "But as he and Shield Knight soon discover, this adventure goes much deeper than a simple heist."

"Meet new friends and foes, visit strange lands, and outfit yourself in your quest to keep the entire land from collapsing underfoot. Jump, slash, and dig your way down an ever-changing chasm of mystery in Shovel Knight Dig, an all-new Shovel Knight adventure." 

 

While waiting to play Shovel Knight Dig on Sept. 23, read about Scrap Knight, a new character that will be featured in the game, and then watch the reveal trailer for the title. 

Are you excited to play Shovel Knight Dig? Let us know in the comments below!



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Mobile games

sonic frontiers

Let me save us all some time. I’m not going to tell you the size of Sonic’s shoes in Sonic Frontiers. I can’t tell you Amy’s relationship status – I don’t even know who she is besides being the cute pink one. And I’m certainly not an expert on Sonic games.

But I can tell you that Sonic Frontiers is the first entry in the series I’ve been looking forward to since the Dreamcast.  

For reference, the last time I was excited to play a 3D Sonic game, it was attached to the Dreamcast kiosk at my local target. And to be fair, the orca jumping over the racetrack in the Sonic Adventure demo was a great reason to bug my mom for a new Sega console. 

sonic frontiers

Fast forward 20 years, and I’m sitting in a behind-closed-doors Gamescom appointment to play Sonic Frontiers for the first time. While I’m not a fan of the series, I’ve always liked the concept of the games. I enjoy modern music. I like going fast, and I definitely like the Green Hill Zone. 

My hands-on session begins on Ares Island, the second zone. It’s a giant desert with stone ruins and rollercoaster-like tracks scattered across the massive dunes. In other areas, floating platforms jut into the sky. These are the many obstacles populating the open zones of Frontiers, designed to test Sonic’s traversal and combat abilities. Sonic feels pleasing to control. I love using his air dash to chain together traversal combos to reach far-off platforms and the way objects in the foreground blur as I speed by. Importantly, I feel in control most of the time.

sonic frontiers

But what makes this Sonic different? Why am I suddenly interested? It has a lot to do with Frontiers’ new approach to levels – open zones. Also, Brian Shea sparked my curiosity with his excellent cover story. 

One of my main gripes with past releases is that Sonic’s speed often made it hard to see what’s ahead. I appreciate Frontiers’s more extensive, open-level designs because it’s easy to see obstacles in advance and adequately maneuver around them. Also, there’s always a curiosity on the horizon I want to explore. As I zoom through the desert, I see an installation lurking in the distance. Naturally, I run to it. Suddenly, I realize this isn’t a building or another common challenge – this is an enormous boss I’ve awakened.

sonic frontiers

The mechanical being begins to launch giant discs at me. After a quick dodge I jump atop the rings and start grinding on them. A trail of sparks follow my feet as I skate around the ring’s circumference, eventually transforming the rail to pure white. Then I jump to the next, slightly higher ring and repeat the process another time. 

Sonic eventually lands on a higher, much larger set of rails protecting the boss’s vulnerable center. But now the giant machine begins firing lasers, turning the path ahead into a death trap. This marks the beginning of an incredibly cool – and tense – experience requiring plenty of jumps, dodges, and rail switches.

sonic frontiers

Dance music begins to whirl in my ears as I speed around the perimeter – jumping, dodging, and switching rails as I slowly lower the monolith’s defenses. I finally activate every ring and the defense system crashes, leaving the robot’s core wide open for a flurry of attacks. 

As I pummel the boss’ life bar down to zero I begin to have a creeping suspicion that perhaps I’ve made a grave mistake. Maybe Sonic games are good, actually, and I’ve missed out on decades of fun. With little time left in my demo, I sequester my doubts and race off into the sands – there’s a lot to discover in Sonic Frontiers, and I'm just getting started. 



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Monday, August 29, 2022

Android Games

Gungrave G.O.R.E. marks the return of the Gungrave franchise after almost 20 years (well, besides that VR game), and today we found out that the sequel is coming just in time for Thanksgiving. A new cinematic trailer shown during Gamescom reveals a November release date, and it runs down the wacky cast of characters and why you'll be riddling them with bullets. 

The largely CG trailer sprinkles in a bit of in-game action, though you should check out this previous gameplay video for a better taste of the over-the-top combat. We’re introduced to Grave’s allies who band together to take on a fearsome foursome of antagonists looking to rule the world (probably). Fans of the PS2 games and the anime that spawned from them will be happy to know that G.O.R.E. looks as bombastic and absurd as they'd expect. Newcomers that enjoy bullets, blood, and insanity will likely feel right at home. 

Gungrave G.O.R.E. launches November 22 for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. Pre-ordering nets you a special Grim Reaper skin designed by former Tango Gameworks designer Ikumi Nakamura, who is working on G.O.R.E. as a character artist. 



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Mobile games

Gungrave G.O.R.E. marks the return of the Gungrave franchise after almost 20 years (well, besides that VR game), and today we found out that the sequel is coming just in time for Thanksgiving. A new cinematic trailer shown during Gamescom reveals a November release date, as well as running down the wacky cast of characters and why you'll be riddling them with bullets. 

The largely CG trailer sprinkles in a bit of in-game action, though you should check out this previous gameplay video for a better taste of the over-the-top combat. We’re introduced to Grave’s allies who band together to take on a fearsome foursome of antagonists looking to rule the world (probably). Fans of the PS2 games and the anime that spawned from them will be happy to know that G.O.R.E. looks as bombastic and absurd as they'd expect. Newcomers that enjoy bullets, blood, and insanity will likely feel right at home. 

Gungrave G.O.R.E. launches November 22 for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. Pre-ordering nets you a special Grim Reaper skin designed by former Tango Gameworks designer Ikumi Nakamura, who is working on G.O.R.E. as a character artist. 



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lies of P

Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Neowiz
Developer: Round8 Studio
Release: TBA

You’ve likely heard of Lies Of P after it took the internet by storm after Gamescom Opening Night Live. If you haven’t, I’ll quickly catch you up to speed: it’s a Pinocchio-themed Soulsborne.

You play as the iconic marionette fighting to become human in a fictional French city inspired by the historic Belle Époque era – a time of abundant affluence for the country. Familiar characters like Geppetto, Pinnochio’s creator and father figure, and Gemini Cricket help familiarize the story, but Lies Of P promises intriguing twists through a dark reimagining. 

I was lucky to play Lies Of P in the Gamescom Business Area this week and came away with four things I love about the puppet action game. 

It Feels Like Bloodborne

If I’m being honest, it’s a little surprising how similar Lies Of P is to Bloodborne. It’s almost a 1:1 comparison. But I have to hand it to developer Neowiz: its game demo was impressive.  

Heavy weapons have more extensive wind-up animations that leave you vulnerable to quick strikes but feel incredible when they contact an enemy. Light thin-bladed weapons unleash a flurry of strikes and inflict copious damage when combined with secondary gadgets called Legion Arms. Dodging and parrying are essential to survival, with the latter opening up opponents to visceral strikes with precise timing. 

When you’re not in combat, you can speak with faceless citizens locked behind their doors and windows, complete with the nonsensical, riddle-like dialogue you might find familiar. I suppose imitation is the sincerest form of flattery. 

Legion Arms

Legion Arms are secondary gadgets unique to Lies Of P. Pinocchio appears humanoid in the game, except for his arm. A swappable extremity called a Legion Arm is in the place of a standard appendage. Pinocchio defaults to wearing the Iron Fist, a hardened extremity capable of big ol’ punches, but at least nine augmentations offer a bevy of neat abilities. 

The Fulminis unleashes a charge of electricity, the Flamberge’s barrel spews a violent cone of flame, and the Falcon Eyes is a hand cannon. But The Puppet String is the Legion Arm I used during my Gamescom demo, and it rules. It’s a Hookshot-like gadget you can fire toward enemies to reel them in or vice versa. Once upgraded, The Puppet String possesses an ability called Falling Chase, which is a potent acrobatic attack that launches you into the air before you come crashing down.

I’m excited to see how other modifications affect gameplay, but the Legion Arms system should help players dial in their strategies and playstyles beyond standard equipment.

Lying Quests

In popular culture, Pinocchio is famous for lying. His entire character in the Disney films revolves around the concept of truth and lies. NPCs consistently question Pinocchio throughout the City of Krat, the game’s fictional setting, and send him on quests depending on his answer. During these scenarios, the player only has a few seconds to pick their answer, and one of their choices is seemingly a lie. Or maybe both are? It’s still unclear what consequences these choices manifest, but the game’s Steam page states these quests “play out depending on how you lie” and factor into which of the multiple endings you experience.

Pinocchio-Inspired Boss Fights

Pinocchio’s quest to become a real boy takes him on a terrifying odyssey – being swallowed up by The Terrible Dogfish, transformed into a donkey on the cursed Pleasure Island, and in the original children’s book, being nearly executed by a pair of trickster animals. The imagery of Pinocchio’s world is striking (and often disturbing), making it a breeding ground for diverse places to explore and bosses to fight.

I was surprised by Lies Of P when I first saw trailers for the game. It feels familiar but incredibly weird, so it was nice to finally play it for myself at Gamescom. Click here if you're interested in more hands-on previews from our time at the event.

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