Warning: Creating default object from empty value in /homepages/45/d160344728/htdocs/pgymwp/wp-content/plugins/paged-comments/paged-comments.php on line 31
Inspirations | PencilGym.com - Part 2

Archive for the “Inspirations” Category

Just read about this brand new support funding group called “Indie-fund“.

Started up by 7 of the industry’s most successful “Indies” (Independent developers), namely creators of “World of Goo” Ron Carmel & Kyle Gabler, “Braid”s Johnathan Blow (one of the most awesomely hand-painted games in my opinion of all time), Kellee Santiago from “Flower” (PS3), “Critter Crunch”s Nathan Vella, Matthew Wegner “Off-road Velociraptor Safari”, and Aaron Isaksen of “Armadillo Gold Rush”…the groups mission is to support fellow Indepedant Developers/”Indies” by

…helping indie developers get financially independent and stay financially independent.

Ron Carmel explained that indies going to publishers was a “system that never worked” because there was no “transparency” in the process. Also Indies that go to these publishers (ie. Activision/EA/Ubisoft) always mostly end up getting pushed around, hurting the original game design process, restricting the creative process, and these Indies get tied down by the publisher..publisher tells the Indies “what is better to do”.

With Indie Fund,

…A focus will be on flexible development.

The game development process requires experimentation and iteration, so the old methodology of coming up with big design documents ahead of time, with milestones attached that risk employee pay, ends up causing developers stress and ultimately risks game quality.

Under the Indie Fund model, the developer submits periodic builds to the fund along with a change list, so the game can be evaluated based on where it was last time it was evaluated, “not on where we think it should be”. This approach “respects the game design process as it should happen”.

Importantly, Indie Fund will not seek IP ownership. “We want the developer to own the IP and for the developer to be master of their own destiny.”

“We don’t want to tell you how to make your game.”

“If we provide funding for a game, then that’s a vote of confidence in the team that they have a vision and that they can execute it.”

If i know better than you what’s right for your game, then we probably shouldn’t be funding your game.”

- Leigh Alexander and
Simon Carless

GameDeveloperMagazine April 2010

Indie Fund is the bright light that many aspiring Indies will look to! Since the Fund only just launched, it is still a model in testing, and future funding for more games is still uncertain. They however, already plan to bring in bigger investors to support, if the funding model does prove successful.

This is great news for Indies. Especially today when “big houses” have been laying off so many people, regardless an industry veteran or not. Casual/Indie games have been booming, over Facebook, iPhone/iPad (mobile games), XBox Live Arcade, PSN, and other web platforms.

I am too personally, rooting for Indie Fund’s mission to be a success. I feel it’s a great time to break away from the developer/publisher model, let the hard work of indies pay off the way it should..encourage more people to explore Indie games as an option!

I would encourage anyone who’s interested in developing Indie games to check out Indie Fund further. :D

Comments No Comments »

ok so i just read this amazing article “Opinion: Be Wary Of The Innovation Bandwagon” (you guys should read it too!!) … and i thought i’d write down my thoughts about it, as i find every bit of that writeup very relevant to many aspects of my personal endeavors.

The writer basically says that you don’t necessarily need to come up with an entirely new ‘innovative idea’ for your game to be ‘successful’…and he talks about the 2 kinds of developers, “clean-slate” types and “reactive” types…

In a blog post from a few years ago, Warren Spector said there are some innovators who are the “clean slate” guys who come up with these borderline crazy yet ingenious new game concepts that nobody has ever heard of before. Not only can they come up with the ideas, but they’re also able execute on those ideas by creating a game that’s truly compelling.

But Spector said that he considers himself more of a “reactive” guy — he plays existing games, gets annoyed with their shortcomings, and comes up with his own game that fixes the problems that he identifies.

see video here

An example i can think of as “crazy yet ingenious new game concepts” would be the student-project-gone-professional “Portal”. What game can u think of?

…and i completely agree with the writer in regards to the innovation bandwagon.

I finally learnt what “type of developer” i can identify myself as..”reactive” (yesh, i consider myself a game developer already! wahaha) …if you read back at my rants from earlier (months/years), you will notice that i’ve done just about what a “reactive” person does. Play games, get annoyed, and improve upon those aspects. Only piece missing is actually executing, which i’m quite limited to as of now because of my education & my experience (i even made a post some months back to look for programmers to help me!).

I have friends that knows me not to complete games (not finishing/playing all the way through) and this is probably the reason…on my end, i just play the game to explore and see what the game has done and is about, why people recommend it, why the love it, why they don’t like it, and take notes! x]

A good place to find games would be Steam, there’s tons of demos available there, and demos are pretty much all you need. oh and there is the Xbox Live Arcade (XBLA) community as well (although i don’t have an xbox).

My favorite piece to take home from his writeup is the notion that

Most great games aren’t based on brand new, ground-breaking ideas. More typically, great games come from someone who has skillfully identified where existing ideas need improvement or further attention, and can execute on those observations.

I think he should have added something about sequels in that regard…everyone knows that the idea of a sequel to anything (game/movie/tv show) usually ends up on the two extremes as ultimate failure or epically successful, and i’m pretty sure these people making the sequels must have done some kind of  research on their originals feedback.

Game creators should still absolutely take risks and pursue innovation.

Now that is what i call Art.

Some day, reaaal soon, i’m gonna execute my ideas…stand on the edge of the cliff and risk plunging into the waters far down below!
Look out world, i’m coming to get ya! :D

Comments No Comments »

Ever wondered why a new Game costs $60? “Game are so expensive! 10 games would already be $600 at least before tax! My pockets!

Here’s an excellent video to explain why, and breaks down where each of your precious dollars go.

Those thinking of your careers, this video will help you get an idea what each discipline gets .. ;D

Comments No Comments »

Crytek studios is at it again, after showing off another outstanding CryEngine 3 Tech Demo at GDC, they’ve also left us with a brilliant game trailer..giving us a glimpse of the game’s post-apocalyptic New York city.

I for one absolutely love this trailer, it definitely holds true to Crytek CEO Cevat Yerli’s cinematic game approach…using a very dramatic sequence, coupled with a heart-warming soundtrack, it builds a powerful emotional response in us as we watch it. In the mere 1 minute, we already get attached to the soldier character the short cinematic focuses on, it’s beautiful. The “common trailer” would be to show how bad-ass your new game is going to be, with action packed sequences and guns blazing, but very very few games take on this cinematic-emotional approach..Crysis 2 being one of these (other games that have done it is Bioshock 2, Final Fantasy series).

Crysis 2 is looking fantastic needless to say. It’s ranked #1 on the GT Game Rank (i’m assuming #1 hyped-for) out of over 9000 other games, that shows alot lol. The new game is a depart from the original game’s lush tropical island environment, and now takes place in an urban landscape, New York City. The game is being built on the new CryEngine 3, which is “optimized” for consoles (booo.. dumbed-down engine from the original pc-power-oriented CryEngine). It still looks awesome, but i feel there’s something lacking/missing when i saw the tech-demo D: there’s just no same “oomph” i get from back when they demoed the first CryEngine. The only “new tech” i really digg is the new dynamic texture blending feature…something i’ve never seen before in any other game (maybe it’s been done before, but not in any of the games i’ve had the chance to explore).

Anyhows, enjoyyyyyyyyy the beautiful Crysis 2 trailer! I believe the trailer is all in-game real-time footage, not pre-rendered cinematic, which shows off just how powerful crytek’s game engine is…

Comments No Comments »

really motivating video, showing us the awesome studio of Epic Games, people responsible for the leading industry game engine “Unreal Engine”, also responsible for the award-winning “Gears of War” games.

the video has Cliff Bleszinski (aka “Cliffy B”) giving some basic information regarding the studio, as well as ways to get into the industry x]

gosh.. i’d give anything to work with Epic Games, just look at their facilities and offices! -dreams-
especially look at Cliffy B’s office…! tht’s pimp!

Epic Games Studio Tour Part 1 & 2:

Comments No Comments »

reading more.. and there was this part of a writeup in my game magazine (GameDeveloper) that i simply feel has finally put alot of my thoughts into one good piece of writing.

Read on:

There are songs that are kind of catchy. Others you just can’t get out of your head. And then, ever so rarely, there are those songs which are so memorable, you could swear you had heard them before. Song taste is highly personal–different people react to different songs in different ways– but the breakout hits are the ones that resonate on this level with a large number of people.

Creating a breakout hit is no easy task, in part because the songwriter’s instincts can often be wrong. Steven Tyler of Aerosmith was reportedly surprised that “St. John” from Permanent Vacation was met by collective yawns from concert-goers. He thought he knew what made a hit–the song had an interesting riff, topical lyrics, was meaty to play live–but somehow just didn’t reach the fans. Today, the song is a footnote in the band’s music catalog.

All creative fields are like this. Sometimes films and books just catch fire from nothing. Sometimes, sure-handed directors stumble. Pop radio is full of songs like “The Macarena” and “I’m Too Sexy,” all done by bands that later proved to be one-hit wonders unable to repeat their success. This is true of games as well.

- Damion Schubert

It’s not easy making games. Not easy making “that game that sold billions of dollars in revenue”. Only 1 game gets that recognition…out of a whole barrage of hundreds of other titles developed and released under the same hardship and labor.

Even then, if you did successfully launch that “One-hit-wonder” game that has everyone talking about, everyone itching to squeeze that few minutes out of lunch break just to play your game… repeating this success in a sequel or follow up game will be no easy task.

I’m sure this ‘concept’ applies to all other fields of work aside from the Entertainment fields (ie. real estate, automotive, etc).

Comments No Comments »

deng.

didn’t i blog about this before some where… i personally believe very strictly in the micro transaction business model for games. There’s always been a new idea for how to make money off the game you work so hard to develop and put onto store shelves… the more accepted “episodic release” being one of the better favored “new successful distribution” method. Games like NCSoft’s Guild Wars for example was one of the early pioneers of ‘episodic release’ business model… customers buy the game, and get to enjoy the full content of the game for free, until, there’s a new “episode” or expansion, you pay for the expansion, and it’s the customer’s choice if he/she wants the additional content. Valve’s Halflife 2 Episodes are also a great example of this business model.

But that model seems to be… failing. It’s hard work to keep steady with a “6 month” develop-and-release cycle, especially if each new episode has to be as good, or even better, than the previous one (usually it has to be better otherwise why would fans continue to keep up with the game).

So introduce Micro Transactions. The general idea of it alone sounds so much more appealing already to any shopper. You pretty much buy the game free, play all you want, but, when you’re in-game with your character and friends, you start to realize you’re lacking something. So you continue on into the in-game shop, and purchase a new item or boost or armor or etc..for a measly fee of usually something around 2 or 3 real-life dollars. Every time you want something more, or a new kind of boost or upgrade or a new expansion chapter, you head back into that virtual store, and make another 3 or 5 real-life dollar purchase to get an in-game item. Developers are constantly updating and adding new content, usually very simple and quick content, bringing them into these virtual stores within that game, and everyone loves new stuff, so the masses will naturally horde in to grab that new item for 3 dollars a pop.

Alright so what about the iPhone??

well, now Apple has available this type of transaction for game/app developers that wish to make use of. It’s proven that this kind of distribution and business solution helps control piracy, and also increases the title’s distribution rate. Afterall, game is free, why won’t a person grab it? And the moment they do start playing it, that’s where the hook is…and they latch on, and they start micro-transactions, buying mini-game items for “just 1 buck” for the rest of their lives playing this game. Developers add something new and enticing into this virtual shop, and bam, the person goes to spend more money on the game.

I’m excited ’cause i’ve always dreamt to develop a game, which utilizes heavily this micro transaction model..and with the iPhone now capable of it, it’s another motivator for me to push on with my personal iPhone project. :)

Comments No Comments »

Stumbled again (i love stumbling!!) over this article about the basics of using actionscript to create a RTS/Strategy type of flash game.

I find it especially intriguing ’cause the actionscript source itself pretty much is commented about at every line, so i’ve managed to pick up and apply my own needs with various areas of that chunk of code.

It’s great reference and/or base source material for anyone that’s also into Flash game development.

Have a deeper read over at the source article:
http://www.emanueleferonato.com/2008/08/05/create-a-flash-game-like-nano-war/#more-381

Comments 5 Comments »

Article i found showing just how much people are getting involved and believing in the iPhone Game Application market.

Apple, company responsible for the infamous iPhone/ipodTouch, “revealed that 21,178 titles are currently available for download from the iTunes App Store.”

Comparing with other Portable Gaming Devices suchs as Playstation Portable, Nintendo DS (modern age Gameboy)…the iPhone has at a minimum, 5x more games available than those 2 platforms combined.

Playstation Portable “has 607 titles”(games) available, and the Nintendo DS “has 3680 titles” for consumers.

Awesome eh? Apple also notes the newer models of iPhones will boast stronger hardware, allowing games to run and look better on it..meaning the games are just gonna keep coming. more, more and more.

These numbers reflects our average society today. Shows us how much we’ve accepted Gaming into our lifestyles today…and shows us that Gaming, is here to stay. Gaming has become so much a part of our lives now, be it casual or hardcore-intense gaming…we all love games.

It also shows me just how much competition there is now…i’ve “missed the boat”, and piercing into this now-humongous mobile game market is gonna be dreadful tough.

Check out the original article here for a better read :D
Apple: iTunes App Store Hosts More Than 21,000 Games

Comments No Comments »

been a good year at least, since the hype for Crytek’s “Crysis” game was fed & satisfied. With just one expansion so far that’s fully built on the CryEngine2 “Crysis: Warhead”….there’s still plenty more to see just what the engine can do.

or can we.

Crytek’s already demonstrated a newer CryEngine3, but bringing only a few “wows” and “ooohs”. Reason being it’s really nothing too new, CryEngine3 is just a tweaked up version of its predecessor so consoles, like the Xbox & Playstation, can too, have their version of this mouth-watering game engine. Does it hold up? Nah. The original CryEngine2 for the PC is still just as strong, if not, still the King of CryEngines. I still haven’t seen any studio push as hard as Crytek does to put art & visuals as high a priority as say gameplay, game design, or story. Sure, sounds like they decided not to skimp on any aspect of the game, but they do lose out on market size..and, that, does, not, matter. ;D

Enjoy the video. This is what makes me proud to be a Game artist. Unreal Engine 3 still needs work, if i have to decide anything. ;)

(Video not made by me and is not mine!)

Comments 1 Comment »

Woot!

Fat Princess, a multiplayer game developed by Titan Studios, finally launched. I’ve personally been keeping an eye out for this title, and wow, it’s definitely held up to my expectations. :D Take a look at the video comments of this on gametrailers.com, pretty much the highest number of “i want to buy this game” comments i’ve ever seen.

This game is targeted for both casual & hardcore gamers. It’s built to be very “user friendly” so anyone can just pick up the game/controller and jump straight into the mayhem. The concept of the game is as simple as you can get, rescue your princess. You play as Red or Blue team, and battle the opposing team to get your princess.

However, the depth of the game stretches with the introduction of 5 different playable classes. It’s the standard roles you will find in any and every multiplayer game around. You have the warrior class(melee attacks), archer class(ranged attacks), mage class(magic spell attacks), priest class(healing/supportive role), and lastly the worker class(collect resources to aid your team’s overall strength). Upon choosing what role you wish to play, you’re dropped straight into battle royale…and depending on the level, it could be anything from the typical “team deathmatch” (kill all opponents), “capture the flag” (in this case your flag’s your princess), “point-control” (sieze and hold various strategic points around the level for the longest possible time). The battles can get up to 32-player huge, meaning 31(+1 you) other people around the world will be able to play together with you online..giant battles! (not to mention long battles too hehe)

What’s cool is that you can even switch roles out on the battle field. Say you’re a warrior(melee) and you’re having a hard time “doing your thing”, if you see an archer(ranged) [Hat] on the ground, pick it up at will and you’ve switched to that class. This will have significant impacts on strategies teams employ…what may be working right now might just flip for the worse! So be prepared, think and act fast :D

The other twist to this “simple” game design is the fact that you can feeeeeed yourrr princesss Cake! More cake, she gets heavier! Heavier, your opponents will have a harder time rescuing her! They will move slower back to their fort the bigger the princess is..

The art style for the game is my perfect cup of tea too! I digg the cartoony look, vibrant colors, stumpy characters. The level design too is amazing…clearly there’s many heavy choke points, bringing out the biggest clashes between the teams :D Everything comes together beautifully.

If i ever had the chance, this would have absolutely been one title i would be thrilled to work on. Every aspect of the game appeals to the type and style of work i’ve grown to love.

Check out the Developer Diary videos too! They’re a great peek into what kind of minds we need to bring forth a game like this one :D

Oh yes, this game is available for only the Playstation 3, on PSN..unfortunately.

Fat Princess Game Review:

Fat Princess Developer Dairy #1:

Fat Princess Developer Diary #2:

Comments No Comments »

ok this is a rant … thoughts going through my head as i was working on my painting homework all day.

earlier yesterday was spending time on another of those MMORPGs (massive-multiplayer-online role-playing-games)..yes i could rant another whole post just about my take on MMOs.. but yesterday, i happen to be chatting to one of the players (usually target audience for these game developers are teenagers if not younger), who happens to be just 13 years of age.

what really started me thinking is just how much our society now has changed, we are in the age of “the computer”. My parents and your parents didn’t have the privilege of being able to “send mails electronically at the clik of a button”, they never had the opportunity to “google it”. They were, as i quote from my other literature i’ve read regarding Video Games & our modern society, the Baby Boomers, and we’re Generation X!

alright so back to my chat with this kid..this game has an “Upgrade system”, which is pretty much what all MMORPGs thrive on and are designed around. The player has the opportunity, not forced upon, to further enhance his character/avatar of himself, making his/her virtual self stronger, more respected, etc. A “sword+1″ is not as impressive as a “sword+3″. And upgrading it to a “3″ is, a simple feat within the game. You are allowed to enhance your item up to a “10″, which will be the maximum power your character can attain. However, as logic shows it, the further you upgrade, the tougher it will get to achieve that level of power. Getting a “5″ to a “6″ might take you only a few attempts, and going from “6″ to “7″ will more than likely double that number of attempts to achieve.

Majority of the players in the game boast anywhere from a “sword+5″ to a “sword+8″. This kid had a fully upgraded item “sword+10″, he had “beaten” the game system in a sense, achieving the highest goal within the game(well there are plenty other goals to achieve within any given game, this was just one). The game designers dont wish for players to be able to reach the max. They want you to keep “trying”, buying upgrade-recipes over and over again, giving the developers your money & time.

I talked to him, asking how many times he had to try, to upgrade his “sword+10″. He replied “hundreds”. I asked him “why did you decide to spend your money (virtual game currency) buying upgrade-items to attempt that? You could have just spent your money else where, for example buy a new pair of boots for your character..afterall, everyone in the game knows it’s ground breaking hard to achieve a “+10″ item…you would be left with nothing if you did not get the 10, since you’re spending everything you have to get this 10.”

He replied confidently “yes i know, i heard it was a 0.1% chance of success going from 9 to 10 alone…”
“…but there [is] that chance right? so it’s not impossible. it’s not a 0% :D i wanted to take that chance.”

that’s it right there. that’s what sets children these days apart from “us”.

He’s a risk taker. He’s 13, a very young age, and he’s already developed a mindful for taking risks. Yah sure, to him its all just fun and games, but subconsciously, he’s already grasping important life skills that will take him beyond his “friend in the next cubicle”. He did not know how many times he would have to attempt to achieve that “item+10″, he simply went for it, disregarding other temptations or distractions (like a new pair of boots) or that chance that he might come up empty and fail it all.

Now compare that to a real life scenario. A good example will be that movie “Pursuit of Happiness” with Will Smith.

He struggled at the beginning. He failed some times. It was all not easy.

But he had it in him. He was one of the very few at the time to be able to solve a Rubix cube puzzle. Everyone else gave up on the puzzle. Everyone else gave up on life when they ran into troubles. Everyone else gave up on “upgrading that sword further” to get to the top.
But.
He made it. He didnt give up, he promised himself and his son to be successful. The other candidates trying for the job were white men, he was black.

He saw that “small chance”. This 13 yr old kid saw that “0.1%” chance. There is a chance. Now are you bothered enough to pursue it? How far you going to go.. how much you willing to risk..how many times are you willing to fail..? There’s a chance in life that me, Sam, will achieve my personal goals for life. I’m willing to go all out for it. There. is. a. chance.

While the normal-day-average person will settle for a comfortable job, earning in just about good to support his family comfortably, there is that minority that is willing to take risks and push it further. While the average MMORPG player may simply settle for a “sword+8″, there is that minority that will choose to go for the “10″ and risk it all.

Many “Life Lessons” in my terms, can be learnt, from playing video games. You just have to Game Responsibly. When i have kids next time, i already know, i’m not gonna be that parent that says “GET OFF THE XBOX & DO YOUR HOMEWORK”.

There’s a good book i read a couple years ago now, Got Game, a study about this growing Gamer Generation and how it has changed our society significantly. We can’t hide and lie to ourselves anymore. Video games are, part of our lives now just as much as television and radio is. Embrace it. Everybody wants to win..no one wants to lose. If you want to win today, it’s no harm to pick up 1 game quietly and sit down one evening, give yourself a chance to experience the fun.

Good Luck & LOL. :D

Comments 1 Comment »

Wooo … yes, again a console development, this one for the Xbox systems..

This is Bennu, for the Xbox Live Arcade. (i think hehe)

but it looks like an interesting game design. Casual, yet still seeming to offer a good depth of gameplay..it says it’s unreleased yet, but it looks great so far for a ‘work in progress’ …

check out the gameplay videos, its really cool. I digg! :D

Comments 2 Comments »

haha.

i was doing a little research on the Torque game engine, and i stumbled(again..i love stumbling!) on this really great write up about starting a MMO (Massive Multiplayer Online) game. It’s not as easy as just “getting a team” and “producing the game”! There’s sooo much more to the ‘behind the scenes’ of running a successful MMO. But, is the effort and hard work worth it? In my perspective, heck yes. $$

For those interested in starting your own MMO in the near future (or working for)…i recommend reading this writeup :D

GarageGames Torque Community: Starting a MMO

Learn learn learn, soak it all up like a sponge!

After reading that, and was reflecting and digesting the information, i’m actually proud to say i do, in some sense, already have the experience of running an MMO (is it “a MMO” or “an MMO”? lol)….having hosted, maintaining, troubleshooting, upgrading, and running my own game servers for Counter-Strike back in 2003-2006. Not to mention also having run forums & managing the forums for those game communities. So this beats having no clue about “the business”, and it’s a great starter boost for me :D wee!

———sidenote for today————

omgosh i got an email from an olldd friend. He’s started his own studio with his girlfriend (jeff has a girl haha!) and is going to be developing a new MMO, and he requested me to be Assistant Producer/Manager! He said he tracked me down via Google and found this site, and he claims that i have potential to fit the role he envisions, based on all the writeups i’ve done on my site (haha) and his past experience working along side me. I previously worked with him to develop a modification (Game Mod for Counter-Strike, back in 2002ish), and consequently helped manage that small community, providing technical support, game support, game server adminstration work, etc. He says the position unfortunately, has to be full time, and it’s in So-Cal…so i had to unwillingly turn it down for now. :(

Comments No Comments »

Demigod finally released, for the PC, last week. Developed by the same people that brought us Supreme Commander, Gas Powered Games, and i guess published, by Stardock (same people that created WindowsBlinds? o-o).

Word about the game been around for over 2 years now, and this was one I had my hopes for. The creature designs and visuals are simply captivating. The towering oversized Rook character is so iconic for this game, i simply love it.

I’ve managed a demo version of the game, it’s really quite cool…but, like other ‘pro’ review sites have said, this game has something lacking that does not justify it to be a commercial title, found on the store shelves. The art and environments and presentation is spot on beautiful. The audio just amplifies the experience so much more. But as i’ve said in my other posts, good art does not make good games.

If you’ve played or heard of the superbly popular “Defence of the Ancients” (DoTA) from Warcraft III, then you pretty much already have the full concept of Demigod. In this game, you pick a demigod character, and you duke it out with other demigods in a Capture The Flag or Destroy your opponent’s HeadQuarters (Citadel). Your character levels up like a standard RPG format, increasing it’s stats and unlocking new skills at each level. The maximum level your demigod gets is to 20, and along with that a whole shelf of items you can purchase to further enhance your character for that battle. And on top of having your character’s growth, your HQ also gains experience points that the Team, can use to gain enhancements for the entire team’s strength/performance..like a giant blanket.

This game has been flooded with comments like “Dota rip-off” etc…and i agree. It’s pretty much a spruced up version of DoTA. My opinion is that the developers of Demigod saw the market potential for a game like Dota, and hence decided to create their version of Dota to make a buck of it. Not sure if that’s true, but it’s just too similar to Dota to think otherwise.

Demigod is alright…just not worthy enough to justify the pricetag put on it. If you do get your hands on it, it will nevertheless be addicting the moment you sit down and start a battle. The action and adrenaline flows instantly..and remains or maybe grows, even more as the battle goes on.

Great game concept & design (though it’s not very original), feels nicely balanced and polished. Visuals and art design is oh so stunning, audio is mesmerizing. I’d still say go check this title out.

Enjoy this video of it!

Comments 1 Comment »