Games you're looking forward to

Antimatter

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I remember I was so impressed in 2021 by the first trailer of IXION. That was how space sci-fi should feel like, to me:


Now, this upcoming space station city builder from Bulwark Studios got an awesome demo on Steam Survival Fest (runs from August 1-8).

This game is coming soon this year and it's amazing! The soundtrack is composed by the 40k Mechanicus composer, David Guillaume. The UI is clean and easy to understand, the game looks absolutely beautiful and mechanics-wise, it seems very promising.

You can try the demo right now in the Steam Survival Fest.

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Urdnot_Wrex

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I remember I was so impressed in 2021 by the first trailer of IXION. That was how space sci-fi should feel like, to me:


Now, this upcoming space station city builder from Bulwark Studios got an awesome demo on Steam Survival Fest (runs from August 1-8).

This game is coming soon this year and it's amazing! The soundtrack is composed by the 40k Mechanicus composer, David Guillaume. The UI is clean and easy to understand, the game looks absolutely beautiful and mechanics-wise, it seems very promising.

You can try the demo right now in the Steam Survival Fest.

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It looks great. Unfortunately, keywords like "station infrastructure and population management" sound scary to me... like filing paperwork, not fun.
 

Antimatter

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More Nightingale gameplay will be shown live at Summer Game Fest on June 9, 11 AM PST, looking forward to it!


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This doesn't really promise a good future for the game, considering the game's development. They had already moved from SpartialOS to UE4 before, now they moved from UE4 to UE5.




I want to believe it will be a fun game, but it's amazing to see how much change has happened to the game's concept, and it only continues. Usually, there are so many risks of getting things half-baked in similar situations.
 

Antimatter

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A Plague Tale: Requiem by Asobo Studio releases in exactly two months. I'm so looking forward to it. The first game was such a unique experience: a good, yet a bit scary, story, full of French & medieval feeling, nice mechanics, and most importantly, a very rare game for "young adults".


That is one of the most well-made trailers I've seen. It alone reminded me of all the good feelings the first game showed: friendship, sister and brother relationship, adventure, scare, joy.
 

Urdnot_Wrex

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A Plague Tale: Requiem by Asobo Studio releases in exactly two months. I'm so looking forward to it. The first game was such a unique experience: a good, yet a bit scary, story, full of French & medieval feeling, nice mechanics, and most importantly, a very rare game for "young adults".


That is one of the most well-made trailers I've seen. It alone reminded me of all the good feelings the first game showed: friendship, sister and brother relationship, adventure, scare, joy.

Wow, I agree the trailer is very well made. I didn't have this game on my radar (don't know the first game), but the trailer I saw, during the streams around Summer Game Fest, I think?, caught my interest for a bit, although I wasn't sure form that short impression how dark and grim the game might be (harm to children is something I have difficulty bearing even in fiction, tbh). Now this one looks good and definitely interesting, the setting and surroundings, also the mechanics, and the story is very touching... a fierce, protective big sister fighting against half a world to save her little brother. She would make a good Krogan.
 

Urdnot_Wrex

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It looks awesome that Josh Sawyer is working on a passion project. I hope this game will reignite his creative love for gaming instead of a full burnout with game designing (something that happened after PoE 2 hadn't sold well).

Also, I have to salute Obsidian for working on all kinds of games, even big experiments for them: first a survival game, now a 2D murder-mystery RPG set in a 16th-century illuminated manuscript. It's very neat they allow their creative leads to create games they would want to do, instead of focusing only on AAA games (which actually are also worked on by other teams in the company).


I tried Pentiment at Gamescom yesterday, and the overall surroundings and my total exhaustion at such a huge event had skewed my view a bit to the negative, so I thought I'd share my impressions after letting them settle and getting a good night's sleep first.

I didn't really see more of the game itself in the demo than you see from watching the trailer, but seeing and playing are always two different things, even if there's no complex gameplay involved.

I was lucky to find them, because Obsidian wasn't even listed, there were just 3 stations for Pentiment in the general Xbox and GamePass booth.

The woodcut artwork with the sidesliding characters and the medieval or maybe renaissance drawing and manuscript style sets the tone and atmosphere right away. I missed the prologue or introduction because the guy at the station clicked through stuff rapidly to get to character creation when I asked to use mouse and keyboard instead of a controller, but I knew the beginning. You're Andreas, a journeyman artist, and your friend has been accused of murdering a prominent person.

You can choose different background histories and experiences for Andreas, which will influence his skills in trying to solve the mystery. There are two or three out of multiple options to pick what he specialized in during university, for example if he studied foreign language and script (helps you read notes), enjoyed debate and diplomacy (persuasion), was more interested in nature, herbs and physical activities, preferred arithmetics and logic, or astronomy etc.

So there were choices to make between things like Latinist, Logician, Orator, Naturalist etc, and afterwards if he's a more hedonistic person, a bookworm, and so on.

You also choose where Andreas spent his wanderjahre, the travelling time you spend as a kind of practical apprenticeship after formal education, which influences your background knowledge on certain regions and people.

In the demo I didn't see too many of the different outcomes of those choices, obviously, but in some dialogues I was, for example, able to decipher a scribbled note and exclude potential authors from the type of handwriting, the language use etc, while with a different skillset I would probably have needed to follow other clues instead.

Gameplay is fairly simple, you click on a set path or area transition symbols to move forward, on people to talk, on objects to examine or read.
There's a map screen and a journal referring to quests, important events and people.

The demo sets you on the path to either talk to a few people who were involved somehow and might have seen something, or to go to the abbey, where a monk you know and are friends with will examine the corpse. I figured the village people would still be there later and opted for the post-mortem examination instead.
The abbot doesn't want Andreas around, but I had been told earlier which window to find to throw a stone at.
(The demo was limited of course, it's even possible that the areas where you can talk to other people were locked and the abbey was the only way to go, I don't know that).

The brother in the abbey examined the body very thoroughly, explaining everything he did and discussing the implications with Andreas. I didn't have that many dialogue choices to pick at this point, it was mostly clicking and reading through a fixed dialogue, but that's alright, because at this stage of the game we're still mostly gathering information and not drawing conclusions.
I realized later that there were already subtle differences in the small choices you could make, for example either jumping to conclusions like "That means this and that person can't have done it because they're too small or weak!" or describing and assessing objective facts like "This head wound shows signs that it has been inflicted with siginficant force. It must have been a very heavy object or from a height, you say. Is it also possible that a very strong person has done this?" - Monk "Very unlikely, unless the head was pressed against hard ground, but in that case there should have been an injury on the opposite side, too."

There's a lot to read and a lot of facts to take in, about forensic medicine, history, regional differences, language, habits, and every detail mentioned sprouts a long explanation if you decide to ask follow-up questions.
Example: The monk discovers a genital sore on the murdered person and says it's a sign of a sexually transmitted illness, which may be an indication of involvement with prostitutes but is unlikely to have any immediate role in his death. If you decide to pursue the topic, he will then lecture you about the "French disease" (syphilis) and where the name comes from, and why monks would know about such things, too.
And if you wonder instead why a monk knows so much about injuries, he will tell you of his time as a mercenary in several wars, with historical facts about them, before he chose to enter the monastery.

Since we talked yesterday in another thread about storywriting in games and particularly Obsidian overloading you with lore through dialogue in Pillars of Eternity, in this game the same concept seems fitting to me. It's a narrative, text-based murder mystery, reading a lot of dialogue is the whole point of it, and you can choose how much information you want. it may or may not influence the outcome of your investigation, but it's a nice way to learn some interesting facts in an interactive mode. Treat it like reading one of those books where you can pick how to continue, but with really nice medieval to renaissance style artwork (hit me, artists or other people with history of art knowledge out there, for mixing up or not knowing epochs and styles).

All dialogue, by the way, appears in a bubble on the screen as if written by hand with a quill on paper, very dynamically, with words being crossed out and corrected, ink blots, complete with the scratching sound of scribbling. The different fonts vary as indication of the speaker's education, social status and so on, which is a neat way to express that without voice.
After a while, that very thoughtful and artistic detail started to get on my nerves a little bit, because there was no sound except for the rustling of clothes and the constant scratching of the quill on the paper. I also didn't appreciate being forced to a certain reading speed, because obviously I couldn't read faster than the words were appearing. Now I don't skip dialogues or search for shortcuts, but I usually read fast and take shorter sentences in at one glance, so that considerably slowed me down even when wanting to take up every detail. and that in combination with the sound.
I have to add, though, that this was after 4 hours among thousands of people, in a booth surrounded by constant noise and flashy lights, knowing there were now people behind me waiting to try the game too, and definitely having far too little sugar and caffeine in my bloodstream.
I can imagine enjoying that style differently if I'm sitting somewhere quiet and comfortable in a mood to read a book, which is the whole point after all, so take that assessment with a grain of salt.

Additionally, I noticed later that you can speed up the process by clicking during the dialogue, which will make the whole sentence appear at once instead of word by word, only it's important to be careful in that case so that you don't accidentally click past the dialogue to the next speaker already.

The different fonts look really great, but who doesn't like them or struggles with some reading challenges can switch them off and choose clear, modern, easily readable letters instead. Good move on their part here to ensure acessibility, be it for people with dyslexia or just those who get distracted or are put off easily by visual details.

Well, that's about as much as I can say about Pentiment.
My conclusion is that I think it's going to be an interesting game that's mostly a lot of reading, gathering details, picking up clues, learning details along the way that are maybe irrelevant to the mystery but nonetheless interesting facts.
I like to read a lot, I like detective work and mysteries, so I can't imagine why I wouldn't like this game, when I'm in the right mood for it (obviously not the game to play when you feel like mindlessly smashing something), and think it can be definitely recommended to people who like the same.

There are small details like the fonts and the scribing that might be cool for one and annoying for another person, or maybe for the same person in different situations, but they can be customized and turned off.
For me personally, the fonts are a beautiful detail, the scribbling speed I can enjoy when I feel like it and speed up when I don't, and the sound can be turned off if it really continues to bother me when I play it while fed and rested ;)
 
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alice_ashpool

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Anyway, back to the game itself. The woodcut artwork with the sidesliding characters and the medieval or maybe renaissance drawing and manuscript style sets the tone and atmosphere right away. I missed the prologue or introduction because the guy at the station clicked through stuff rapidly to get to character creation when I asked to use mouse and keyboard instead of a controller, but I knew the beginning. You're Andreas, a journeyman artist, and your friend has been accused of murdering a prominent person.
I watched the trailer and saw "crude" woodcut style, but there was one scene (with a king?) with a much more renaissance art appearance with formal perspective and detailed backgrounds - but with the same woodcut figures in the foreground. It would be interesting to see a game that really played with art styles to indicate things.
 

Urdnot_Wrex

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I watched the trailer and saw "crude" woodcut style, but there was one scene (with a king?) with a much more renaissance art appearance with formal perspective and detailed backgrounds - but with the same woodcut figures in the foreground. It would be interesting to see a game that really played with art styles to indicate things.
Considering that the fonts change depending on social status and education, I wouldn't be surprised if the background art style was adjusted similarly, with a cruder version for the countryside and refined details for a court. I haven't paid that much attention to the background differences between the village and the abbey, I admit, with people breathing down my neck to try the game as soon as I finish.
 

Urdnot_Wrex

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Typical to put the size in the title, as if that mattered. Mazzy is half the size of Minsc and I would never presume to call her a lesser fighter.

But the most interesting information for me is in this extract:

"Zur also shared some interesting thoughts regarding the game’s story. According to him, Starfield is a deep and philosophical game that will consume a lot of your existence. While he doesn’t think it will make you a changed person, he believes that playing through its story will give you a deeper perspective to your whole being.

According to Zur, ideas like having the courage to ask questions, and to try and find their answers are at the core of Starfield. It’s more than just another shooter or another RPG, he claims. Zur states that Starfield’s story takes a very courageous step into a realm that is more philosophical. He adds that the game isn’t just about how it looks and how the gameplay is, despite both aspects being incredible. He finds that Starfield is all about its story, and your ability to write your own story within the framework of its narrative. It’s also about your ability to ask questions, seek relevant answers, and perhaps be able to reach them."


I'm curious. Maybe some innovation, some big surprise is still in there, even if we found so many common sci-fi tropes and Skyrim-in-new-clothes aspects in the gameplay trailer.

But it can also just be a fancier version of "The story is what you make of it".
 

Antimatter

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There is another series that hasn't been mentioned much on this site, yet. Yakuza, which now apparently will be called Like a Dragon.

I played Yakuza 7: Like a Dragon and fell in love with it: the main character, Ichiban, his friends, serious and funny (even absurd) topics, turn-based fights, RPG parts, atmosphere, original Japanese vibe, just everything. Now, the sequel has been announced.

 

Urdnot_Wrex

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A Plague Tale: Requiem by Asobo Studio releases in exactly two months. I'm so looking forward to it. The first game was such a unique experience: a good, yet a bit scary, story, full of French & medieval feeling, nice mechanics, and most importantly, a very rare game for "young adults".


That is one of the most well-made trailers I've seen. It alone reminded me of all the good feelings the first game showed: friendship, sister and brother relationship, adventure, scare, joy.

Halfway through the first game, "A Plague Tale: Innocence" I can only second this post now. A unique and intense experience, now I'm definitely looking forward to the sequel (and to finishing the first one of course). And yes I had been looking at the game with hesitation (too many games yet to play), but this post convinced me that it is absolutely worth it and also short enough to fit in between those 100+ hours RPGs.
 

Urdnot_Wrex

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Not a game I've been looking forward to personally, but Return to Monkey Island has been released 4 days ago and even at my workplace people are talking about it. It's a huge nostalgia thing for many and I too remember back when we didn't have a PC yet, sitting with my little sister in her school friend's garage watching him steer Guybrush Threepwood across the games, figuring out puzzles and trying to beat his antagonist LeChuck. At least when it was so rainy that even we wouldn't play pirates anymore outside in the woods.

So I was wondering if anyone else among you here, especially the pirate fans, is into this and can share an impression?
 

mlnevese

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Not a game I've been looking forward to personally, but Return to Monkey Island has been released 4 days ago and even at my workplace people are talking about it. It's a huge nostalgia thing for many and I too remember back when we didn't have a PC yet, sitting with my little sister in her school friend's garage watching him steer Guybrush Threepwood across the games, figuring out puzzles and trying to beat his antagonist LeChuck. At least when it was so rainy that even we wouldn't play pirates anymore outside in the woods.

So I was wondering if anyone else among you here, especially the pirate fans, is into this and can share an impression?
I loved the first 3 games... the ones after not that much. I'll probably grab this one when it's on sale.
 

Urdnot_Wrex

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Gen 9 of Pokémon is coming out on November 18th with the new games of Scarlet and Violet. Like usual I will make sure to get them.
I will never understand this concept. You buy two games with very little difference (maybe in the new one the difference is actually a bit bigger than usual, but still), for a few different Pokemon that you could otherwise get through trading.
I would support this concept if it meant encouraging contact between players, or make competitive play more interesting if people from version A could only battle against people from version B and only with Pokemon originally found in their version, but paying twice for slight differences in otherwise identical games?
Seems like a marketing trick to sell you the same game twice, because apparently that's not as rare as I thought.
 
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