Leigh Price | Siliconera https://www.siliconera.com/author/lprice/ The secret level in the world of video game news. Fri, 18 Oct 2024 14:42:37 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://d3la0uqcqx40x5.cloudfront.net/wp-content/uploads/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Leigh Price | Siliconera https://www.siliconera.com/author/lprice/ 32 32 163913089 Banjo-Kazooie Sequel Banjo-Tooie Heads to Nintendo Switch Online https://www.siliconera.com/banjo-kazooie-sequel-banjo-tooie-heads-to-nintendo-switch-online/?utm_source=rss&utm_medium=rss&utm_campaign=banjo-kazooie-sequel-banjo-tooie-heads-to-nintendo-switch-online https://www.siliconera.com/banjo-kazooie-sequel-banjo-tooie-heads-to-nintendo-switch-online/#respond Fri, 18 Oct 2024 15:30:00 +0000 https://www.siliconera.com/?p=1059342 Banjo Tooie Switch Online Banjo-Kazooie sequel

Banjo-Tooie is the latest N64 game being added to Nintendo Switch Online. The Banjo-Kazooie sequel will be added for players who have the Expansion Pack on October 25, 2024.

Originally released in 2000, Banjo-Tooie features lots of returning characters. The bear and bird return for another adventure as they tried to stop another of Grunty’s schemes. While the main gameplay from the original game was retained, which involves players collecting Jiggies and music notes, several new features were added for the Banjo-Kazooie sequel. Things included a larger explorable world, new moves including a first-person egg-shooting mode, and a multiplayer mode featuring various minigames. Some sections of the game also made Kazooie playable on her own.

The Nintendo Switch Online version of Banjo-Tooie will feature a full widescreen mode. However, it’s unlikely this release will contain the Stop ‘n’ Swop feature that was restored for the Xbox Live Arcade version of the game. This was a feature intended to be in the original N64 release but was scrapped due to technical limitations. Since this new release will seek to remain faithful to the original N64 release, it’s likely to be left out.

Despite Rare now being owned by Microsoft, Banjo-Tooie is the sixth N64 game developed by the studio that’s appeared on Nintendo Switch Online. As well as the original Banjo-Kazooie, Goldeneye, Jet Force Gemini, Blast Corps and Perfect Dark are also currently available. Banjo and Kazooie also made another appearance on the Switch as a playable DLC character for Super Smash Bros Ultimate.

Banjo-Tooie will come to the Nintendo Switch Online + Expansion Pack on October 25, 2024.

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Review: Neva is a Beautiful Tale of a Girl and Her Wolf https://www.siliconera.com/review-neva-is-a-beautiful-tale-of-a-girl-and-her-wolf/?utm_source=rss&utm_medium=rss&utm_campaign=review-neva-is-a-beautiful-tale-of-a-girl-and-her-wolf https://www.siliconera.com/review-neva-is-a-beautiful-tale-of-a-girl-and-her-wolf/#respond Tue, 15 Oct 2024 19:00:15 +0000 https://www.siliconera.com/?p=1058594 Neva Key Art

On first glance, Neva is a cozy game about nature and woodland friends. However, as soon as you load the game up, it quickly reminds you that nature is brutal. Within minutes, a bird has died and turned into a black husk, while a majestic wolf-deer is murdered by horrors.

This tone is not surprising when you realize who the developer of Neva is. It’s the latest game from Nomada Studio, whose previous game Gris was a beautiful yet harrowing exploration of grief. Neva feels like that the natural extension of that game. It takes the combination of beautiful visuals and dark subject matter and turns it towards the brutal conflicts of nature. And with it, the puzzle platforming now gets tougher and gains more combat mechanics.

Screenshot by Siliconera

You play as a woman named Alba, who is not directly named in-game. She serves as a protector for a vast forest, along with her wolf-deer hybrid companion. However, at the start of the game, this companion is killed, leaving behind a cub named Neva. The game then chronicles a year in the life of Alba and Neva, as she raises this pup into an adult so it can become the forest’s new protector.

The game itself is a puzzle platformer. You venture through the often-surreal wilderness, leaping across platforms, air dashing across gaps and climbing vast structures to progress. Along the way you encounter dark, corrupted enemies that threaten the sanctity of the forest. With each season, Neva takes a more active role in combat and can be called on to stall enemies with bites or damage enemies Alba can’t reach.

Screenshot by Siliconera

There’s an obvious Ghibli inspiration within all this. It’s not hard to look at our protagonist’s fierce defense of the forest, accompanied by a large wolf creature, and immediately see Princess Mononoke’s San and Moro. Similarly, the corrupted enemies, with their writhing black bodies and mask-like faces, bear more than a little resemblance to No-Face from Spirited Away.

That said, the game avoids feeling like an imitation, and more a work that exists in the same headspace. For a start, its visuals avoid the Ghibli style entirely. This is definitely the studio who made Gris, with its painterly aesthetic and minimalist design. You could take a screenshot of any part of this game, and it wouldn’t look out of place on a gallery wall.

However, the moment-to-moment gameplay is a huge contrast to the slow-paced, meditative puzzle-solving of Nomada’s previous work. The emphasis on combat adds fail states that Gris lacked, and the primary emotional state of the game is anger rather than sadness. There’s a sense of something profoundly wrong happening to these woods, and Alba and Neva must right the wrongs. It’s defiant and aggressive.

Screenshot by Siliconera

This means Neva is a lot more challenging than it might appear. I went into the game fully expecting the kind of slow, relaxed experience of a lot of artsy, narrative-driven projects. You walk a lot and solve puzzles. Sure, that is here too, but the extra difficulty adds an exciting new layer. Combat offers a tiny health pool, the limited moveset can make encounters with large groups tense, and some platforming segments combined Alba’s moveset in specific ways that must be figured out with some ingenuity. By no means is this Dark Souls, but anyone coming into this expecting to casually walk through it with ease may find themselves surprised.

This was welcome, as it created for some great moments. Sections where the scenery breaks open during combat, shifting the environment you’re trying to position yourself on. Sometimes enemies will use the scenery itself to fight you, or flying enemies will enter the fray. These enemies force you to change your tactics and make you focus on your positioning.

I also really loved how Neva shook up its platforming sections. The scenery shifts are a big way the game keeps you on your toes, but then some sections also require you to send Neva to attack switches while you’re in mid-air or combine your double jump and air dash in new ways. There’s also a section during the Winter chapter that deliberately screws with your perspective, and it’s easily one of the best parts of the game.

Screenshot by Siliconera

The real shining moments of the game are the moments of peril where you’re helpless and Neva jumps in and saves the day. These moments are the real heart of the game. Mechanically, they usually add something new to your kit that you’ll be using during the next section. Narratively, they show the building relationship between Alba and Neva in a way that’s highly effective despite the lack of words.

This minimalist approach to story is something that Neva does incredibly well. The only word spoken in the entire game is “Neva” whenever you call for her. Otherwise, the game’s narrative is communicated entirely through gestures and moments. We never get long exposition about the origins of the corruption, we just know it’s bad and must be stopped. Anything left unexplained is for the player to interpret as they see fit. Is it a reminder of the cruelty of nature that must be respected? A critique on pollution and its effect on wildlife? Or could it be seen as an allegory for death and rebirth? It’s all valid, and you’ll be left pondering these questions long after the game is over.

Screenshot by Siliconera

In fact, I struggle to find much I didn’t like about Neva. Any critique I have feels either like I’m nitpicking or trying to turn the game into something it’s not. Could the moveset be a little more expansive to make some sections feel less repetitive? Sure, but the game’s simplicity is a major asset in how the game delivers its narrative. Are there sections where the scenery can sometimes get in the way of the path a little too much? Sure, but these are rare and usually during quiet times where you’re simply walking. I certainly don’t recall any moments where fog obscured combat, for instance.

The game is, admittedly, short. My playthrough took just shy of four hours to complete, and aside from some optional plants you can make bloom, there’s little incentive to replay the game. However, those four hours are beautiful and heartfelt, and something you’d likely want to experience again.

Neva is a sweet little game that left a significant impression on me. Every frame looks like a painting, there’s a surprising amount of challenge and the way it builds these characters without saying a word is masterful. If you’re a fan of short, artful experiences in games, you need to play Neva.

Neva is out now for PC, PS5, Switch and Xbox Series X/S.

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Tomb Raider IV-VI Remastered Brings Back Three More Lara Croft Adventures https://www.siliconera.com/tomb-raider-iv-vi-remastered-brings-back-three-more-lara-croft-adventures/?utm_source=rss&utm_medium=rss&utm_campaign=tomb-raider-iv-vi-remastered-brings-back-three-more-lara-croft-adventures https://www.siliconera.com/tomb-raider-iv-vi-remastered-brings-back-three-more-lara-croft-adventures/#respond Fri, 11 Oct 2024 18:00:00 +0000 https://www.siliconera.com/?p=1058469 Tomb Raider 4-6 Remastered

Tomb Raider IV-VI Remastered is in development from Crystal Dynamics and Aspyr Games. This collection of three more Tomb Raider games will release on February 14, 2025.

Tomb Raider IV-VI Remastered will contain remasters of Tomb Raider: The Last Revelation, Tomb Raider: Chronicles and Tomb Raider: The Angel of Darkness. The Last Revelation and Chronicles were the final two games in the series released for PS1, while The Angel of Darkness was the first PS2 game and the final game developed by the original team at Core Design. The remaster will feature a visual overhaul for both PS1 games, although the original visuals will be available at the touch of a button. The Angel of Darkness appears to exclusively use upscaled versions of the original textures, as no split-screen comparison was shown off for that game in the announcement trailer.

https://www.youtube.com/watch?v=Ow6cM-fgiB4

Tomb Raider: The Last Revelation was Lara Croft’s most expansive adventure at the time, taking her across Egypt and expanding out the level structure. Tomb Raider: Chronicles was an anthology game which saw Lara taking part in four smaller adventures in Rome, Russia, Ireland and New York. Tomb Raider: The Angel of Darkness is a moody mystery where Lara is accused of killing her mentor and is now investigating secrets within Paris and Prague. This game was also notorious for being unfinished on its original launch. It’s unclear if the game’s various bugs and control issues will be rectified for the remaster.

This latest remastered collection follows on from a previous collection, which contained the first three Tomb Raider games. The new collection will be launching exactly one year after the first, on February 14, 2025. This is a notable date for Tomb Raider fans, as it’s Lara Croft’s canonical birthday. The announcement of the new remaster comes shortly after the release of the Netflix Tomb Raider adaptation, starring Hayley Atwell as Lara Croft.

Tomb Raider IV-VI Remastered will release for PS5, PS4, Xbox One, Xbox Series X/S, PC and Nintendo Switch on February 14, 2025.

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Tribe Nine Deadly Demo is Now Available for Pre-Download https://www.siliconera.com/tribe-nine-deadly-demo-is-now-available-for-pre-download/?utm_source=rss&utm_medium=rss&utm_campaign=tribe-nine-deadly-demo-is-now-available-for-pre-download https://www.siliconera.com/tribe-nine-deadly-demo-is-now-available-for-pre-download/#respond Fri, 11 Oct 2024 17:30:00 +0000 https://www.siliconera.com/?p=1058457 Tribe Nine Deadly Demo

Tribe Nine is getting a demo, and it is now available to pre-download. The full Deadly Demo will be released for PC on October 14, 2024.

The Deadly Demo will include the prologue and first chapter of Tribe Nine, promising around twenty hours of gameplay. The demo will act an open beta for the game, and it will run for a limited time as part of Steam Next Fest. After its release on October 14, 2024, the demo will be available until October 22, 2024. Audio will be exclusively in Japanese, but English and Chinese text will be available.

The Tribe Nine Deadly Demo will be an improved version of the closed beta test that was held in August 2024. It will feature changes based on feedback received during the test. The new demo will not require any invite codes or additional sign-up.

Tribe Nine is the latest game from Danganronpa creator Kazukata Kodaka’s studio Too Kyo Games. The premise sees a group of teens in Neo Tokyo fighting for their lives in a series of deadly games. The game will employ a real-time combat system where players can switch between a party of three playable characters of their choosing. New content will be added to the game over time following its release.

Tribe Nine is currently in development for PC and mobile devices. The Deadly Demo is available for pre-download on PC and will be fully released on October 14, 2024.

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Date Everything Gets a Valentine’s Day Release Date https://www.siliconera.com/date-everything-gets-a-valentines-day-release-date/?utm_source=rss&utm_medium=rss&utm_campaign=date-everything-gets-a-valentines-day-release-date https://www.siliconera.com/date-everything-gets-a-valentines-day-release-date/#respond Fri, 11 Oct 2024 15:00:00 +0000 https://www.siliconera.com/?p=1058449 Date Everything Release Date

Comedy dating sim Date Everything has a release date, as announced by developer Sassy Chap Games. It will release for PC and consoles on the appropriate date of February 14, 2025.

In a new release date trailer, lead designer Ray Chase discussed where Date Everything is currently at in its development. The game is currently feature complete, and the team are now performing bug fixes and polishing the visuals of the house environment you’ll spend most of the game in.

https://www.youtube.com/watch?v=oz8PSM8TTZE

Date Everything is a dating sim where all the romance candidates are household objects, whose human-like personalities show through thanks to a pair of special glasses. The trailer shows off a bunch of these romantic interests, including Freddy the fridge, Rebel the rubber duck, Wyndolyn the window and Gaia the globe. Less tangible objects also appear to be romanceable, including a woman made of soap suds and the physical embodiment of a nightmare.

Date Everything is a comedy dating sim designed by four well-known voice actors turned game developers. Ray Chase, Robbie Daymond, Amanda Hufford and Max Mittelman have provided voice work for a variety of past projects including Persona 5, Final Fantasy XV and Genshin Impact, but have now turned their hands to making their own game. Date Everything was first announced earlier this year.

The Date Everything release date is February 14, 2025, and it will appear on the Switch, PS5, PC and Xbox Series X/S.

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All Tetris Forever Games Revealed https://www.siliconera.com/all-tetris-forever-games-revealed/?utm_source=rss&utm_medium=rss&utm_campaign=all-tetris-forever-games-revealed https://www.siliconera.com/all-tetris-forever-games-revealed/#respond Thu, 10 Oct 2024 20:00:00 +0000 https://www.siliconera.com/?p=1058246 Tetris Forever

All the games in Tetris Forever have been revealed by the collection’s developer, Digital Eclipse. The fifteen games in the collection feature multiple variations of Tetris, including a recreation of the original version created by Alexey Pajitnov on a Soviet Electronika 60 computer.

https://www.youtube.com/watch?v=dNKMzVx6_NY

Here are all the games revealed for Tetris Forever:

  • Tetris (1984) – the original version made for the Electronika 60 computer
  • Tetris (1988) – Apple II
  • Tetris (1990) – Famicom
  • Hatris (1990) – Famicom
  • Tetris 2 + Bombliss (1990) – Famicom
  • Hatris (1991) – Game Boy
  • Hatris (1992) – NES
  • Super Tetris 2 + Bombliss (1992) – Super Famicom
  • Tetris Battle Gaiden (1993) – Super Famicom
  • Super Tetris 2 + Bombliss Genteiban (1993) – Super Famicom
  • Super Tetris 3 (1994) – Super Famicom
  • Super Bombliss (1995) – Super Famicom
  • Super Bombliss (1995) – Game Boy
  • Super Bombliss DX (1998) – Game Boy

In addition, a new game called Tetris Time Warp is also included. This game was developed by Digital Eclipse themselves, and will feature the ability to switch between different eras of Tetris on the fly.

Almost all of the Tetris games in Tetris Forever were originally published by Bullet-Proof Software. Other versions from other publishers are absent, including the iconic 1989 Game Boy game published by Nintendo. This version of the game is available through the Nintendo Switch Online service.

Tetris Forever was revealed earlier this year during the August 2024 Nintendo Partner Direct. It’s part of Digital Eclipse’s Gold Master Series, which are game collections that set out to preserve the history of the games they’re representing. As such, the collection also includes documentary footage and archival materials representing the history of Tetris. Previous Digital Eclipse collections in this style have included The Making of Karateka, Llamasoft: The Jeff Minter Story and Atari 50.

Tetris Forever will release sometime in 2024 for PC, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X/S.

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Class Zero Seven is an Indie Brawler About Toppling High School Gangs https://www.siliconera.com/class-zero-seven-is-an-indie-brawler-about-toppling-high-school-gangs/?utm_source=rss&utm_medium=rss&utm_campaign=class-zero-seven-is-an-indie-brawler-about-toppling-high-school-gangs https://www.siliconera.com/class-zero-seven-is-an-indie-brawler-about-toppling-high-school-gangs/#respond Tue, 08 Oct 2024 20:00:00 +0000 https://www.siliconera.com/?p=1057710 Class Zero Seven

Class Zero Seven is a newly announced brawler being developed by indie team Studio Tubanar. While the game currently has no release date, it can be wishlisted on Steam right now.

Class Zero Seven is a brawler set in a high school plagued by gangs. You play as Rin, an exchange student with a mysterious past who sets out to take down the gangs, even if she is labelled a delinquent in the process. The gameplay shows tight brawler mechanics, where Rin takes on groups of enemies with a range of moves. Some moves on display in the gameplay trailer include rushdown combos, leg sweeps and the use of items in the environment as makeshift weapons.

The developers have cited Bully and the Yakuza series as inspirations, which are obvious in the trailer. However, some of the tighter movement also suggests a similarity with Sifu, another indie brawler that felt like playing an interactive kung fu movie.

While there are limited details on the game, the Steam page promises additional playable characters and a strong storyline. The final game will also feature a variety of maps to punch rival gangs on, although there are hints that there will also be locations for social mechanics. While these mechanics aren’t detailed yet, “bonding will allies” is mentioned within the game’s description.

The game is set to be published by HypeTrain Digital, a small indie publisher who’ve previously published games such as Voidtrain, Nova Lands and StormEdge.

Class Zero Seven is currently in development for Steam. It can be wishlisted now.

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Dredge Mobile Version Will Surface in December https://www.siliconera.com/horror-fishing-game-dredge-mobile-version-will-surface-in-december/?utm_source=rss&utm_medium=rss&utm_campaign=horror-fishing-game-dredge-mobile-version-will-surface-in-december https://www.siliconera.com/horror-fishing-game-dredge-mobile-version-will-surface-in-december/#respond Tue, 08 Oct 2024 17:30:00 +0000 https://www.siliconera.com/?p=1057679 Dredge Mobile horror fishing game

A mobile version of the horror fishing game Dredge will be coming soon, as confirmed by developers Black Salt Games. The game will be coming to Apple devices and Google Play on December 18, 2024.

The mobile version of Dredge will contain all the features of the base game on other platforms. There has also been built around a new touch control interface, although there is support for external controllers. All the DLC expansions (The Pale Reach, The Iron Rig, The Blackstone Key) will also be made available, although they will need to be purchased separately. The mobile version will be available from both the Apple App Store and Google Play for Android devices.

In addition to the mobile version, Dredge will also be made available for MacOS. According to the developer FAQ, this will function exactly like the standard PC version, but with added iOS crossplay features. Apple users can purchase either the Mac or iOS version and have access to both, and a cross-save function will allow players to switch between devices to continue their game. These crossplay features will not apply to other versions of the game.

A demo of the horror fishing game will be made available for Apple users, although there’s no mention of this for Android users. Dredge can be pre-ordered now for Apple devices, while Google Play pre-registration will be available in the coming weeks.

Dredge will release for mobile devices on December 18, 2024. It is currently available for PC, Nintendo Switch, PS5, PS4, Xbox Series X/S and Xbox One.

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Red Dead Redemption PC Release Officially On the Way https://www.siliconera.com/red-dead-redemption-pc-release-officially-on-the-way/?utm_source=rss&utm_medium=rss&utm_campaign=red-dead-redemption-pc-release-officially-on-the-way https://www.siliconera.com/red-dead-redemption-pc-release-officially-on-the-way/#respond Tue, 08 Oct 2024 16:30:00 +0000 https://www.siliconera.com/?p=1057670 Red Dead Redemption PC

Red Dead Redemption is finally getting a PC release, as announced by Rockstar. Both the base game and the Undead Nightmare expansion will be coming to Steam, Epic and Rockstar’s own storefront on October 29, 2024.

Rockstar confirmed the official PC version of Red Dead Redemption is on the way via the company's website. The port will be handled by Double Eleven, who previously handled the PS4 and Switch ports of the game. New features added for the PC version include native 4K resolution, support for ultrawide monitors and keyboard and mouse controls.

Here's the trailer revealing it:

https://www.youtube.com/watch?v=mnvc6uC6xZE

As well as the base game, the PC port will come bundled with Undead Nightmare. This was the non-canon standalone expansion to the game that saw John Marston face off against zombie hordes.

A possible PC release for the game was leaked earlier this year, when we saw the description of the PS4 version briefly changed to mention PC-specific features. While the description was quickly changed back to its original wording, screenshots were widely circulated. Up until now, the game has been exclusively available on consoles, from its original PS3 and Xbox 360 release up to more modern ports.

Red Dead Redemption is set to release on PC on October 29, 2024. It is also currently available on PS4, Xbox One, Xbox Series X/S and Nintendo Switch.

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Review: Keylocker Struggles to Stay in Rhythm https://www.siliconera.com/review-keylocker-struggles-to-stay-in-rhythm/?utm_source=rss&utm_medium=rss&utm_campaign=review-keylocker-struggles-to-stay-in-rhythm https://www.siliconera.com/review-keylocker-struggles-to-stay-in-rhythm/#respond Sat, 28 Sep 2024 13:00:00 +0000 https://www.siliconera.com/?p=1055268 Keylocker Intro Animation

Keylocker sounds like exactly the kind of game made for me. Stylish cyberpunk aesthetics, a rebellious spirit, rhythm-based mechanics, and influences from classic RPGs? Sign me up, I’m there! Regrettably, Keylocker never landed for me for many reasons.

Keylocker stars B0B0, or Bobo as she prefers to be called, a rebellious musician living in a world where music has been banned. We start the story as she breaks out of prison thanks to her hacker brother, a move so explosive she destroys part of the prison in the process. The siblings then team up with a jukebox robot found in a scrapheap, heading out to take on The Man and bring back music to the people.

It’s a cheesy concept that’s been seen countless times before, but Keylocker knows the exact tone it needs to sell you on it. Bobo is a fun character, full of brash self-confidence and a refusal to accept the system as it stands. It’s not hard to get swept up in her schemes, even when they’re painfully stupid and suicidal on paper.

Screenshot by Siliconera

The world itself is also interesting. It takes place on a colony around Saturn, one where shadowy cabals maintain harsh rules and restrictions that they claim are required to stop the whole colony crashing into the planet. The cast is a quirky bunch of weirdos of various unexplained humanoid races, from robots to hippo children, and where people can replace their heads on a whim, including the religious order’s tendency to replace their heads with cones.

It's all presented in a scratchy, unrefined art style that feels like the developers manually drew every pixel. This perfectly fits the game’s rebellious attitude, where technical skill isn’t required for artistic expression, and where the rough edges give everything personality.

Screenshot by Siliconera

Sadly, this is where my love of the presentation ends, as while the world has an interesting concept and the cast is likeable, the story is poorly told. The world is high concept, but few of its ideas are communicated properly. Strange terms are casually thrown around without much explanation to the point where it can feel weird for the sake of being weird. I couldn’t help but compare it with Paradise Killer, another game awash with a neon sheen in a world of bizarre concepts, but I latched onto that much quicker than I did with Keylocker.

A big part of this is done to how the early story plays out. Sure, Bobo is a likeable protagonist, but her early quests don’t have much direction to them. They’re little more than fetch quests for characters she has a prior relationship with but we as the audience don’t get much background on. Next thing you know, I’m in a weird dimension in the desert collecting a vitally important music box that will change the fate of the world. I’m not entirely sure how I ended up there.

Screenshot by Siliconera

I’d be able to go along with this if the gameplay felt good but this is the other major problem with Keylocker. Combat is turn-based, taking place on a grid-based system where positioning is important. In addition, the combat utilizes timed hits, where pressing a button at the right time can boost attack or defense depending on who’s attacking. Imagine a cross between Mega Man Battle Network and Super Mario RPG for a vague idea of what to expect here. However, two fundamental problems become obvious early on. The first is that the grid movement feels functionally useless and the timed hits are frustrating to execute.

Let’s start with the grid movement. Combat takes place on a series of hexagons, and your moves will attack a certain shape around you. Some moves will attack in a line, others in an arc immediately in front of you while others encircle you. All perfectly acceptable. However, movement costs a turn, and suddenly the problems arise.

There’s no system of movement and an action, like other games with this sort of movement. You perform an action or you move, you can’t do both. Movement effectively places you in front of an enemy ready to be attacked, but you can neither attack nor set up a counterattack as a trap for them. That has to wait until your next turn and can easily be derailed with an enemy movement or an attack that forces a change to your position. It’s a baffling system and I have no idea why they did it this way as it killed all semblance of strategic movement.

Screenshot by Siliconera

The timed hits are the real maddening issue though. I have enjoyed plenty of games with this mechanic, from assorted Mario RPGs to last year’s Sea of Stars. But what made timed hits such a fun system in those games was how it felt like a reward. Getting the timing right meant extra damage or negating damage you receive. In Keylocker, they feel essential and missing them is a punishment. Miss a parry and you see almost your entire health bar deleted. Miss an attack and chip about 1HP off them.

This is bad enough, but the timing windows are extremely tight. Characters will flash to indicate when to hit the button, but universally it seemed like tapping when you see the flash was always a miss. It got to the point where I felt I had to anticipate the flash and press it slightly ahead of its appearance. However, this had its own problems as attack windups are dragged out longer than necessary, which made all my hits early. I tried working off the sound effects but even they ended way too early.

It’s a massive contrast to the more intuitive timed hits in other games. I never once struggled to grasp when to time a Mario stomp or a Moonerang swipe, and any I missed felt like my own poor timing. In Keylocker, I was constantly dropping the timings and could never truly figure out what I was doing wrong. Even adjusting the difficulty failed to change much.

Screenshot by Siliconera

And this is the problem with Keylocker. At almost every turn it reminded me of better games. Whether it’s the better execution of rhythm-based combat and rebellious rock-and-roll spirit in Hi-Fi Rush, the timed hits of Super Mario RPG or the movement of any half-decent strategy RPG, it made me constantly wish I was playing any of these games instead. It’s a shame, because it’s clear that a lot of love and passion went into this game. There’s a solid foundation for Keylocker to work with here, but what was built on top of it is shaky.

Ultimately, Keylocker was a frustrating experience. There’s some solid writing and a world that I’d love to explore further. Sadly, it’s buried under an unintuitive combat system and poor plotting for it to realize its full potential.

Keylocker is out now for Switch, PS5, Xbox Series X/S and PC.

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Metal Gear Solid Master Collection Patch Adds Resolution Options https://www.siliconera.com/metal-gear-solid-master-collection-patch-adds-resolution-options/?utm_source=rss&utm_medium=rss&utm_campaign=metal-gear-solid-master-collection-patch-adds-resolution-options https://www.siliconera.com/metal-gear-solid-master-collection-patch-adds-resolution-options/#respond Wed, 25 Sep 2024 19:00:00 +0000 https://www.siliconera.com/?p=1055027 Metal Gear Solid Master Collection Resolution Options

A new update patch for the Metal Gear Solid Master Collection has added new resolution options for two of the games. The patch is available now for Steam players and will roll out for console versions at a later date.

The added resolution options apply to Metal Gear Solid 2 and Metal Gear Solid 3, with the patch adding two presets as well as custom settings. Players can choose to run both games at their original resolutions, or can now select Adjusted Mode, which runs at a native 1080p. However, this can be upscaled to 1440p or 4K. The highest possible resolution for your system will be selected automatically. The FMV sequences from the game can also be displayed at their original resolution or upscaled to 1080p.

As well as new resolution adjustments, the Metal Gear Solid Master Collection patch adds control remapping. Once again, this only applies to either Sons of Liberty or Snake Eater. Controls can be remapped for both controller and keyboard and mouse, or presets can be used. A new setting for mouse sensitivity has also been added.

While these resolution options can potentially make Metal Gear Solid 3 look better, a higher fidelity remake is also on the way. Metal Gear Solid Delta: Snake Eater is currently in development and, according to the development team, is now playable from start to end. However, a release date has yet to be announced.

Metal Gear Solid Master Collection Vol. 1 is available now for PC, PS4, PS5, Nintendo Switch and Xbox Series X/S. The latest patch is available now for PC, with a console patch on its way at a later date.

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Return to Ridu Event Encourages Players Back to Zenless Zone Zero https://www.siliconera.com/return-to-ridu-event-encourages-players-back-to-zenless-zone-zero/?utm_source=rss&utm_medium=rss&utm_campaign=return-to-ridu-event-encourages-players-back-to-zenless-zone-zero https://www.siliconera.com/return-to-ridu-event-encourages-players-back-to-zenless-zone-zero/#respond Wed, 25 Sep 2024 18:00:00 +0000 https://www.siliconera.com/?p=1054979 Zenless Zone Zero Return to Ridu

HoYoVerse launched a new Zenless Zone Zero web event called Assembly Commission: Return to Ridu. It aims to encourage players to bring other players back into the game who may have not signed in for a while, with rewards including physical prizes. The event started on September 25, 2024, and it will run until October 21, 2024.

Zenless Zone Zero players who sign up to the Return to Ridu event will be given an invite link. Players can send this link to players who haven’t signed in for at least two weeks, and the sender will receive Polychromes and the chance to win various major prizes. Anyone who receives and then uses the invite link will also receive a link of their own, so they can invite others to rejoin.

Rewards for the Return to Ridu event include up to 510 Polychromes and 20 lucky draws for any Zenless Zone Zero players who participate. The lucky draws can be used to potentially win prizes including a PS5 and an Anby 1/7 Scale Figure. Character stands are also available as prizes, along with in-game rewards such as Polychromes, Official Investigator Logs, W-Engine Power Supplies, Banboo Algorithm Modules and Dennies. The Anby figure will not be shipped until August 2025, so winners of that prize will have to wait a little to receive it.

The web event is designed to encourage players back to the game in time for the latest Version 1.2 update. This coincides with new story content focused on the Sons of Calydon faction and set in the new location of the Outer Ring.

Zenless Zone Zero is out now for PC, PS5 and mobile devices.

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Stellar Blade Soundtrack Now on Streaming Services https://www.siliconera.com/stellar-blade-soundtrack-now-on-streaming-services/?utm_source=rss&utm_medium=rss&utm_campaign=stellar-blade-soundtrack-now-on-streaming-services https://www.siliconera.com/stellar-blade-soundtrack-now-on-streaming-services/#respond Wed, 25 Sep 2024 16:30:00 +0000 https://www.siliconera.com/?p=1054961 Stellar Blade Soundtrack

The Stellar Blade soundtrack is now available on all streaming services. It was announced as part of a slate of news around the game during the September 2024 State of Play presentation.

The Stellar Blade soundtrack has shown up on many major music streaming platforms, including Spotify, Apple Music, Amazon and YouTube. The OST contains 189 tracks from the game, for a running time of 10 hours. Currently, the soundtrack is only available for streaming and isn’t available to purchase either physically or digitally. It’s currently unknown if there are plans for this in future.

The soundtrack was mainly composed by Shift Up’s in-house composers Youngjee Lee, Hyunmin Cho and seibin, with contributions from Oliver Good and Keita Inoue of Keiichi Okabe’s MONACA studio. MONACA previously worked on Nier: Automata, Super Smash Bros Ultimate and The Idolm@ster series.

It's not the only Stellar Blade news that got announced at Sony’s State of Play, however. A collaboration with Nier: Automata is on the way, although it’s currently not clear what this will entail. A photo mode is also being added to the game. In addition, Eve will be turning up in the upcoming Astro Bot DLC in bot form.

Stellar Blade is out now for PS5. The soundtrack is also now available on most music streaming platforms.

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Alan Wake 2 Lake House DLC Opens Its Doors in October https://www.siliconera.com/alan-wake-2-lake-house-dlc-opens-its-doors-in-october/?utm_source=rss&utm_medium=rss&utm_campaign=alan-wake-2-lake-house-dlc-opens-its-doors-in-october https://www.siliconera.com/alan-wake-2-lake-house-dlc-opens-its-doors-in-october/#respond Tue, 24 Sep 2024 23:01:29 +0000 https://www.siliconera.com/?p=1054821 Alan Wake 2 Lake House

A teaser for the Alan Wake 2 Lake House DLC was revealed during Sony's September 2024 State of Play presentation. The DLC is set for release in October 2024.

The trailer is cryptic, as a female voice discusses the Lake House, a mysterious location that contains dark secrets. There is a supernatural force swirling around at the end of a corridor full of corpses, although it's unclear what this is. From the mention of "the Bureau" and a logo seen inside the building, it's clear that the facility has connections to the FBC, previously seen in Control. This connection is similar to how Control's AWE DLC directly teased Alan Wake 2 in its ending.

You can watch the expansion trailer below.

https://www.youtube.com/watch?v=_n9Hfq4H0hI

The Lake House is the second story expansion DLC for Alan Wake 2. The first was the Night Springs DLC, featuring an anthology of stories featuring familiar characters from the "Remedyverse." It was released shortly after its announcement at Summer Game Fest 2024.

Alan Wake 2 is out now for PC, PS5 and Xbox Series X/S. The Lake House DLC is set to release in October 2024.

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Legacy of Kain: Soul Reaver Remastered Announced https://www.siliconera.com/legacy-of-kain-soul-reaver-remastered-announced/?utm_source=rss&utm_medium=rss&utm_campaign=legacy-of-kain-soul-reaver-remastered-announced https://www.siliconera.com/legacy-of-kain-soul-reaver-remastered-announced/#respond Tue, 24 Sep 2024 22:42:14 +0000 https://www.siliconera.com/?p=1048102 Soul Reaver Remastered

Legacy of Kain: Soul Reaver I & II Remastered has been announced. The reveal was part of the September 2024 PlayStation State of Play presentation.

The trailer for Legacy of Kain: Soul Reaver I & II Remastered featured various scenes from both games, complete with reworked textures. The trailer also suggests that upscaled versions of the original textures will also be available. Since Aspyr is the developer, this appears to be similar to their remaster of the Tomb Raider trilogy that released earlier in 2024, which allowed players to switch between the two visual styles at the touch of a button. The remasters appear to be faithful recreations, with the original voice acting present in the trailer.

https://www.youtube.com/watch?v=7pRyL8y7vZ4

Rumors of the existence of the remaster emerged after photos of Kain and Raziel figures appeared at SDCC 2024 featuring the remaster's branding. Dark Horse Comics confirmed the figures would be releasing in August 2024.

Legacy of Kain: Soul Reaver first appeared on the PlayStation and PC in 1999 and was later ported to the Dreamcast. The sequel, Soul Reaver 2, released for PS2 and PC in 2001. Both games are part of the wider Legacy of Kain series, and focus on the story of Raziel, a former vampire clan leader turned into a wraith following his trangressions against his lord Kain. Another game in the series, Blood Omen: Legacy of Kain, was also confirmed to be coming to the PlayStation Plus catalog during the State of Play presentation.

Legacy of Kain: Soul Reaver I & II Remastered will release for PS4 and PS5 on December 10, 2024.

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