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I Am Urban is now available to buy or rent on Apple TV, Sky Store, Amazon Prime, Google Play and Microsoft XBox 5.
#richard armitage#chop#fraser kelly#urban#i am urban#candida brady#matthew mitchell#circandian pictures#movie#apple tv#sky store#amazon#google play#microsoft xbox 5#news
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Official character/demon renders for Shin Megami Tensei V: Vengeance
#Shin Megami Tensei V Vengeance#SMTVV#Shin Megami Tensei 5 Vengeance#SMT5V#Shin Megami Tensei V#SMTV#Shin Megami Tensei 5#SMT5#Shin Megami Tensei#SMT#Megaten#Team Maniax#Atlus#video game#Nintendo Switch#PlayStation 5#PlayStation 4#Xbox Series#Xbox Series X#PC#Steam#Microsoft Store#long post
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“I've spent a long time contemplating the etchings of the tree and its roots. Did you know this city used to be a forest? I wonder if our Oldest House wore a different face back then, or if it was always here, a 21st century office building since time immemorial?”
—Dr. Theodore Ash
CONTROL (2019)
#Control#Jesse Faden#505 games#remedy entertainment#xbox#xbox one#xbox series x#playstation#playstation 3#playstation4#playstation 5#gaming#videogames#sony#microsoft#virtual photography#mine
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Halo Moving to Unreal Engine 5 as 343 Industries Rebrands, 'Multiple Projects' in Development
Halo Studios: New Name, New Engine, New Games, New Philosophy
Ahead of the final match at today’s 2024 Halo World Championship, we saw an unexpected video. It depicted landscapes you might expect from the Halo series – Forerunner architecture jutting from dramatic landscapes inspired by the Pacific Northwest, gorgeous fields of ice, even a vista blighted and consumed by The Flood. We of course saw glimpses of the Master Chief, and his iconic enemies, even a Banshee arcing past the camera. But what we saw wasn’t a look back – this was something entirely new.
We’re entering a new dawn for Halo. Those new visuals were created using Unreal Engine 5 – and we learned that all future Halo projects will use the engine, and that multiple new games using it are in development. Alongside the engine change, the studio is seeing changes in culture, workflow, and how its teams are organized. To match that new approach, franchise stewards 343 Industries are changing their name – Halo Studios is here.
The First Step Switching from the studio’s proprietary Slipspace Engine to Unreal is a key part of that change. Previously, 343 Industries needed a large portion of its staff simply to develop and upkeep the engine its games ran on. “We believe that the consumption habits of gamers have changed – the expectations of how fast their content is available,” says Hintze. “On Halo Infinite, we were developing a tech stack that was supposed to set us up for the future, and games at the same time.”
As gaming evolves, and players increasingly point out how long it takes to see new games from their favorite series, the team at Halo Studios felt the need to react. As COO Elizabeth van Wyck puts it:
“The way we made Halo games before doesn’t necessarily work as well for the way we want to make games for the future. So part of the conversation we had was about how we help the team focus on making games, versus making the tools and the engines.”
Alongside the wider changes to how the studio is set up (which you can read more about below), adopting Unreal means Halo Studios is more able to create games with a focus that can satisfy fans – even setting up multiple teams to create different games simultaneously. But Unreal also comes with in-built benefits that would have taken years of work to replicate with Slipspace:
“Respectfully, some components of Slipspace are almost 25 years old,” explains Studio Art Director, Chris Matthews. “Although 343 were developing it continuously, there are aspects of Unreal that Epic has been developing for some time, which are unavailable to us in Slipspace – and would have taken huge amounts of time and resources to try and replicate.
“One of the primary things we’re interested in is growing and expanding our world so players have more to interact with and more to experience. Nanite and Lumen [Unreal’s rendering and lighting technologies] offer us an opportunity to do that in a way that the industry hasn’t seen before. As artists, it’s incredibly exciting to do that work.”
There’s another in-built benefit – Unreal is familiar to huge parts of the wider gaming industry. Where developers would have to spend time learning how to use Slipspace when joining 343, Halo Studios’ adoption of the industry-leading engine makes it a far smoother process to bring in new talent (and the studio is indeed hiring for its new projects now):
“It’s not just about how long it takes to bring a game to market, but how long it takes for us to update the game, bring new content to players, adapt to what we’re seeing our players want,” says Van Wyck. “Part of that is [in how we build the game], but another part is the recruiting. How long does it take to ramp somebody up to be able to actually create assets that show up in your game?”
With the move to Unreal, the on-ramp is shorter, the experience is there, and the series can grow far more quickly and organically than ever before.
Forging Ahead Of course, Halo Studios needed to be confident in the switch to Unreal – this isn’t a decision taken lightly. The team had to be sure that the first Halo games to come out of a non-Slipspace engine would look, feel, and sound right. The team began experimenting, and it resulted in a research project known as Project Foundry – the source for all the new clips we saw today.
“When we decided to do Foundry, it wasn’t, at that point, in our plan,” says Van Wyck. “But we needed to pause and – ‘validate’ is not the right word, but educate and understand what our capability is, and assess it, so we actually know we’re on the right path.
“We’ve intentionally been really quiet up to this point, but I think [today] is about just sharing where we are, what our priorities are as a studio, and where the team is. We’re really proud of what came out of Foundry.”
So what does Foundry represent? The team is clear that this is not a new game – but nor is it a traditional tech demo. It isn’t just an exploration of what’s possible with this engine – it’s a true reflection of what would be required for a new Halo game using Unreal, and a training tool for how to get there. Foundry has been made with the same rigor, process, and fidelity as a shipped game would be.
“Where this type of work’s been done historically, across the industry, it can contain a lot of smoke and mirrors,” explains Matthews. “It sometimes leads players down paths where they believe it’s going to be one thing, and then something else happens. The ethos of Foundry is vigorously the opposite of that.
“Everything we’ve made is built to the kind of standards that we need to build for the future of our games. We were very intentional about not stepping into tech demo territory. We built things that we truly believe in, and the content that we’ve built – or at least a good percentage of it – could travel anywhere inside our games in the future if we so desire it.”
Hintze goes further: “It’s fair to say that our intent is that the majority of what we showcased in Foundry is expected to be in projects which we are building, or future projects.”
And what we’ve seen of Foundry promises incredible things. Named after the Foundry within Halo’s lore – the central forge of the megastructure used to create the Halo Rings themselves – the project saw the team set out to create three distinct biomes in the style of Halo. The goal was, as Matthews puts it, to make something old, something new, and something truly alien.
For something old, we see a biome inspired by the Pacific Northwest – a staple of the series – but in dramatic new form. Waterfalls crash over mountains, a running creek becomes the site of a tableau pitching the Chief against two Covenant Elites, and the team pushed Unreal to include as much foliage as technically possible.
For something new, we see the Coldlands location, a region locked in a deep freeze, with snowdrifts covering plateaus, and ice reflecting what’s above and refracting what’s below. And for something alien, we see the Blightlands, a brand new take on a Halo location – a world consumed by the parasitic Flood. The express purpose of the Blightlands was to see how this new-look Halo team could push the world itself farther than previous Halo games – the results speak for themselves.
Even the familiar looks new in Foundry. The Chief’s armor has been modelled with extreme care, down to individual panels on his combat gloves. An Elite’s energy sword now feels less like a solid object and more reflective of the name – a crackling swoosh of dangerous energy. The aim wasn’t just to push the studio, but the engine itself – Foundry is designed to do things that we haven’t seen in games using Unreal across the industry, Halo began its life as a graphical showcase for the original Xbox – the goal is to make that so again.
Halo Studios has worked closely with Unreal’s creators, Epic Games, to ensure they can reach that lofty goal.
“Halo is such an incredible franchise and it’s awesome to see Halo Studios already pushing the boundaries of Unreal Engine 5,” said Bill Clifford, Vice President and General Manager of Unreal Engine at Epic Games. “We’re honored to support the Halo team in realizing their creative visions through Unreal Engine. Project Foundry’s work demonstrates how they can bring Halo to life with beautifully detailed, uncompromised worlds.”
Of course, the soul of Halo isn’t just in how it looks, but how it feels – the intrinsic dance of its combat, the thud of the weapons, and the sense that you’re inhabiting the Master Chief’s armor. While Foundry may be a primarily visual project, Halo Studios is deeply invested in retaining the essence of what players love about Halo.
“I think it’s pretty well known that [switching engine] has been a topic that the studio has thought about for a long, long time,” says Van Wyck. “[The release of] Unreal Engine 5 was when we felt like we could make Halo games that respect and reflect the true soul of Halo while also being able to build games that can deliver on the scale and ambition of content that players want.”
“The spirit of Halo is more than just the visuals,” agrees Matthews. “It’s the lore. It’s the physics. Playing as the Chief, you’re this huge tank of a soldier – it’s the way that he moves, he feels. We’re all really obsessed about what our players love about Halo. We’re constantly listening to this feedback – and that’s at the core of any initiative like Foundry, or any intention that the studio has about how we move forwards.”
“We’re thinking about the intangibles,” Hintze adds. “The interaction with the Master Chief, or your Spartan, or the enemies. We are very careful about the decisions we’re making in that space – down to the precision and authenticity of the weapons, the authenticity of the animations. There are a list of nuances which we use to verify that we’re on track.”
Beyond the Visor So, let’s talk about what’s coming beyond Foundry. As you might expect, the team isn’t talking about exactly what those new games will be right now – we’re at the beginning of this new chapter, not the final stages, and it’s fair to say that a new Halo game isn’t imminent. Halo Infinite will still be supported through the Slipspace Engine – you can expect more Operations, and updates to its Forge mode. In esports, Year 4 of the Halo Championship Series, using Halo Infinite, has just been announced. But in the background, the next steps for Halo will be taken.
The quietness is by design. Hintze makes clear that the priority right now is on doing the work, not simply talking about it:
“One of the things I really wanted to get away from was the continued teasing out of possibilities and ‘must-haves’. We should do more and say less. For me, I really think it is important that we continue the posture which we have right now when it comes to our franchise – the level of humility, the level of servitude towards Halo fans.
“We should talk about things when we have things to talk about, at scale. Today, it’s the first step – we’re showing Foundry because it feels right to do so – we want to explain our plans to Halo fans, and attract new, passionate developers to our team. The next step will be talking about the games themselves.”
What is clear is that, yes, it’s Halo games – plural – in development right now. Where Halo Infinite saw practically the entire studio focused on a single, evolving project, Halo Studios has recalibrated:
“We had a disproportionate focus on trying to create the conditions to be successful in servicing Halo Infinite,” says Hintze. “[But switching to Unreal] allows us to put all the focus on making multiple new experiences at the highest quality possible.”
A major part of this shift has been in reorganizing the structure of Halo Studios as a whole, in order to give development teams what they need to make something new.
“At the end of the day, if we build the games that our players want to play, that’s how we’ll be successful,” explains Van Wyck. “That’s what should motivate what we build. That’s also what this structure has done – we want the people that are day-in-day-out making the games to be the ones to make the decisions on the games.”
The team will also be seeking more input from outside the studio on those decisions:
“We’re seeking earlier and earlier, wider and wider feedback from our players,” she continues. “We started that with The Master Chief Collection, and carried that on with Halo Infinite, and we want to do it even more for our next projects. At the end of the day, it’s not just how do we evaluate, it’s how do our players evaluate it?”
343 Industries was founded to create Halo games but the impression I get is that, in its new incarnation as Halo Studios, the studio has been retooled to put the focus entirely on that goal – without distraction, without impediment, to create better games with players’ hopes and wishes at the heart of the endeavor.
“You asked why we consider this as a new chapter,” says Hintze. “We want a singular focus. Everyone is in this place is here to make the best possible Halo games.”
#halo#halo studios#xbox#microsoft#video games#gaming#news#gaming news#unreal engine#unreal engine 5#screenshots
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Things I don't like about Nintendo:
Making games impossible to play again (Vimm's Lair getting raided by a bunch of companies including Nintendo, online stores getting shut down by Nintendo, more than one subscription required for some NSO Virtual Consoles like Genesis, N64, and GBA, lack of regional translations and ports, etc.)
Taking down fan creations (fan games, mods, music remixes, gameplay videos, etc.)
Putting limits on the monetization of tournaments featuring their games (https://en-americas-support.nintendo.com/app/answers/detail/a_id/63433/~/community-tournament-guidelines)
Shutting down online services for consoles that are still very popular and used frequently (3DS getting shut down recently.)
The Switch and a few of the more recent games on it being not that great (Pokemon especially, I'm pretty sure the Wii ran better and it's almost 17 years old.)
Now I know that Nintendo isn't the only one that does this. Microsoft, Sega, and Sony aren't that great with their older games (though some of those are better than others), but Nintendo is much worse and much more strict. Sega doesn't even make consoles anymore, and modding isn't as popular on PlayStation and Xbox platforms due to it being tricky, but their games that are on PC have had plenty of mods, and the companies have no issue with them. I've heard the Xbox Series X/S isn't too good, same with the PS5, though I haven't noticed whenever I used my friend's consoles, and I have an Xbox 1 and PS4. The consoles are also definitely better than their previous gens, which is hard to say with the Switch (hot take, I prefer the Wii U 💀).
#nintendo#microsoft#sony#sega#nintendo switch#switch#xbox#playstation#pokemon#3ds#nintendo 3ds#xbox series x#xbox one#xbox 1#xbox series s#series x#series s#ps4#ps5#playstation 4#playstation 5#nintendo switch online#vimm's lair#game preservation#piracy#emulation
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Iron Meat
Konami’s Contra series showed obvious influence from R-rated movies like Predator, Aliens, and Rambo, but the games were still fundamentally aimed at kids, so the end results were always a little sanitized. Now thirty-five years after the original Contra game, unshackled by such regulations, Iron Meat delivers run-and-gun action far more brutal and far more vicious than the original games were ever allowed to be.
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#iron meat#retroware#pc games#action games#run and gun#gore#indie games#xbox one#nintendo switch#playstation 4#playstation 5#microsoft windows#retro style#hardcore gaming 101#kurt kalata#review#video games
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#do you know this game#garten of banban#Nintendo Switch#Android#PlayStation 5#PlayStation 4#Xbox One#Microsoft Windows#iOS#Xbox Series X/S#halloween#this was bound to be sent in eventually i think
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Choose your beta fighter! 👊
#capcom#chun li#playstation#street fighter 6#capcom games#gamingcommunity#street fighter#street fighter v#microsoft xbox#xboxone#playstation 5#steam games#ryu street fighter#ken street fighter#juri han#kimberly street fighter#luke street fighter#guile#gifs#fighting game character#fighting game community
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#jedi survivor#star wars jedi survivor#merrin#Zabrak#Nightsisters#Cal Kestis#jedi#2023#PlayStation 5#Xbox Series X#Microsoft Windows#Xbox Series S#The Game Award#Respawn Entertainment#Respawn#Electronic Arts
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just got into the far cry series…i’m so obsessed
#just finished 6 and it was delicious absolutely delectable#however i still hold far cry 5 dearly into my heart#and 3#so so good#can’t wait for 7#anyway#here’s a shout out to try it out if u can#i get Xbox game pass through Microsoft bing reward points#tedious and takes a while but worth it in the end#lots of game options#chatter#dani rojas mi amor! 🫵
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I Am Urban will be released to buy or rent on Apple TV, Sky Store, Amazon, Google Play and Microsoft XBox 5 on February 5, 2024.
DVDs will be available in the UK around Easter time and will be rolled out in international formats in line with streaming release dates in each territory.
#richard armitage#chop#fraser kelly#urban#i am urban#candida brady#matthew mitchell#circandian pictures#movie#apple tv#sky store#amazon#google play#microsoft xbox 5#february 2024#news
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Shin Megami Tensei V: Vengeance launch day commemorative illustration by character designer Masayuki Doi
#Shin Megami Tensei V Vengeance#SMTVV#Shin Megami Tensei 5 Vengeance#SMT5V#Shin Megami Tensei V#SMTV#Shin Megami Tensei 5#SMT5#Shin Megami Tensei#SMT#Megaten#Masayuki Doi#Team Maniax#Atlus#video game#Nintendo Switch#PlayStation 5#PlayStation 4#Xbox Series#Xbox Series X#PC#Steam#Microsoft Store
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“The Oldest House is a Place of Power, a type of paranatural location possessing a deep and intrinsic connection to various alternate dimensions, particularly the Astral Plane.”
CONTROL
#control#505 games#jesse faden#gaming#videogames#sony#playstation#playstation4#playstation 5#microsoft#xboxone#xbox#xbox series x#xbox series s#virtual photography#mine
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Are you looking to click with a new game and want something genuinely different?
I am always hunting for new titles to reinvigorate that click I feel with video games. Not all video games will click but when they do they can be something truly special. I wanted to go over some of my favorite games I’ve played in recent years that are available on current gen consoles. I’m not covering anyone upcoming, these are titles you can pick up today. Cheaply at that. Several of which are on sale on Steam right now as of writing this.
So. Enough chit chat. Lets’s start with an easy one:
Paradise Killer:
PC Switch PS4/PS5 Xbox
youtube
I just finished this one and am in the middle of writing my review on it. Painfully stylish with a killer vaporwave soundtrack this game oozes aesthetic. Kaizen Game Works understood the hauntology assignment and took it to the MAX. You are an investigator trying to solve an immortal god-like council’s murder in a dystopian society. You’ve returned to this gorgeous open world parasite paradise from your exile of 3 million days (about 8219 years)! If you’ve played Outer Wilds this is among that same vein. (And I will caution you, while not hard, the game relies on you wanting to just explore. It will provide hints but it won’t hold your hand.)
This is an Ace Attorney-esqe collectathon mixed with open world and exploration. There is no combat. Both the writing and the world are spectacular. Don’t deny yourself something this wonderful, because it is.
This has quickly risen among my gaming ranks as a favorite and it hits to being as close of a favorite as my number 2 suggestion…
Outer Wilds:
PC Switch PS4/PS5 Xbox
youtube
This is perhaps one of my favorite games of all time. I wanted to talk about this second because Outer Wilds has received more of the notoriety it deserves in recent times and I wanted PK to get the main spotlight. Don’t get it twisted though If it wasn’t for UpIsNotJump’s video (<— Spoilers) I would have never realized what I was missing. And I still think a lot of people don’t understand what they’re missing too. It is an absolute masterpiece. And seeing it getting released physically again is a god send. I want people to play this game. (And it’s DLC Echoes of The Eye)
No combat. You are a scientist exploring your local solar system in your spaceship in an open “universe” instead of an open world. The sun explodes every 22 minutes which sends your memories back in time. Again, I will caution you that the game relies on you wanting to explore. It will not direct you.
Eastward:
PC Switch Xbox
youtube
Too much exploring. Let’s reel it back with Eastward. A Zelda-like where you control an older man and a little girl with psychic powers in a post apocalyptic world. If you’re looking for those fun pixel games that pack that quirky feel this is it. A bit existential, a great sense of humor, and fantastic writing are all part of the Eastward package. (You startin’ to see a theme here? Ha ha)
All while boasting a seriously killer pixel soundtrack. The original Iron Carbine trailer for the Nintendo Direct had an immediate impact on me as a gamer. I knew this was a game I would fall in love with. Sometimes you just know when something is special. This game is beautifully pixelated and packed with lovingly crafted content. Puzzles are the right amount of challenging and there is so much fun side stuff to do. Including a Dragon Quest-esqe game inside the game! It also received DLC via Eastward Octopia! Which I also love.
Moon: A Remix RPG
PC Switch PS4/PS5
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I do play games with combat. I swear. Several of these games just don’t have it! (Ha!) This will perhaps be the hardest game to sell to you on this list. I have a soft spot for quirky games like this, but know that this was a PS1 Japanese exclusive game in the 90s. And it sure acts like it. Slow to start, weak tutorial, and doesn’t provide a ton of direction. This game was ported into English for the first time in 2020 and I love it. It is a trial and error experience though.
This cult classic is one of the games that inspired Undertale and when you play it becomes wildly apparent. I dare say it reminds me more of Undertale than its other main inspiration Earthbound. You are a little boy that’s been fallen into his video game and you have to save the souls of monsters the hero has killed using love. (Sound familiar?)
Light hearted and weird this game also has a great sense of humor as it pokes at classic RPG tropes. And that slow intro comes into play providing a unique perspective as you journey through the game befriending people. It won’t be for everyone, I would research this one before sinking the… $18.99 on the purchase. But I think it is worth experiencing if you love Undertale.
I think I’ve yakked enough. If folks like the post I’ll follow up with a part two with a little more genre variety! I wanted to the first post to include my top favorites. So. I hope there’s something in there that invigorates you the way these games did for me.
#Moon A Remix RPG#MOON#Eastward#Paradise Killer#Outer Wilds#game recommendations#games#video games#nintendo#nintendo switch#gaming#gamer#indie game#playstation#xbox#microsoft#Undertale#playstation 5#playstation 4#indie games#indie#video game recommendations#video game review#video game#vaporwave
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Team Sonic Racing | Tuesday, 05.21.24
On this day, Team Sonic Racing saw a worldwide release 5 years ago on Microsoft Windows, Nintendo Switch, PS4, and Xbox One, courtesy of Sega and Sumo Digital (the developers of both Sonic & Sega All-Stars Racing and Sonic & All-Stars Racing Transformed).
Features:
A team-based Adventure Mode with 3-player co-op (on the same predetermined team), track-specific challenges, and tutorials
15 playable characters such as: Sonic, Tails, Knuckles, Amy Chao, Big, Blaze, Silver, Vector, Shadow, Rouge, E-123 Omega, Dr. Eggman, Metal Sonic, and Zavok
21 races tracks (including 8 from All-Stars Racing and Ocean View from Transformed)
Gameplay Modes: Team Adventure, Exhibition (Grand Prix, Single Race, and Time Attack), and Online Matchmaking
Vehicle customization features with unlockable mods
Team Sonic Racing is available now!
#5 years ago#knuckles the echidna#may#may 2019#may 2024#may 21#microsoft windows#miles tails prower#modern sonic#nintendo switch#nintendo switch games#on this day#protagonists#playable characters#ps4#ps4 games#racing#racing games#sega#sonic#sonic the hedgehog#sumo digital#team sonic#team sonic racing#throwback tuesday#video game#video game characters#xbox one#xbox one games
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Arzette: The Jewel of Faramore
It’s sometimes redundant to talk about the reputation of Link: The Faces of Evil and Zelda: The Wand of Gamelon. Developed by American/Russian studio Animation Magic for the Philips CD-i, they’re equally infamous for being the least appreciated Legend of Zelda games and for their abundant appearances in the early days of the YouTube Poop video genre. However, they’ve also had their defenders (including an old article from this very website), claiming that they’re genuinely good action-RPGs considering the constraints they were made under. This has become more widely spread in recent years thanks to the unofficial remakes released in late 2020, using the original assets and adding quality-of-life improvements. These remakes were developed by Seth “Dopply” Fulkerson, who gained an appreciation for what those original games were trying to do and wanted to create something new in that same style. Which brings us to Arzette: The Jewel of Faramore, a game that emulates a lot of what makes those CD-i Zelda games tick. If you’re here to find goofily animated cutscenes full of strange characters, you’ll get that in spades. But if you’re in the mood for a brisk open-ended adventure packed with charm and secrets for days, you’re getting that too. This isn’t an ironic pastiche, but a sincere tribute that succeeds on its own merits and makes for a great little romp.
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#arzette the jewel of faramore#arzette#seedy eye software#pc games#nintendo switch#playstation 4#playstation 5#xbox series#microsoft windows#action rpg#fantasy#new retro#metroidvania#female protagonist#unique visuals#hardcore gaming 101#apollo chungus#review#video games
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