Thronebreaker has been taking me for a ride. Fighting monsters and blackclad horsemen in this card-game-sorta-RPG is a bit like being on a bumpy mine cart. You’re going up and down and swiping lots of gold along the way, the ride is smooth then boring then exciting then dull. Sometimes it could use a diesel engine. Or something more environmentally friendly? I don’t know, this metaphor is breaking down. There’s been a cave in, the mine’s closed, everyone go home. What I’m trying to say is: Thronebreaker: The Witcher Tales has a few problems with pacing and a dry story in places, but otherwise it’s a decent singleplayer spin-off of Gwent and the cards are worth a shuffle.
We started working on Sinner: Sacrifice for Redemption because we wanted to make something for ourselves. We’d worked for bigger studios for years and with the rise of indie games around the world, we decided that we wanted to join the party and make our own indie game. Sinner: Sacrifice for Redemption came about because of our love for the Dark Souls series and our desire to something smaller, tighter, and unique with the genre.
Unfortunately, as Chinese developers, we struggled to showcase, market, and build a community while developing Sinner. This was made even more difficult because we are Chinese speakers and our English isn’t great. Thankfully, we signed on with our publisher Another Indie who assisted with a lot of these things, allowing us to focus on the game and its development while they focused on marketing, showcasing, and social media.
As a team, we have always been fascinated by Western mythologies and religion, especially with the ideas of sin and redemption. We decided early on we wanted to make a game about the traditional “hero” archetype and his struggle with morality. As Sinner came into focus, the concept of the 7 Deadly Sins provided us with the game’s structure: Seven boss fights for seven sins. Perfection!
When balancing the game and its difficulty curve, it was the idea of sacrifice and redemption that came to the forefront. Our sacrifice system was a genuine epiphany and fit perfectly with the lore and style of the game. In Sinner the player must sacrifice their abilities and stats to face a boss. In Sinner you never get stronger, only weaker. This allowed us to make the game’s open approach as the game’s difficulty is based on how weak the player becomes. It’s thematically intriguing and allowed us to remove gates that may have blocked and frustrated players.
All of this has come together in an exciting way and we are incredibly proud of our accomplishments with Sinner: Sacrifice for Redemption and we are honored to be a part of Xbox Games Pass and ecstatic to be a part of the Xbox One family!
You can buy Sinner: Sacrifice for Redemption today on the Microsoft Store and is available now for all Xbox Game Pass members. With over 100 great games available for one low monthly price, including highly-anticipated new Xbox One exclusives the day they’re released, plus more games added all the time, Xbox Game Pass gives you the ultimate freedom to play.
Git gud on the go.
The Nintendo Switch has played host to countless ports in the relatively brief 18 months it’s been on the market, but every so often one comes along that brings with it all the prestige and reverence that made it such a touchstone elsewhere. Last year, that game was arguably The Elder Scrolls V: Skyrim, a port that was made all the more enchanting by the fact that it was its first foray into handheld territory.
And so it’s rather fitting that one of the next pieces of lauded software to join the ranks on Switch should be the other seminal action-RPG that launched in 2011, FromSoftware’s sublime Dark Souls. Much like Bethesda’s highly influential instalment in The Elder Scrolls saga, the original (and, let’s be honest, best) instalment in the Japanese-made series is elevated by its support for handheld play – but that’s not the only reason you should be returning to Lordran, or making the pilgrimage for the very first time, for that matter.
Read the full article on nintendolife.com
Dark Souls Remastered has, after a lengthy delay, finally arrived on Nintendo Switch. While this is really a technical and graphical polishing of the original – there’s no major new gameplay content – the Switch’s handheld mode adds an absorbing new dimension to what is, for me at least, a very familiar experience. But it also did something I wasn’t expecting: it made the return to Lordran feel oddly new.
If you don’t know much about Dark Souls, here’s what IGN said when it first came to consoles…
“…if you’re interested in the limits of the video game form – to see just how focused, how pure and how uncompromising in its vision a game can be – Dark Souls is unmissable. If you take the time get into Dark Souls’ mindset, to begin to understand the twisted way in which it operates and taste the rewards behind its cruellest challenges, this is one of the most thrilling, most fascinating and most completely absorbing experiences in gaming.” – Keza MacDonald
Listen up, Molyneux, because Epic Games know how to do a cube. Kevin (I don’t know who first named the cube Kevin) is pulsating.
Kevin first showed up in season five of Fortnite Battle Royale, when it took to romping about stamping glyphs all over the map. Then it rose up underneath Loot Lake, creating a floating island with a vortex underneath that you can do cool tornado murders in.
Kevin’s spent the past couple of weeks revisiting the scenes of its past graffiti-based crimes, and yesterday it started pulsating. The house on that island is also getting increasingly cubified, so my guess is that we’re about to see more of the map follow suit. (more…)
When two stag or hen parties chance upon each other down Espionage and merge, the ground trembles at the might of their combined banter and windows the length of Victoria Street rattle to their roars. I cannot begin to imagine the consequences if twelve parties should join forces. We’ll find out this weekend in Playerunknown’s Battlegrounds, as the stag & hen battle royale will tonight launches its first 50v50 event mode. God help the people of Yasnaya Polyana. You can buy some new threads too, as the devs are whopping a wad of Plunbucks in apology for that recent server-sorting screw-up.
“Re-creating it would be really difficult”.
With Xenoblade Chronicles 2 – and Xenoblade Chronicles 2: Torna – The Golden Country – all sealed up and completed, the series’ fanbase will no doubt be wondering what’s on the horizon for the franchise. We know that Monolith Soft has been hiring for a mysterious new RPG project, and we also know that the studio’s executive director Tetsuya Takahashi has mentioned a potential sequel going “down a path it hasn’t gone down before“, but in reality, we’re still none the wiser.
One potential avenue that many fans have pondered over recently is a Switch port of Xenoblade Chronicles X. The game took the series in an entirely fresh direction when it arrived on Wii U, but thanks to the console’s lower-than-expected sales, many believe that it deserves a second chance to shine. But what, exactly, are the chances of this actually happening?
Read the full article on nintendolife.com
Back in the day, when we first started RPS, a lot of my day was spent searching through GameTrailers (sniff, thanks GameTrailers) to find interesting-looking videos to write snark underneath. Now we force Dominic to do that, by means too criminal to describe, because there are only so many years you can do it for before you need to kill again. But I can’t stop myself from posting the new Accounting+ trailer from Crows Crows Crows, early in the morning before the rest of RPS has crawled out of the communal treehouse hammock, because it’s the best thing I’ve seen in over two hundred years.
A spare room.
How time flies! The Room was first released on iPad back in 2012 and the moody, touch-based puzzler struck a chord on the platform. Back then Apple’s tablet played host to many awkward ports of ‘proper’ console games, but developer Fireproof offered a bespoke experience that took advantage of the touchscreen in novel and natural ways – you’d rotate keys in locks, drag and drop dials into place and press buttons to open hidden panels. The unnerving atmosphere and mechanical puzzle-solving was a great success and spawned three sequels on touch-based devices. Six years on, it’s making its console debut on Switch, and in many ways, it’s a perfect fit for the system.
As the player, it’s your job to follow in the footsteps of a Victorian scientist whose research led him into otherworldly realms. Intricately constructed puzzle boxes appear and you must explore every nook and cranny, poke at panels, spin dials and align glyphs to unlock each object’s mechanisms and proceed to the next challenge. You’ll find letters that reveal your predecessor’s thoughts and things quickly turn supernatural with the discovery of a strange eyepiece that reveals hidden markings and glimpses of the ‘null’ element; the hidden fifth of the four ‘Classical’ elements.
Read the full article on nintendolife.com