Crash Team Rumble Review in Progress

On paper, Crash Team Rumble doesn’t seem like it should work. It’s a team-based, strategic platformer that breaks a lot of the rules we associate with other multiplayer games like it. Instead of getting ahead by KOing members of the enemy team, you’re racing to collect 2,000 Wumpa Fruit before them. But while this concoction may seem strange at a glance, it comes together in surprisingly fun fashion. The three hours I was able to spend with Crash Team Rumble as part of a pre-release review session (plus a few more on live servers since launch) isn’t enough to get a full sense of what’s here or how it might hold up over time, but I did come away with a much better understanding of what developer Toys For Bob is going for and a hunger to collect even more Wumpa Fruit.

Rumble’s 4-on-4 matches pit teams of iconic Crash Bandicoot characters against each other. There are currently eight to choose from, each broken into one of three archetypes: Scorers: Crash, Tawna, and Catbat; Blockers: Dingodile, Dr. N. Brio, and Dr. N. Tropy; and Boosters: Coco and Dr. Neo Cortex. It’s a good starting roster – so far I’ve enjoyed playing as any character, and they all feel very different even if they come from the same archetype.

Scorers are, naturally, the best at scoring. They can hold more Wumpa Fruit at one time than the other archetypes, tend to be pretty good at fighting off enemies trying to stop you, and usually have special movement abilities that make them tough to corner. Blockers are good at blocking scorers from scoring. They can sit on the other team’s bank for a long time if played well, with strong offensive capabilities and knack for controlling the space around them. Boosters are a little less straightforward; their job is to support their team, but they do so in a couple of interesting ways.

Boosters are custom-built for capturing fights, which can be won and lost in an instant.

The first is by capturing Gems by simply jumping on them, which is essential because they provide a significant scoring boost. There’s a big difference between turning in Wumpa Fruit normally and turning them in when you control every group of Gems on the map because that means you’re doubling your score. Even capturing at an additional 30% makes a huge difference, and Boosters are custom-built for capturing fights, which can be won and lost in an instant. They excel at keeping other players away from them (or their location), but they’re not just there to capture Gems.

The real game-changer is when you take your Booster – who can collect Relics more quickly than Scorers or Blockers – to the stage-specific ultimate Relic Stations and cash them in for power-ups. There’s only one of these on each of the 10 launch maps, and they’re more expensive than standard Relic Station upgrades that only affect your character, but the rewards are enormous. Just Beachy’s is a Bonus Bank that doubles your Wumpa turn-ins as long as it’s up. City Scrape’s summons TNT drones that chase your enemies. Serenity Gardens’ gets you a Big Bonsai, a tree full of Wumpa Fruit. Others summon dragons, spaceships, sandstorms… there’s a lot. Best of all, each one is specifically tailored to its map’s themes and design, which has helped each and every one I’ve played so far feel unique.

Locking in a character doesn’t mean you’re stuck doing one thing.

All of this adds up to a game that asks you to make a lot of important decisions on the fly during the action, but picking your team composition beforehand matters just as much because you can’t change your mind once the match starts. I love Dingodile; his vacuum sucks up Wumpas and enemies from afar; his spin attack hits hard, can be charged, and holds an area well; and he’s pretty tanky. That said, a team of four Dongodiles is probably not a good idea because his mobility is limited and he can’t keep up with the Scorers in sheer Wumpa collection.

Locking in a character doesn’t mean you’re stuck doing one thing, though. Sure, Dingodile is a Blocker, but his vacuum lets him suck up Wumpa Fruit quickly and he can hold more of them than the average Blocker or Booster, so he can still score in a pinch. Crash’s speed and ability to carry a lot of Wumpa is core to being a Scorer, but he’s also handy in a fight and his Slam and Super Slam attacks work great if you’re trying to control space or KO another player – ideal for double-duty as a Booster or a Blocker. Each character is different: Tawna has a grappling hook for zooming around the map and pulling enemies to her, Dr. N. Tropy can hover and create energy balls that knock opponents away, Coco’s shields can keep other players off of platforms, and so on. I haven’t gotten a chance to really dig into everyone yet, but what’s here is promising, and it’s nice that a character’s specializations don’t stop you from going where you’re most needed. Crash Team Rumble is about adaptation as much as it is filling your role.

Every character also gets a Power that charges up throughout the match. They’re not character specific – you can choose from a list – but they can make all the difference in a close game. The Wumpa Stash builds up over time once you activate it, letting you score big when you turn in Wumpa if you can stay alive long enough. There’s also a refrigerator that will heal any allies within range, the Gasmoxian Guard, whose lightning pulses are great for holding areas or playing keep away, and the Flytrap Spitter, which attacks enemies from range. Matches can be won and lost based on what abilities you choose and when you deploy them. My team stole the final match of our review session because I saved my Gasmoxian Guard until the last second – it knocked the entire enemy team off our bank, allowing us to score for the win.

What I like most about Crash Team Rumble so far, though, is its map design and how it forces you to use your character’s skills. The maps here remind me of arena FPSes like Quake or Unreal. There’s a lot of height to them, and being able to get to where you want to be quickly – and developing routes that maximize your Wumpa pickups, Relic collection, Gem activation, and drop-offs along the way – is crucial to winning. I really enjoyed maximizing my routes through maps, and I can’t wait to perfect them as I spend more time in the full version.

I still have a lot more Crash Team Rumble to play, but I’ve really enjoyed what I’ve seen so far. It’s already clear how much its unique multiplayer structure rewards map knowledge, teamwork, and smart play. I still need to play around with more of the cast, put the unlock systems through their paces, and master the maps, but I’m excited to see what else I discover as I get more comfortable with it. I’ll be back with a final, scored review next week, but until then I’ll be happily scoring Wumpas.

Mini Review: Skautfold: Usurper – Doesn’t Live Up To Its Castlevania-Inspired Key Art

We have Castlevania at home.

If nothing else, you’ve got to give the Skautfold franchise credit for being unafraid to mix things up. After Skautfold: Shrouded in Sanity introduced the series as a retro-style survival horror, its sequels went on to span the Metroidvania, shooter, and RPG genres. Skautfold: Usurper, the latest release in the series to come to Switch, was the first Metroidvania and boasts key art that’s very reminiscent of Aria of Sorrow. Unfortunately, the game isn’t very good. There are some redeeming elements here, but this isn’t something that we can enthusiastically recommend.

The plot takes place in an alternate 19th-century London, picking up shortly after an alien structure called the Citadel crashed down into the city and began releasing a nefarious ‘Fog’ that drove people insane and turned them into Lovecraftian monsters. You play as Saragat, a dead knight brought back to life by a necromancer named Waltham, who has taken control of Saragat’s body to destroy the keeper of the Citadel and seize its power for himself. Yet, despite the cool premise, the story feels quite poorly written. Dialogue is overall stiff and oddly paced, and it’s difficult to follow the relationships between characters and the vague histories they each present.

Read the full article on nintendolife.com

Unveiling the Origins of Bunny Battle Nemesis: A Journey into the DCF Universe

Summary

  • Uncover the captivating origins of Bunny Battle Nemesis and the birth of the interconnected DCF Universe.
  • Explore the transformation of Bunny Battle from child-friendly to edgy action game that intertwines seamlessly into the DCF Universe.
  • A world of exhilarating fun and boundless creativity. Demo available today.

The time has come to release the demo version of our highly anticipated game to the world—Bunny Battle Nemesis, a beat ’em up title that delivers intense action. But the story of this development goes back to the very origins of our studio, and I’d like to take you on a journey to discover how it all began. This game was crafted alongside an incredibly talented group of teammates. But in this article, I want to take you back to the seed, which was planted a decade ago.

It’s a deeply personal journey that culminates in Bunny Battle Nemesis and the expansive DCF Universe. As a young child, around nine or ten years old, I found joy in creating games without even realizing I was using a game engine. However, as I grew older, my passion for game development was set aside.

But fate had a different plan for me. Years later, I stumbled upon the possibility of developing an indie game, right from the comfort of my home PC. In that transformative moment, a switch flipped, and I embarked on a new path as a game developer, driven by a singular goal: to create a console game.

Now, I had to start somewhere. With that in mind, I decided to create a game for my niece named Yasmin. It was a practice project before diving into a commercial game. Yasmin, the main character, was a princess using a magic wand to fight hordes of bunnies in an unknown forest. The idea of bunnies as NPCs was, in fact, hers. As you reached the end of each stage, a countdown message would appear in the HUD: “Bunny Battle…Fight!” And that’s how Bunny Battle got its name.

BBN screenshot

At that time, DCF Studios and the DCF Universe didn’t exist yet, but we’ll get to that. Creating the game was exhilarating, and I felt ready for an official project. So, I transformed the child-friendly concept into something edgier—an intense action game. Bunny Battle Arena became the first game from DCF Studios, exploring themes and characters without limitations.

BBN DCF screenshot

Afterward, I began the second project that propelled DCF into the consoles: a fighting game called Cruz Brothers. With the expanding team, we embarked on developing our iconic game, Tony and Clyde, which eventually made its debut. It was during this period that the conceptual DCF Universe was born—a shared universe that serves as the foundation for all our games. We created a comprehensive Content Guide, outlining the rules of the existing Universe, including its gods and the diverse beings that inhabit its many realms. The DCF Universe, or DCFU, is the culmination of a study that drew inspiration from various sources, ranging from Sumerian mythology to parapsychic studies, blending them together with references from movies, games, and pop culture.

BBN DCF key art

Now, after eight years into this journey, Bunny Battle Arena had become a distant memory. However, the desire to bring it to consoles always lingered in the back of my mind and that of my associate, Glauco Belini. We believed that its intense gameplay and enjoyable experience would resonate with players just as it did with us. Unfortunately, porting it to consoles was not feasible due to limitations with the game engine. Moreover, the project had diverged from the DCF Universe. In order to seamlessly integrate it into our shared universe, we needed to start from scratch.

BBN alt key artr

And so, we did! We embarked on an extensive expansion, weaving a rich lore that seamlessly intertwined with our other titles, while maintaining a strong emphasis on exhilarating fun and dynamic battles. Yasmin’s role transformed from a princess to a special ops soldier. Joining her were three characters: Valentina, Amanda, and Khalilah. Inspired by a famous group of green ninjas you may know, they formed a formidable team under the leadership of Hell Ella, the Goddess of Death from the DCF Universe. These warriors, known as “The Maidens,” were blessed beings, bestowed with the immense powers of the goddess. The bunnies became friendly allies, like General Björka in the demo, belonging to the Leporidae species in the DCF Universe.

And we didn’t stop there. We carefully crafted direct connections between our titles. For those who journeyed through the thrilling adventures of Tony and Clyde until the very end, a familiar face from this demo will grace the final cutscene, adding an exciting layer to both the title’s story and the DCFU lore. And, of course, there are numerous other Easter eggs scattered throughout, just waiting to be discovered by eagle-eyed players.

Our goal was to capture the same joy and boundless creativity that defined the early years of DCF Studios. And now, we are thrilled to invite you to experience exactly that in the free demo of Bunny Battle Nemesis, out today!

Xbox Live

Bunny Battle Nemesis Demo

DCF Studios


1

Sci-fi, bloodthirsty bunnies, and the powers of a goddess at your disposal! This is Bunny Battle Nemesis. Experience intense action, explosions, and chaos as you defend the Bunny Kingdom from certain doom at the hands of a vengeful demigod and her army of mercenaries and robots. Pick between the servants of Ella, a powerful goddess from the DCF Universe and lay waste to hundreds of enemies with might and magic!

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Gloomhaven: How a Modern Classic Board Game Was Turned Into a Controller-friendly Experience

One Diablo 4 dev wrote a surprisingly heartfelt item description to “help someone remember things will get better”

The world of Diablo 4 is full of misery and sadness. There are flayed corpses everywhere, fathers are haunted by the ghosts of their dead sons, blokes cram flaming eyeballs into their skulls and sometimes a guy turns up at random just to stomp you (and a lot of other people) into fleshy jam on the ground.

Read more

Xbox Series X and Game Pass Are About to Get A Little More Expensive

Microsoft is about to increase the price of the Xbox Series X and Game Pass, The Verge reports.

In a statement sent to the outlet, Kari Perez, the head of communications at Xbox, confirmed the price hikes. Microsoft will increase the price of its high-end ninth-generation console, the Xbox Series X, beginning August 1. The Verge notes that the pricing will impact most countries (not including the US), explaining that the cost of an Xbox Series X will be £479.99 in the UK, €549.99 across most European markets, CAD $649.99 in Canada, and AUD $799.99 in Australia. Important to note that the Xbox Series S will remain at the same price of $299.99 for the 512GB model or $349.99 for the 1TB model.

However, the price of Xbox Game Pass will go up in all countries with the service. Beginning July 6, Xbox Game Pass Ultimate will now cost $16.99 (a $2 increase), and regular Xbox Game Pass will now cost $10.99 monthly (a $1 increase). However, the price of PC Game Pass will remain at $9.99 a month. This is the first time that Microsoft has announced an increase for Xbox Game Pass since the service launched in 2017.

“We’ve held on our prices for consoles for many years and have adjusted the prices to reflect the competitive conditions in each market,” Perez told The Verge.

Developing…

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Lies of P’s Awkward Dodge Will Be Fixed Before Launch

Lies of P’s awkward dodging button will be fixed before the game launches, developer Neowiz Games has confirmed.

A Q&A with director Jiwon Choi was uploaded to Lies of P’s YouTube, who explained the development team have heard fan feedback regarding the dodging in the game.

“We have taken note of the substantial feedback received regarding the dodging system in Lies of P,” he said. “Dodging and guarding are one of the most crucial elements, alongside the P-Organ.

“Given the inherent intricacies of the game’s structure it is imperative to handle these elements meticulously with great care. We are currently undergoing a comprehensive evaluation on the various aspects of the dodging system including the invincibility frames, distance mechanics, and more.”

This will come as a welcome adjustment to those who played the demo and general fans of the Souls-like genre, where a correctly timed dodge is the difference between victory and defeat.

Though first announced in May 2021, Lies of P got an extended look at Summer Game Fest 2023 alongside the aforementioned demo and a new release date of September 19. Naturally, fans desperate for Bloodborne on PC immediately modded the demo with the game’s Hunter.

In our preview of the game, IGN said: “Even if Pinocchio’s story in Lies of P isn’t being manipulated by cosmic old gods that turn people into slugs, the attention to detail in recapturing Bloodborne’s magic has got [our] full attention.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Pick up Samsung’s 1TB 980 NVMe SSD for less than £40

Samsung’s 980 SSD is the company’s latest mainstream offering, combining PCIe 3.0 speeds with a DRAM-less design and TLC NAND. That makes it a cheaper alternative to their PCIe 4.0 drives with DRAM, but still more than fast enough for PC gaming. Therefore, it’s worth knowing that the 1TB 980 is now available for less than £40 at Amazon, a £16 reduction from its usual price and less than half the cost it debuted at back in 2021.

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Dragon Quest Monsters: The Dark Prince Combines And Commands This December

Simply monstrous.

A brand new entry in the Dragon Quest Monsters spin-off series was teased just a few weeks ago, but thanks to the June 2023 Nintendo Direct, we now know that we don’t have very long to wait for the next game.

Dragon Quest Monsters: The Dark Prince is out on 1st December on Nintendo Switch and it focuses on Psaro, whose name you might recognise if you’ve played Dragon Quest IV. Psaro is out for revenge, and he must become a Monster Wrangler to command an army of creatures to fulfil his ambitions.

Read the full article on nintendolife.com

Gloomhaven: How a Modern Classic Board Game Was Turned Into a Controller-friendly Experience

We are thrilled to share some exciting news with you about Gloomhaven, coming to Xbox Series X|S and Xbox One on September 18! This role-playing game is a digital adaptation of the amazing board game – if you haven’t played it yet, I highly recommend checking it out!

Gloomhaven is set in a dark fantasy universe that combines the best elements of strategic board gaming and digital adventuring. Set out on an epic campaign to become the most successful mercenary team in the city of Gloomhaven, or play through Guildmaster mode to experiment with new tactics and more than 160 missions. Choose a mercenary to embark on perilous quests, navigating through treacherous caves, dreadful forests, and haunting dungeons filled with terrifying monsters and retire rich and powerful.

In total, there is a roster of 17 unique characters available (although some will have to be unlocked), each with their own distinct skills and abilities, allowing you to find a play style that suits your preferences. With over 1,000 different abilities to master, customization and strategic depth are at the heart of Gloomhaven‘s gameplay. Create the perfect deck from a selection of cards unique to each character and use them to dispatch your foes and achieve your personal goals. From mastering devastating attacks to honing your tactical prowess, there are many, many ways to approach our game.

We’ve been hard at work getting this gloomy world developed for Xbox and we’re happy to share some of those details with you here. As avid players of the board game (both physical and the PC digital version), it’s truly an honor and a pleasure to work on this project. We’re dedicated to capturing the essence of Gloomhaven and delivering a flawless gaming experience on Xbox.

Gloomhaven‘s intricacies present a unique challenge when it comes to controller adaptation. Our team has been working on a reworked UI/UX to ensure seamless gameplay and intuitive controls, making the transition from board game to PC game to Xbox game an effortless and enjoyable experience. We’re casting some serious spells of convenience here!

And it was quite a challenge. Gloomhaven has a lot of things to click on PC, and we wanted to offer the smoothest experience possible. Rest assured, there’s no need to tediously move your cursor with the joystick to mimic a mouse – we’ve completed a full remapping of the controls. Some of our first iterations required way too many fingers and buttons to be pressed for a normal human being, but we’re no Harrower! Probably.

Let’s talk a bit more about controls!

Bringing Gloomhaven to Xbox was definitely a once-in-a-lifetime experience. The thing is, board games do not have a limited set of buttons. They do not have online cross-platform co-op either – so you can imagine the challenge.

We wanted controls to be as intuitive as they could be, so we went with the analog sticks to handle all the camera movement. Moving through lists is also quite natural with a stick, hence we set up the game in the way that the player moves through the interface with the left stick. Sometimes, like in the merchant screen, two lists intersected with one another. After several UX iterations, we divided the focus on lists so the player can choose which part of the interface they want to operate. Also, to adapt those screens for Xbox, we redesigned the interface a little by uniting Buy/Sell filters when talking with the Merchant.

Battles are where we played around the most with the camera. During the enemies’ or allies’ turn on PC, your camera focus was taken from you while the unit’s animation played, but you had the mouse to hover over different elements and plan your strategy. On console, jumping between camera control and lists could be frustrating. We disconnected this auto-control from the camera, leaving the player with more flexibility in how they view everything.

Another challenging issue was combining selection and confirmation with pressing and holding the A button. We needed to make the overlapping of these as smooth as possible. We encountered several problems, such as when you’re selecting enemies to strike on the board, but your focus is currently on the second enemy. In the console version, you can either select them, or make an attack only against the first selected target. All in all, the team did a good job making it as comfortable as possible. No enemy will be left unattacked, no card unselected.

So get ready to embark on an extraordinary journey filled with mystery, danger, and epic encounters. With Gloomhaven on Xbox, you’ll have the power to shape your destiny and forge your own path in this immersive fantasy realm. You can already pre-order the game on Xbox before its release on September 18!

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