It has been revealed that a fighter Mirai Asakura will appear in the Ryu-like 8 , which is developed by the Studio like the Sega of Sega. Asakura, who also works as YouTuber, released a video of visiting Sega on July 19. Masayoshi Yokoyama, a studio representative, commented, I asked for something ridiculous.
Dragon Like 8 is the latest work of the Dragon Like series. It was revealed that it was under development during the reorganization of the studio organization like the dragon last October. In the reorganization of the organization, Toshihiro Nagoshi, who had been the top of the studio until then, left the company, and Yokoyama was appointed as the representative. At that time, Mr. Yokoyama said that the new work would be a work depicting the previous main character, Kasuga first.
In the video released by Asakura this time, Mr. Asakura met Sega’s president Haruki Satomi. Mr. Asakura has received an offer from Satomi to appear directly in Dragon Like 8. It is said that Asakura will be the first one who will offer the appearance for this work.
And in the latter half of the video, Asakura and Yokoyama moved to the studio development floor like Ryu. The monitor of the PC under development shows a video of Dragon Like 8, and is unveiled for the first time under the permission of Mr. Yokoyama. In addition to Kasuga first, you can also see the appearance of Namba and Koichi Adachi who appeared in the previous work. Kasuga first seems to have a different hairstyle.
After that, Mr. Asakura immediately conducted a 3D capture to create his own 3D model to appear in Ryu Ga-no-Yaku 8. It incorporates various expressions. This video was so far, but in the conversation with Mr. Satomi, the motion capture of the action also mentioned the possibility of Asakura himself. Such work may be implemented in the future. It has not been revealed what kind of roles will appear.
Dragon Like 8 is only announced that it is under development at the moment, and the details of the game contents are unknown. I want to wait for the official announcement.
Klei ENTERTAINMENT/BRACE YOURSELF GAMES distributed the latest updates for the Steam version of Crypt of the Necrodancer on July 1st. This work has been updated for the first time in about 5 years. There seems to be a reason for sudden update distribution.
Crypto of Necrodancer is a rogue lyricism action. The structure changes every time the dungeon of this work dies. Players will eliminate many monsters, pick up equipment and items and power up the protagonist. This work has established its uniqueness by introducing the elements of rhythm games while following a popular system in rogue-like works. During the game play, inputting according to the rhythm that flows, various benefits can be obtained, such as increasing the number of coins that can be acquired. Conversely, if you don’t get the rhythm, you’ll be attacked by the enemy unilaterally. Game play, which combines the action that needs to keep up with the rhythm and the strategic nature that requires accurate judgments, has gained a good reputation.
This work was officially released at Steam in April 2015. It was later released for Nintendo Switch/PS4/Xbox One and iOS/Android. Later, in addition to the DLC Crypt of the Necrodancer: Amplified, a work featuring this work and Nintendo’s The Legend of Zelda also appeared. The collaboration work Cadence of Hailal: Crypto of Necrodancer feat. Zelda Legend is on sale for Nintendo Switch.
And this time, the V3.00 update was distributed for the Steam version of this work. The last update V2.59 was distributed to the Steam version in October 2017, which is the first update in about five years. Improvements and changes in V3.00 are diverse. First, the reading time at the start of the game was greatly reduced. No beat mode is added to the game play, allowing you to follow the story with a rhythm. In addition, the Save and Quit function has been added, ending the game at any time and resuming. It is said that the progress will be saved automatically when closing the game window.
In addition, a custom music function that allows users to add their favorite song files has been renewed. Compatible with MP3, OGG, FLAC format files, and the music flowing in the game can be changed. The game side automatically determines the tempo and conforms to the rhythm game element. Here, the tempo of the song has been implemented in the background, and multiple playlists can be set. Special trucks for bosses, training, tutorials, etc. can also be customized. In addition, controller support has been improved for play in Steam Input and Steam Deck. It seems that the button icons for each controller have been added, and the button allocation function has been enhanced. In addition, various changes such as improving the Co-OP function have been implemented. Check this patch notebook for details.
It is a nice place for fans to have such an update after about five years. However, good news is likely to be waiting in the future. According to patch notes and official tweets, this update is a sign of Something Bigger which will be unveiled in the future. Before developing that something, he wanted to reflect the highly important feedback from the community in this work. Crypto of Necrodancer has been loved and has gained popularity. What is the developer Brace Yourself Games prepared?
Crypt of the Necrodancer is being distributed to PC (Steam)/Nintendo Switch/PS4/Xbox One and iOS/Android. The V3.00 update is being distributed for Steam. The update has at least the outlook for overseas console distribution, but it is not known when it will be distributed.
The element of “open field” is special in the series. And I feel that this is the most successful breakthrough. It is undeniable that critical opinions are evoked from the difficulty and habit strength. Although there are also large flavors peculiar to the series, there is no doubt that it is very good and luxurious.
This review was delivered very late for various reasons. I would like to first say that it is ★★★ that I do not have a twisted evaluation, and I would like to send a calm analysis review.
As I mentioned in the review of the review, we do not consider the complex and mysterious world settings of this work. By the way, I can only play around a round, and it is also the fact that I can’t do such a narrative consideration.
This article does not include a big spoiler because it is intended to be a review for new players who are going to play **. I feel that the possibility of this work may sometimes create pain, and I hope that the reviews will be relieved within a reasonable range.
“ELDEN RING” and the Dark Soul Series
First of all, I will review what kind of work is “Elden Ring”. It is a “chewy” work created by From Software, and is the latest in a series that is said to be difficult.
Even though the series is a series, this work is a single IP, which is clearly different from the “Dark Soul” series. However, the style has the foundation of a common system as much as you think, “Is it a sequel?”
It is easy to get the impression of choosing people from difficulty, but the main actions and RPG systems themselves are simple. Find enemies, avoid attacks, look at the skiing and hit a counterattack. Defeat the enemy, gather experience and items, and gradually strengthen it. I can’t think of a special “new system!” This area is also common to the “Dark Soul” series.
From the works of from software are consistent, and the world settings are well-formed. They are making them from the principles, including the space range of the world, and they are worth considering.
However, the range that is not clearly told to the player is wide, and it is characterized by the fact that it is not possible to obtain more confirmation **. It is conveyed that it is kneaded, but I did not know what it was until the end… it is not unusual.
If you explain this work in a word, it can be said that it is a work that has added an open world to the “Dark Soul” series and secured “play” well.
Impression that “Dark Soul system” has been stacked
Since “ELDEN RING” has a strong flow of “Dark Soul”, I will introduce what kind of system it is.
Players explore the fields of a strong enemy, defeat enemies, gain experience, and acquire items. It is a design that it is necessary to proceed carefully because it has the strength that will be defeated in an instant if Zako enemies are careless.
In addition, the recovery method is strictly narrowed down, and at first you can use recovery drugs several times. There is a checkpoint on the way, and it is based on a “semi-consuming item” that the number of times of recovery medicine is reset when resting here. However, if you go through checkpoints, the enemies placed will be resurrected .
If you are done on the way without consuming experience points due to level up, you will lose on the spot. However, there is a rescue measure that can be recovered from the checkpoint and reaches the same point without being defeated, and this is generated in the form of challenge and caution.
It is also a major feature that there are intense bosses that do not seem to be able to capture at first glance. However, if you challenge it many times, you can clear it **, and the sense of accomplishment makes the player addictive.
However, contrary to the “expert feeling” that receives from that difficulty, the fact that anyone can clear it if you keep challenging, so the impression of the series is a “work that you can enjoy without fear”. It can be said that it is changing at a time .
“Elden Ring” topicality
Before the release, the adoption of “open field” was shown, and various speculations have been revealed because it has not been linked to the dark and narrow image so far. If it was launched with fullness, the result was achieved the largest sales in the series as a single title.
I feel that it is a title that reaches a wide range of players compared to before. The evaluation that the series has accumulated, “It’s difficult, but anyone can enjoy it if you work carefully”, and it may have led to sales.
The impression that only some players can enjoy, are definitely fading, and it is a title with more “play” than expected. If you look at SNS, you can enjoy only the diversity of character creations.
One of the claims of this article is that the width of the capture is considerable. If the conditions are met, ** boss characters, which are considered difficult enemies in the enemy, can be defeated in an instant, and in that sense, the size of “play” is secured. The adoption of the open field has greatly encouraged this.
Although it was a series with a slightly stiff impression, it would be acceptable to evaluate that Elden Ring was sublimated into a “lovable game” that is played down by various players.
About the analysis of “Elden Ring”
So far, we have reviewed the whole picture for those who have no experience in the series. Reviews cannot analyze all of “Elden Ring”. On the contrary, it can be said that the range of evaluation is only a small part.
First of all, there are not many stories about stories and world settings. This is because it is designed without clearly presenting the answer, and cannot be assessed. Another major reason is that I have only one lap of the story, and there is little information that can be effectively touched.
“ELDEN RING” is a very playful work, as its sales indicate. In this review, we first look at how this work throws issues to players. Next, we focus on what solutions have been prepared while realizing the texture of such problems. Then, while comparing the differences from the past titles, we will extract the strengths achieved by this work.
After that, we will derail a little and calculate back from the own experience of the writer to explore the “un fun trap” that players tend to fall. While reviewing how to work on the game, we will combine the issues that Elden Ring has, and try to present the guidelines for players who are trying to challenge them in the future.
I hope that it will help you run through the fun of “ELDEN RING” through the review.
My environment was a PC version, the version was 1.02.3 (before the first major update), the play on the mouse and keyboard was about 90 hours. With the so-called “safe ending that is the easiest to reach”, keep in mind that you have passed by without noticing many elements.
Trajectory until clearing
The play time of 90 hours a week is quite long compared to general works. Aside from the skill of personal capture, after the middle stage, I ran out at once, saying, “I want to aim for clearing for the time being.” To be honest, one of the reasons is to play Elden Ring.
Since I experienced “SEKIRO”, I thought that it was the start of “ELDEN RING” after learning ** enemy attack behavior and counterattacking with a normal attack. Regardless of the field or dungeon, he continued to challenge the enemies that appeared.
As a matter of fact, it is possible if you want to clear the last boss in that way. In some cases, such an exquisite motion design of the enemy was realized, and it was just that it was the royal road strategy.
The search was sweet, so I couldn’t find a new weapon for a while, had a normal sword dropped by the soldiers around it, and was almost naked. I knew that the equipment could be enhanced, but I did not know the detailed conditions and immediately turned down, saying, “I’m sure it’s an end-content element.”
Naturally, the time to hang on the boss is rising. As a result of keeping muscle strength to cover weak weapons, what kind of enemy it was, this was a single blow, and the existence of tactics and ashes had fallen out of my head , so as a game reviewer. I can’t deny that it was a pretty ponkotsu.
As a result of following the “in-game conductors,” it was reported on the Internet one after another, as a result of being defeated by a powerful boss. I guess it was the most difficult work so far… I think it was unusual for players to tweet. It wasn’t just the writer who was brain muscle! !
At one point, I was astonished by the strength of the tactics that had been flowing on SNS, and when I tried with the boss I met next, I had an experience of defeating it for the first time. Since then, the game experience has changed from “Elden Ring” in the writer from “Reflection nerve game to remember motion” to “high-quality action RPG”.
Because of the reaction that was so exhausted up to that point, at the end of the game, I ignored Zako enemies and gave priority to capture, but even though it was not as extreme as I, I tend to fall into similar pain. There may be a structure.
Is ## Flom game a “kicking down” game?
I don’t think the works of from software have a game design that kicks off players. If you look at each element carefully, you should be able to confirm that it is properly stored before the overdoing occurs.
From has made a mean boss appearing… At first, even though he thinks, it is designed so that the weakness is actually prepared properly, and the motion can be grasped so that it can be said that it is already a prospect. I am.
This is not limited to combat with the boss, but also in dungeons and mystery solving capture, it looks like there is no other way, and in fact it can be overcome simply or adopted a variety of methods “Clear. You can see the “line of design” .
I think that there are many places where the search is not wasted, such as almost certainly a detour can be picked up. In addition, it was also a very good impression that there were very few work-style scenes, such as being required to go up to level up.
Problems prepared by “Elden Ring” and its solutions
Let’s evaluate while looking back on what kind of features are in “Elden Ring”.
If you compare it alongside the “Dark Souls” series and “SEKIRO”, I feel that this work is the easiest title to play. The checkpoint called “blessing” and the shortcuts in the dungeon were arranged without difficulty, so it was not too easy.
There were many scenes that could be survived with stealth more than expected, and it is possible to run through forcibly. I used to be frustrated by purchasing the “Dark Soul” series so far, but I was able to run “Elden Ring” happily until the end even if it was painful, because of these elements. I feel that.
On the other hand, the strength of the boss was extremely extreme in SNS. When a boss appears in “SEKIRO”, which operates the hero who is quite strong in performance, he has a head when a violent and strong enemy appears.
Nevertheless, I feel that “ELDEN RING” is a wonderful work that secures the width and fun of the capture.
Although it is a little out of the game, it is quite difficult to understand the world setting. The depth of construction is also demonstrated in this work, but there are quite a few content that you can not even notice unless you are very careful.
While the action elements are included in a reasonable range, I think it’s overkill. Until then, if it was said to be unique to the series, this point was intense in this work. However, they are also sublimated as a strong value due to the structure described later.
Synajes in question expanded the player.
It is at the beginning that the “Dark Soul” series-related works gradually gained the impression of “challenging with confidence”.
Nevertheless, there was a harshness that could cause clogging somewhere and could be “frustrated”. The element called open field was added to it, which played the role of the excellent lubricant of this work.
First of all, there is a relationship of clogging and post-posting that everyone will feel. The early “streak”, which was indicated on purpose, was guided to hit a strong wall. Until now, I had to manage to capture the wall, but with the adoption of the open field, the player’s option was given to the player.
Like a general RPG, it is possible to simply improve and return. However, the highlight was that “you can get something if you take a detour by searching” everywhere in the open field.
“ELDEN RING” is not only the meaning and capture time, but also the number of items, the type of enemy, the variations of the enemies, the accompanying motion, the tactics, the variety of magic, and the specific movement of those who can call it with ashes. (And the mysterious scales of the world that are hard to see)…
This “variety” also exists in the strategy itself, and it is possible to delay the large wall itself, or in some cases.
Once a player who stumbles on the wall tries to travel in another area, he will encounter unexpected treasures and experience different types of difficulties. As a result, not only the level of character performance, but also the variety of actions, and if you notice, the player’s “familiarity” will be accumulated multiple angles.
I was going to postpone the “wall” capture with a distribution, but if I noticed, I had captured a completely different area… I think the order of capture by players will change a lot.
Because of the structure of exploring the open field as a post-end of the main, it may be possible to implement more intense bosses than “SEKIRO”, and to have more difficult mysteries to read.
Normally, such “difficulties” should be sharp in the title of choosing more people. This work has a large tre-and-error room except for some specific situations, and there are other pleasures… I think it is ** suppressed.
It broke once, right?
I spelled out the synergy effect by the open field, but there was a problem that my heart was broken in the middle of you.
If you analyze yourself again, I think that the reason for “starting after learning motion” was too strong. On top of that, when you use the tactics and battle ashes that can be obtained in the early stages, it moves a little unusual It looks like a plain physical surgery , and at that time it is not very attractive. It was.
It is true that this is a bonus, and it is true that it can still win a strong enemy with a normal attack, so this is the unusual feeling of “solving games for experts”. That’s why it has been connected. Humans have a limit, so it is natural that if you play for a long time through such an force, you will be exhausted.
At the end of the game, I picked up “ special ax ” for the first time.
The players are equipped with powerful tactics that everyone knows, but they didn’t notice that they were not particularly difficult. When I switched from a normal unhealthy sword up to that point, the excitement of “the game has changed” has encouraged me to reflect on “I will adjust the difficulty on my own.”
Looking at the impressions on the net, I saw a lot of players tweeting, saying, “I should have searched properly and challenge.” I just reflect on the writer, but I think the experience until I notice it tends to be longer.
beliefs and commitment narrow the possibility of enjoying
There is a reason why I wrote my personal play status as a review this time.
As mentioned earlier, the battle that gave up the enemy was the strategy of the “ELDEN RING” mainstream, and the idea of focusing on searching was weakened. In addition, special attacks like tactics were stiff with emotions such as “not a real capture.”
All of these must be said to be ‘s own bad beliefs and commitment .
However, this work actually has a wealth of choices. It is clear just by looking at SNS. Not only the capture, but also the freedom of a character cray that is so rich that it is a costume tournament, a wide range of elements that will no longer be a different game, including magic, tactics, ashes, and multiplayer… I think it’s just right to play ** to adjust the difficulty level by yourself.
Regarding these abundance, it is outstanding in the past “Dark Souls” series, and the size of the player layer tells it. If you play carefully without being trapped in your beliefs or commitment, you should be able to play for a long time.
Anyway, if you try out what you find in a wide field, you can do something like this, you can do something like that, “Elden Ring” will give you a rich experience.
In order to create a commercial review article, I intended to keep my self-awareness so that I did not give priority to the speed of writing the manuscript, but the experience in this work was an opportunity for the author to reconsider the real way of playing. rice field.
Also, this is one of my great reflections, but I would like you to carefully observe the NPCs that appear in this work without rushing in the main scenario capture. I can’t tell deeply here, but at that time I don’t know, but it always has meaning.
It is difficult to judge to cling
We have appreciated the more attractiveness of open fields. The difficult part of Elden Ring is that its charm has a part that is hard to judge at the same time.
Although it is a value for search, including esoteric world settings, most of the difficulties are “I do not notice in the first place”. From a different perspective, this is an endless charm ** for a player who plays for a long time, so it is not easy to say as good or bad.
In a place that seems to be unrelated at all, it does not come out at the center of the story, but what I thought was a little background, but if you look closely, it is drawn in common… It exists.
Avoid spoilers here, but the “commonly drawn” things may extend to the internal status. Assuming that there is something like a curse about the land (you will not notice if you play normally), if you attack related to Zako enemies nearby, it will be reflected only on the Zako enemy. It is such a cleaning.
Until then, it is a polite production, but the narrative side is like the existence of Elden Ring, the main element, so after arriving at the last boss, it becomes “I don’t understand anything!” It may have been one after another.
It will be an excuse for the weak search power…
There is a problem of the presence of the prepared diversity, which is a long way to get the journey to ** the player notices. The meaning of the status will not be able to be understood by those inexperienced in the series, and it is not surprising that players think that “basics of status do not want to fail” because of the difficulty throughout. 。
In the sense of the size of the frontage that can be tried in various ways, “Elden Ring” is the most secured, so I feel that it is still difficult to judge. After the release, information pages on the official website, such as “5 things to know before starting the game” and “Hints in the early stages of the game”, are posted, so some capture information, including my own reflections. It seems good to play while having fun.
An element that is overkill too much can be an enemy of that awareness.
It leads to the question of “” or “it is simply difficult to understand” or “it is difficult to understand” **.
The most prominent thing was a bug **, a hidden passage that appears when hitting the wall about 50 times (now has been revised). In fact, it was a problem, but it seems that this would be possible as a production of “ELDEN RING”.
Surprisingly many characters, it may be painful for players who do not want to miss such narratives, which are extremely difficult to understand the trigger of the event. Almost all people say only meaningful things , and you can’t understand unless you guess from some of the appearance and situation evidence (it can’t be concluded).
Of course, they are worthwhile to solve them over time. Let’s unravel such mystery elements carefully. If you think that you can play with “how to play” by switching for a long time with only action, the play value of the work is too much.
However, on top of that, bugs such as some of the difficult NPC events did not progress were confirmed. In this case, as a player, there is no way to judge whether it is “aiming” or “mistake”. I think it is necessary to catch it dry.
In any case, these mystery elements can be more complicated by the open field. If it is too easy, the charm of the lap play will fade, and if it is too complicated, no one will be able to do it. It may be the result of “exquisite balance of center of gravity” that the judgment of the judgment is clinging.
There are some wasteful places
There are some parts that seem too inconvenient to regard it as mysterious. However, it is not fatal because the UI and arrangement are mainly issues.
I feel that the UI on the map has room for consideration. I was playing with a mouse and keyboard, but the map cursor could only move on Wasd and could not choose the blessing with the mouse cursor. However, the list of the blessing list can be selected with a mouse cursor, so the UI is a strong impression.
At first, the whole picture of the map that is not obvious will be released by picking up the map in the field. I felt that the position of this map was indicated by the small icon on the map. Compared to the mysteriousness that penetrates the whole, this may have been a concessional element.
I was also worried that there was little information about the status abnormality. Under certain conditions, I think that the explanation was intentionally reduced (this was interesting personally) that the maximum physical strength was always reduced a little.
This can be regarded as one of the mysteriousness, but if you become a strong state abnormality in the normal capture, you will eventually die before you know what it is, and all seem to be the same. There is a waste.
Of course. It may be an element that is difficult to notice about this.
In some boss battles, there was a part where the movement to retry was too long. Compared to the series, it is small as a whole, but it is painful to run a long road many times. I think the stage of a large boss that can fight with many NPCs was particularly noticeable.
This boss has a wide stage itself, and the boss itself moves at high speeds, so it has fun like a festival, but it was a rough impression that it could be defeated in a glitch-like way. 。
Unusually in the series, it’s a fun part of playing JRPG, but it’s hard to notice the NPC events, so I feel that some players can be “Who are you?”
Joy, angry, fun
In a long play time, such as a boss that I can’t challenge for hours, a little mistake, unpleasant motion that makes me think and unpleasant motion … did.
The sense of accomplishment when destroyed like that recoil cannot be helped to shout from Flores. I was frustrated and sometimes terrible, but if it was not interesting games, my heart would not move in the first place **.
There is no doubt that the quality of Elden Ring has evolved in the end of these sense of accomplishment. When the mysteriousness and ease of understanding are placed on the left and right on the number of lines, the challenge of where the implementation is dropped, it can be said that the overall high demands were fully satisfied. Perhaps it is proven by a wide range of players and a wide range of players.
If you want to achieve this high level, it is natural that elements that could not be dropped will come out. It is only in that range for the unwilling to judge that it is attractive or wasteful parts.
“Elden Ring” has expanded the sweet spot itself in the droppings by adopting an open field. This is obviously a breakthrough for the series.
After the adventure of 90 hours per lap, my map has not been released. If you hurry in the second half, you should easily reach the 3-digit time volume with a polite progress.
While playing, the joy of “Is it still there!? Is it still spread?” I hope the new players who will be playing in the future will enjoy the individuality of the characters appearing and jump into the harsh world while sitting down and carefully testing various possibilities.
“ELDEN RING” was a title shown in the world again that if you put the volume carefully, you can compete by carefully accumulating the simplicity as an action RPG. Those volume is sober at first glance, but each is a luxurious composition with a strong originality.
As a whole, it was a work that left a big impression, and sometimes I was tired of the boss composition in the second half, but it was a good idea to beat my bad commitment and restore my heart. maybe.
General comment: ★★★
The overwhelming volume of the highest in the series
The overwhelming width of the highest in the series
A field with a rich experience and color of challenges and rewards
Flexible difficulty adjustment that can be adjusted by yourself
Thoroughly kneaded, thoroughly packed, many mysteries worthy of searching
The conductor is long until it is aware of the variety and can be used
A large flavor composition that cannot be wiped
The lack of usability and the lack of explanation of narrative are cloudy
Devolver Digital announces “ Return to Monkey Island ” on April 5th. It announced that it will be released within 2022. This work will be the sequel to the “Monkey Island” series of the point & click adventure master. It is said that the original staff will re-assemble, including Ron Gilbert, who is the leading parent of the series of series. Development of approval from LucasFilm Games, which holds the same IP. The Japanese version is scheduled to be distributed simultaneously with the release by the translation by the bridge games.
“Monkey Island” is a point & click type adventure game launched from Lucasarts (Lucasfilm Games) in 1990. The player will be a protagonist Gebrush Sleepwood, a pirate’s Caribbean Sea, and explores the fictional islands. The game system speaks, selects a verb command such as taking, and selects the target.
In addition, as an adventure game at that time, a system has been adopted that the player character does not die almost no action in this work. Besides that, it is a work that has a tasteful influence element or a sharp joke that breaks the fourth wall, and is a work with high praise with music and graphics. Sometimes it is a game that has been adopted to choose conversation options from a breakthrough, a breakthrough.
The new work “Return to Monkey Island” is developed by reincaring the original staff at that time. The story seems to be the sequel to “Monkey Island” and “Monkey Island 2 Le Chuck Counterattack” that Ron Gilbert worked. As the original staff, Mr. Gilbert, as well as Dave Grossman, Michael Land, who is a composer, Michael Land, who is a composer, and Mr. Michael McConnell, who is a composer, and CLINT Bajakian.
Mr. Tim Schafer, who was involved in the game design scenario with Ron, Mr. Dave, does not participate in the development of this work. He is currently a CEO of Double Fine Productions, and it is also related to such circumstances. In the trailer image, a metametasian syncal joke was jumping out, saying, “Ron Gilbert says that Ron Gilbert never made a new monkey island.” In addition, the initial two works are remake version, “The Secret of Monkey Island: Special Edition” and “Monkey Island 2 Special Edition: Lechuck’s Revenge” are pc (steam / gg.com) and iOS, Xbox 360 It has been distributed.
Although detailed information has not been announced for this work, Ron Gilbert is secretly working on the development of this work two years ago. Also, in the blog of January 2013, he has introduced some of the concepts when making a new “Monkey Island”. Above all, I would like to produce as a sequel to the initial two works, and I am realized this time, and other ideas may be incorporated into the work.
“Return to Monkey Island” will be released within 2022. In addition, the corresponding platform is currently undecided.
Supermassive Games is working on a new game, The Quarry, outside The Dark Pictures Anthology. Supermassive is a talented studio, and it would be great if they could work on something outside their horror series. Knowing that the studies work, I would be shocked if The Quarry did not have something yet to do with the horror.
It seems that the game is published by 2k. All this is currently only speculation of a registered trademark. The publisher and the studio itself have not announced anything yet.
At this point, I just hope Supermassive Games does not work until the b1. They continue to work on The Dark Pictures Anthology, they seem to work on this new game, and they also seem to work on a remake of unil dawn. It’s a lot of games to manage for any studio.
I mean, The Dark Pictures Anthology has at least five other games under development. As long as the games remain of quality and no one has to cruncher, it’s pretty impressive to be able to do as many games. However, I think it would be a good idea for supermassive to slow down a little.
The last thing we want is that they become another teltale games. With so many games under development and out so quickly, they run the risk of overloading their own kind. This is not yet the case, but it’s something you have to worry about the future. Supermassive Games has already published many similar games. It may be time to slow down or mix a little style and give fans something different.
What do you think of the fact that Supermassive does something outside of The Dark Pictures Anthology? Do you think they could flood their own kind? Let us know in the comments below!
The Nintendo Switch games checklist notes the video clip games readily available on the Nintendo Switch console, dispersed by professionals, all locations integrated. For the benefit of uniformity with the remainder of Wikipedia in French, it is useful to place the French appellations if the game has a French-speaking title.lend: Excluded = Special Nintendo Switch Dem = game readily available only in dematerialized variation. Free = cost-free game on the Shop Nintendo.
Now Gaming is a corner to write a loose game every Sunday, each writer played in that week. It is 320th. Let’s play a game in your house.
Spring will also be distributed by PS4 / Xbox One version
This week’s Nintendo Switch version of Dungeon Man Cheese is a little. A protagonist revived as a zombie is an action game that advances the dungeon while cooking and eating a defeated demon, eating weapons and armor. Eating cooking, up to seven capabilities, such as adding various stator-up, movement and attack actions. Although the ability itself is a lot of decent, the material is just a material. Visual or text is plenty. In addition, the conversation with the pro male teacher who teaches cooking technology to the main character is gag cartoon. It is a fun work.
In fact, this work has not yet completed the content for PC versions. It is rare that such works will be delivered with Nintendo Switch, and Nintendo is interested in what kind of stance. By the way, the Nintendo Switch version is compatible with Japanese and the remaining episodes will be added with the update.
By. Tier Yamagata
This week, I was playing Dungeon USA that I was produced. This work is a new demon king and revitalizing the devil’s army, and it is a dungeon production RPG. In the world, there are vials who have fallen into a terrible reign, such as the demons that you have to think about the death of the predecessor devil. The player acts as a new demon king, liberation of demons and control of continent. I will give my own parties and make a command battle, control enemy bases such as villages and cities, and gradually expand the power. On the other hand, humans are aiming at the neck in the newcomer’s style of the new magic king that makes the bad name. The player also supports visits to such a demon king castle in parallel with the expansion of the power. We will carry out dungeon production, such as placing trap rooms in the castle or strengthening the demons waiting for enemies.
This work has a system bad name that rises in the behavior of the devil. If you act that Hate is likely to be accumulated, such as making taxes and requesting the captured enemies, and I act that Hate is likely to accumulate. As strong enemies attack dungeons according to the bad name level, they will not be interrupted without being unplanned. Although there are too many items and the release of recipes is complicated, it was a feature that gameplay to adjust the enemy in parallel with the capture of the enemy base. By the way, it is also at the time of the enemy’s attack, but as a result of thinking about the construction to be died efficiently, a casino with a sauna was built.
By. Each Yokohama
FF14 of FF14, Magic Pandemonium Classification: Hen was able to be depressed for the first time. It was a capture while changing the job with a barrier healer, but after all the scholar flanges are strong. Normally, it is clammy that you can run all the time of sprint and all party members. However, the wise man of the anti-horse is not subtle, but this was easy to use the point where it can impart a barrier in no cast. However, the healer is moved so that the healer can not be cast, and if there is no barrier, an attack is coming, and the scene does not come true if it is not an abortion, so there may be a lot of scenes that can take advantage of this strength of the sage. Hmm.
I am worried about the healer about the three-tiered flame. It is necessary to bring the dying friend HP to the fullness of the recovered decline depth, and probably designed as a difficult place for the healer. However, the current situation is a vague to breaker that can be breached fairly easily if you use the Macrocosms of the astrologist, focusing on the Pure Healer’s opposite horse. It is remembered that the summoner has been properly appropriate for the Summoner in the Die Labyrinth Bahamas: Abuse Hen, but it was quite surprised because a specific job was overwhelmingly advantageous for a long time rice field. It is a place where Macro Cosmos was made in the intention to be a relief policy, or it is a bit worrying or a little of design.
By. AKA Polish
Feeling that humanity is being questioned
This week I was playing with COVID-19 Simulator. This work is a simulation based on the new coronavirus. We aim to increase corporate sales while dealing with viruses. First, create a workplace reflecting the domestic virus infection situation and start the game. Then the virus spreads in accomplishment and an increase in employees who can not leave by high fever. That’s also, I was not obligated to wear masks in Japan. Due to the effect of viruses, sales of companies are also lowered right. Damage is further followed by an anti-vaccine exercise by employees from the influence of the negative coverage of the media. Initially, we do not know how to deal with viruses and disturbances, and pay employees from one end. When I remembered again, I was sloped with the cruelty of the action.
However, the vaccine & mask negative dominates part of the company. I really want to consider the diversity of employees to vaccinate. However, the purpose of the game is to increase earnings, so I have no choice but to demon my heart. Discover a good action later. It gives employees a lot of holidays. Due to working hours, employees who were negative to all things began to show masks and vaccines that are recommended to recommend masks and vaccines, and as well, sales will also rise along with it. It is important to take a rest. It seems to be presidents only for the game subject, but I’m worried about what other players are playing with motivation…… Furthermore, it was such a work.
By. You Wagner
Game genre is difficult
I’m playing Duel Princess released for Nintendo Switch. The price is high in the Durante works, but it is made of it. As the format, the cost is consumed and summoning units. A strategy that allows you to advance the opponent’s castle. Since the unit has its own capability, there are three surstractics, as there are also three surplus systems. If you defeat the partner’s princess waiting at the end of the map, the Muffs production of the punishment is caught. This Liftoff production has attacked HERO D’s last minute. The beauty of CG is also compatible with the victory reward. The STEAM version of this work seems to be rejected by examination. It is probably because it is probably because it is a reinforced version, but it is no longer imagined if it becomes more radical than the Switch version.
On the other hand, the game play side is a slightly slow peak of the castle and battle. The unit of this work seems to be treated like a card, and it seems that a log light game with a deck building element is said to have a deck building element in the sense that the game play changes due to how to pick the unit, but there are not much synergy and compression etc. Don’t do it as a game of the same genre. Even if you defeat, you can also re-challenge from reinforcement of units, so there is no terminates element. The game itself is politely made, and the elements related to popular deck building games are incorporated, but I thought that it was likely to position this as a rogue light. After all rewards are the main game.
By. Ayuo Keybase