Showing posts with label flickr. Show all posts
Showing posts with label flickr. Show all posts



Whazzat? Little Town Hero is coming to PlayStation 4? You heard that right! This charming RPG will be releasing physically as the Big Idea Edition on June 2!




As the only method to obtaining a physical copy, the Big Idea Edition on PS4 also comes with an art book, poster, lapel pin set, and official soundtrack CD with music composed by Toby Fox.
In Little Town Hero, you play as Axe, a young boy with big ambitions to venture outside his village and see what lies beyond. After finding a stone that mysteriously manifests his ideas, Axe must use his imagination to defend against and discover the truth of the sudden monster attacks in his town.
The unique combat system in Little Town Hero eliminates the need to grind. Strategy and creativity go a long way in defeating your enemies!
For a more laid-back experience, the all-new Easy Mode lowers the attack and defense of enemy Dazzits, and Special Effects from enemies show up less often. Let’s take a quick look into what a battle looks like:
Izzits are ideas that have yet to be fully realized and are marked with a number that indicates how much power is needed to turn it into a Dazzit! Dazzits (shown with a unique image) come in red, yellow, and blue, each with different capabilities. A Dazzit has its own attack and defense denoted on its side.
As you can see from the image above, colliding “Psyche Guard” and the enemy’s “Punch” Dazzits would result in them both breaking each other.
Those are the basics! Let your Ideas lead you on an adventure of epic proportions with Little Town Hero Big Idea Edition, coming to PS4 on June 2!

Little Town Hero Ventures to PS4 with the Big Idea Edition and New Easy Mode



 LATEST NEWSVostock Inc is Getting a Very, Very Limited Physical Release, Available to Order Now While Stocks Last ByChris HardingPosted on February 18, 2020 COMMENTS With only 3,000 copies available of the limited release of Vostok Inc. on Nintendo Switch, you’d Jabba believe this edition is packed with extras, including a glorious sleeve variant, Vostok Inc. stickers, the digital soundtrack and an individually number 1 million Moolah note! Vostok Inc. was the world’s first action arcade twin-stick clicker and cult favourite with fans. Raise some start-up capital by blasting enemies, asteroids and anything else that gets in your way; then embrace your new-found quest for Moolah as you colonise, explore and exploit over 40 planets across six unique solar systems. Harvest planetary resources and rescue executives to multiply your profit margin, all while you stay blissfully entertained with a whole host of captivating retro mini-games that will keep you coming back for more. Battle your way through each solar system and take down evil bosses. Enjoy a thumping customizable synth soundtrack, then kick back, relax and let the Moolah roll in! Become filthy, stinking rich! Vostok Inc. Limited Release is available now for £26.99 via Wired.gg/Vostok and is available only while stocks last.

Vostock Inc is Getting a Very, Very Limited Physical Release, Available to Order Now While Stocks Last



Sometimes it feels like the mainstream gaming market doesn’t want us to play intricate role-playing games anymore. Genre stars such as Mass EffectDragon Age and Fallout may still be solid, but have become more and more simplified as the years have gone on. Yet as disappointing as this can be, it leaves the indie market with a gap to fill.
Stoneshard comes as a very welcome breath of fresh air. This RPG/roguelike mashup from Ink Stains Games offers both challenge and hours of entertaining gameplay and – while in need of a bit more polish – is already well worth the price of admission.  Stoneshard is set in an open medieval fantasy world.  In a particularly punishing prologue, you take control of Verren, a relic seeker who finds himself on the wrong end of a dark ritual. After a solid ten minutes of grasping the controls, you’re dropped into the deep end and given the task of making your way out of the dungeon.

After this, the prologue ends and your own character is chatting to Verren in a bar a few weeks later. You pick from four Dungeons and Dragons-like archetypes to play as, complete with their own wild backstory, and set off to uncover the mystery of the Stoneshard. This chat with Verren also reveals why it’s so important that I suffered through the first dungeon for three hours to find it, but full disclosure: I suck at the game.
To put it simply, Stoneshard is, for the most part, a delight to play. To anyone else like me, who is woefully lacking in experience with indie roguelikes, the best way to describe Stoneshard is a mix of classic Fallout and Dragon Age: Origins with a whole bunch of survival mechanics thrown in.
Hooking from the start, all its role-playing and survival features near-effortlessly fuse together to create one of the few games in its genre to pull off its multiple mechanics so well. The same unfortunately cannot be said for its roguelike elements, but we’ll touch on that more later. Before we even get to that, there’s already an unholy amount of survival mechanics to memorize. There’s the obvious: hit points, hunger, thirst and sleep. But there’s a few more thrown in there to stop you from just eating, sleeping and drinking now and then to stay alive.
You also have a pain meter, which doesn’t necessarily correspond with how high your health is. If you’ve had a particularly nasty wound (like I got when I mindlessly wandered into a trap), getting your health back up helps, but the pain will take a little longer to alleviate. And while this is too high, your max health is capped. So, you take some painkillers or chug a bottle of wine. Tough luck, now you’re probably intoxicated. Got a potion to fix that? That’ll probably make you hungry. So on, and so on…

Some items that are a fix to one ailment may have less of a negative effect on the others. For example, both bandages and leeches can stop your wounds from getting any worse, but leeches will obviously increase the amount of pain your poor mercenary is feeling, whereas bandages do not. With so many status conditions for the developers to implement and balance, this could have very easily gone wrong, but it doesn’t feel needlessly punishing at all, rather it feels like a delicate balancing act that rewards attentiveness — most of the time.
There is one issue with this however, and that’s where the roguelike elements come in. On the whole, the unpredictable design of each area keeps you on your toes, and rewards you for playing smart, rather than blindly charging in to a randomly generated map. However, in many aspects of the game, they cause a lot more trouble than they’re worth, to the extent that I wonder if its necessary at all to have this be a roguelike.
The first reason for this is the loot. As I was just saying about the survival mechanics, these fit into the game very nicely, and I hope are here to stay. Having said that, the fact that better quality items can spawn randomly meant that balancing the various survival stats did feel very luck dependent at times, as well as how strong I was in a fight.

For example, I had to ditch my first run because I got to the first boss at the end of the tutorial without finding any decent armor. On the run where I beat the boss, I had found incredibly good armor, as well as more food, and went on to slay the demon on my first attempt. On the initial doomed attempt without these better items I must have attempted the boss around 15 times, so the balancing is a bit off if I can then breeze through it because I, through no skill of my own, got better loot.
And while we’re on the subject of balancing, it doesn’t just end there. I know, I did just praise the game for being challenging, and while I wouldn’t change that, this can border on simply being unfair, with some deaths feeling out of my hands. It’s nowhere near the level of classic Fallout, where the damage an enemy dealt would jump from 30 to 300, but having four enemies spawn in the first room you enter is a bit of a kick in the teeth.
But this wouldn’t be so bad if it wasn’t for the major deal breaker for some players: the fact that you can’t save in a dungeon. In Stoneshard‘s current state, you can only save by paying for a bed in an inn. The developers say they are working on implementing another method of saving, and have made the price of a room affordable enough to not render it impossible to save.

Yet as it stands now, when you get flanked by half a dozen enemies, you can’t learn from the mistake and bring more equipment, or just try and avoid certain areas – the procedurally generated dungeon won’t look the same again. I know these issues sound pretty bad, but it’s worth mentioning that this has been acknowledged by the developers, with fixes said to be on the way. So far, updates are frequent and the communication with the team cannot be faulted. Just a week into early access, and already there are few bugs to be found.
The final verdict? Stoneshard knows what it wants to do, and is already close to hitting the mark. If modern mainstream RPGs have gotten too easy for your liking, this is definitely the game for you. Despite the issues I’ve brought up, nothing has been so frustrating as to stop me playing, and with so many new features in the works – character creation, a reputation system, an expanded main story – I recommend picking up Stoneshard, even as it is now.

Impressions: Stoneshard – Hooking And Unforgiving


By the time they reach Tokyo Mirage Sessions #FE Encore’s fifth dungeon, Illusory Daiba Studio, most players will have gotten used to how the game’s boss fights work. Boss enemies get to take two turns while their side-kicks enjoy increased durability and only one move. Unfortunately, Illusory Daiba Studio is where boss enemies start stepping-up their game. Instead of one powerful enemy taking two turns, players now have to face two. This isn’t just for the dungeon’s end-boss either; the mid-boss enemies can do this too, making them just as tough of an encounter. Fortunately, there are effective methods for clearing both of these fights.

Mid-boss: “Culprit” Mirage & “Hostage” Mirage

“Culprit” Mirage, the beefy one wearing glasses and a mask is the top priority here. One can (and should) work on knocking-out the Red Cleric “hostage” mirage, but they’ll just get summoned back. Taking it out is helpful in that it makes the “Culprit” burn a turn to summon it back and it also spares the party from taking some extra damage.
The fight won’t end until the “culprit” is defeated, however, so it should be the target of most attacks. Hit it with sword and bow-based sessions and make sure to use Special Performances which target both enemies; Kiria’s “Deep Chill” and Itsuki’s “Empty Wave” are particularly effective. The “hostage” mirage will occasionally apply a defense and accuracy debuff to the party; remove it immediately and then re-buff those stats in order to avoid two-hit knockouts disastrous misses.


Dungeon Boss: Excellus & Yashiro

This is another fight where both enemies take two turns at a time, so keeping the party’s health up and its defense buffed is essential to surviving it. Keeping Evade and Accuracy buffed can be helpful as well, but Defense must be the priority. One should also forget about attacking Yashiro. He likes to counter direct attacks and he doesn’t actually do all that much damage to most party members. Basically, knocking him out is more trouble than it’s worth, so it’s better to just concentrate on Excellus.
At the start of every other round or so, Yashiro will buff Excellus’ Evade stat; remove it right away in order to avoid needlessly missed attacks. After that, Excellus will launch its first wave of attacks. The attacks it uses depend on Excellus’ current state, which will be one of the following:
Red: uses fire magic and is weak to ice magic.
Green: uses wind magic and is weak to lightning magic.
Blue: uses ice magic and is weak to fire magic; swords and spears are effective too.
Black: attacks everyone with fire, wind and ice magic; the trade-off is weakness to all attack types.

Make sure to change party members out to match Excellus’ state. For example, if it’s in its red state, then make sure to be using characters that aren’t weak to fire magic. Even better are those who resist, repel or drain fire magic; the same goes for the mirage’s green and blue states. Remember, character stats can be checked at any time by pressing the + button. After a round or two in a given state, Excellus will launch a powerful “almighty” attack which hits all characters for about a third of their HP; even more if the party’s defense isn’t buffed. Use the next turn to heal, re-buff and reconfigure the active party if necessary.
As for the Excellus’ black state, it only shows up once the mirage’s health bar is in the red. Avoiding weaknesses is more difficult at this stage, so it’s better to try and knock out its remaining health with the more powerful Special Performances rather than trying to play it safe. See, the amount of damage Yashiro and Excellus put out during this round is manageable at first, but only for a couple of rounds at most. The longer this phase goes, the more difficult it’ll be to keep the party’s health up, so one should work to bring the oversized mirage down as quickly as possible. As long as nothing too out of the ordinary happens, then doing this should ensure that the fight wraps up smoothly.

Tokyo Mirage Sessions #FE Encore – Illusory Daiba Boss Guide