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gertlushgaming · 1 year
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The Shape of Things Review (Steam)
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For this The Shape of Things Review, where we experience a relaxing atmosphere from the comfort of our cozy room by solving small 3D puzzles inside collectible gachapons, and finding the original shape of things inspired by Rubik’s style.
The Shape of Things Review Pros:
- Decent graphics. - 604.67MB download size. - Steam achievements. - Graphics settings - display mode, graphics preset, and fps. - Full controller support. - Puzzle gameplay. - The Gacha machine unlocks new worlds. - Earn coins from completing puzzles and then use them for using the Gacha machine. - Fast loading times. - Opening tutorial section. - The goal of the game is to rotate elements of an object and line it up to make it complete. - Chilled out the soundtrack. - Beautiful animated backdrops and locations. - Plays off the Rubiks Cube method of puzzle solving. - All the parts of a puzzle get highlighted to make it easier. - Aside from spinning and rotating pieces, you can also shrink and enlarge the puzzle pieces. - The angle at which you build the puzzle can have a bearing on how to finish it. - Each world has a line of puzzles and shows you the progress. - Can replay puzzles if you wish. - The hub is a room where you can freely look around in a point-and-click style, and change the time of day and weather at will. - Handy restart button. - Very Zen-like atmosphere. The Shape of Things Review Cons: - No graphics settings initially and are hidden away. - Cannot rebind controls or tweak axis and sensitivity sliders. - The pause screen is nothing but a pink filter over the screen. - Little change in the soundtrack. - The pieces have to be so precise for the game to register it as complete. - None of the pieces snap together to give feedback. - Not clear what are options within the hub room. - It feels like sometimes you have to just grab a piece and keep moving it for the game to finally accept you are right with its placement. Related Post: Timberborn Preview (Steam Early Access) The Shape of Things: Official website. Developer: Hyper Three Studio Publisher: Maple Whispering Store Links - Steam Read the full article
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paragonrobits · 2 years
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Go ahead and tell about the followers/recruits! I'll admit i'm mostly interested in Fallen-From-Grace, but give me the entire list! (You should draw her at some point.)
X D i might consider that!
so im putting this under read more for length
Morte: he's an automatic follower and its best to keep him, especially if you're not statted up as a combat monster, because Morte, despite his appearances, IS. He's a fighter in terms of class and he's actually got some fairly high stats. You need to do some side quests (such as one gained from helping a woman in Sigil named Ingress; you recieved a bag of teeth tat level up with Morte, and are INCREDIBLY useful since you're most likely to keep him throughout the game.) Incidentally, a thing to keep in mind is that Morte IS a chronic liar, but he is the only explicitly Good party member for a reason and while you probably can't trust him to give a straight answer, you CAN trust him with your life. Note, however, that his claims to be a mimir are highly suspect, as they're non-sapient constructs made of metal, and he's rather more similar to the namesake, Mimir of Norse mythology.
Dak'kon: He's a fighter/mage and a really strong one at that. He's probably the most straightforward combat monster in the party in a normal playthrough, and he gets even stronger when you complete his personal quest by going through the dialogue concerning his religion and backstory, which opens up as you learn from it. He's easy enough to get, too, by talking to him at thE smouldering corpse bar. He's also noteworthy in that he retroactively influenced his entire species; prior to this game they were chaotic beings, but afterwards, they were reworked to match his stoic, Zen vibe.
Annah: She automatically joins your party after a certain point in the story, and she's the main thief in the game. You can get trainign to become a thief, and she can help you spec into being a thief if you change class. (She is EXTREMELY tsundere.)
Fall-From-Grace: Again, its actually pretty easy to recruit her, and is almost story mandated; she is in fact the game's primary healer. Eventually you will go to her Brothel of Slaking INtellectual Lusts (a combination of a woman's educational college of sorts, and a debate club that invites people to different kinds of intellectual discourse; FFG has a strange sense of humor). You can recruit her, i think, fairly easily by engaging her in social discourse and doing a side quest; if you have high INT and WIS, though, you can recruit her on the spot.
Nordam: He's actually pretty easy to miss. You have to buy a specific item from a dealer in strange curios in Sigil (in roughly the same area where you can meet FFG); a modron cube, which you can play with like an action figure to annoy Morte, but you can also use it to open a portal to what is essentially a parody of dungeon delving. Torment is unique in otherwise not having much of that kind of gameplay, and it was created by modrons (mechanical spirit creatures from the plane of Order, Mechanacus) to understand adventuring. Eventually you should gain the option to make it more difficult and Nordom is hanging out in a room in the Hard difficulty; its a pretty dangerous area and can take a LONG time to navigate, so be cautious! Nordom's a weird robot guy but is also shaped like a friend. "I think, therefore I am," he says. "...I THINK."
These guys are the assumed default party; the ones most conducive to a Good playthrough, and generally assumed ot be the canon party. There are also two other party members, but you would have to choose not to take oneo f the above to bring them with you:
Ignus: The sMouldering Corpse bar has a perpetually burning body within it, seemingly delighted at its own constant agony. This is Ignus, whom you might have heard as the guy who killed an entire district in Sigil, burning everyone in it alive just to see it burn. If you find a certain item in the catacombs beneath Sigil, during a story-mandated exploration, you can use it on him to wake him up, and you can choose to recruit him. Note that while he isn't evil (and is explicitly of the Chaotic neutral 'force of nature, incapable of understanding the harm he's doing') he is still most approprirate towards an evil playthrough, and he's very unpredictable and prone to lashing out when upset.
Vhailor: Oh man, this guy. You can find him during the latter part of the game, nearly towards the end, imprisoned in a prison beneath a city called Curst. It's actually impossible to miss him, i think; he's a big spiky suit of armor and you HAVE to walk by him to progress. He is a living suit of armor, previosuly the most fanatical Mercykiller in existence, and remains so commited towards the ideal of Justice that it empowers him, even in death, and he's not actually aware that he IS dead. He is able to see the crimes of others, and gain the power to punish it, and gets along poorly with you and your party members. If you're unable to pick the right dialogue options, he may attempt to kill you. As a rule, he's Lawful Neutral, NOT Good. His sect is dedicated to the idea of murdering the concept of mercy and compassion, and he is dangerously obsessive and strict even by their standards. He is cruel, heartless and without remorse, and gets along VERY poorly with Fall-From-Grace, whom he calls 'Mercy's whore'. (For her part, she's adept enough in philosophy to essentially back him into a corner and force him to concede that point.) Its not hard to say that he and Ignus are mutually opposed to one another. I've never seen what happens if they meet, but its probably not pretty.
On the other hand, he's ALSO so ludicrously strong he can solo the final boss entirely on his own. And he's voiced by Keith David.
Generally speaking, my advice is to not recruit Ignus or Vhailor; you CAN talk to them without recruiting them, i think. Alternatively, if you can't find Nordam, pick one of these guys as your final party member, though Nordam is ultimately the best choice. If not in terms of combat ability, at least in character. He's a sweet, confused robot cube who talks to his crossbows. Better that than an omnicidal pyromaniac or a guy who is a living embodiment of how NOT to do a Justice.
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mobilegameplayguru · 7 years
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(via https://www.youtube.com/watch?v=PrCPmwisytc)
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thepowerofdk · 3 years
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Raffy gav mig min første opgave i Crey. Den gik ud på at jeg skulle spille 10 forskellige spil i Crey og anmelde et af dem. I stedet for valgte jeg at anmelde dem alle. De 10 spil jeg spillede var: ESCAPE! Dette spil er virkelig top notch. Musikken og udseendet af banen skaber sammen en fantastisk æstetik, der får spilleren til at føle at de faktisk skal slippe ud af et fængsel eller lignende. Spillet er svært, men ikke for svært. Dette gør at spilleren har mere lyst til at prøve igen efter alt liv er gået tabt. Skaberen har fået spilleren til at føle en form for progression, da der er placeret både checkpoints og liv i banen. Selve spillet bruger simple, men svære mekanikker. Det føles godt når man endelig er blevet god til at overkomme de forskellige slags udfordringer. Man føler progression for hver forsøg.
ZEN Spillet er lavet efter det klassiske “Flappy Bird Koncept”, hvilket gør det ekstremt simpelt at forstå hvad målet er. Det er et flot spil, med en afslappende baggrunds musik og lyde når man får point. Skaberen har valgt at gøre banen “randomly generated”, hvilket gør at det ikke bliver alt for repetitivt. Det er dog virkelig svært at styre figuren, da der er meget tyngdekræft, men det er vel det svære element i spillet. Af en eller anden årsag har skaberen valgt at bruge en høj eksplosionslyd når man dør. Dette ødelægger fuldstændig den afslappende fornemmelse af at spille spillet. STUDER Et spil der går mod sine egne principper. Spillet går ud på at gennemføre banen så hurtigt som muligt. Der er endda en timer der viser hvor lang tid man har brugt. Man skal også samle en masse mønter op. Nogle af disse mønter er placeret således at man skal stoppe helt op og meget stille gå tæt på dem, for ikke at ramme de mange spidse objekter omkring mønten. Dette gør at spillets intention bliver meget forvirrende. Er det et speedrun spil eller Mario? My little farm Et multiplayer hvor målet er at samle flere ressourcer på farmen, end de andre spillere? Det er blot et gæt, da man faktisk ikke kan noget i spillet endnu. Alt der er muligt, er at løbe rundt i den lille verden. Der er endda portaler til andre steder i verdenen, hvilket ødelægger hele følelsen af at være på en farm. Musikken er helt forkert. Man føler mere at man er i en klub end på en farm. Intentionen med spillet er sikkert god nok: Få så mange ressourcer som muligt, samtidig med at stoppe modspillerne for at få ressourcer. Det ser også ud til at der kommer til at være en butik hvor man kan købe forskellige opgraderinger. DEATH ESCAPE Spillets intentionen er nok det samme som i ‘ESCAPE!’, dog er dette spil slet ikke så finpoleret. Et af de elementer der virker rigtig godt i ESCAPE!, er at der er et top-down perspektiv. I DEATH ESCAPE har skaberen valgt at have det normale 3rd-person kamera. Så snart spillet starter, er spilleren i en lille bygning lavet at kasser. 3rd-person kameraet gør det ekstremt svært at navigere rundt i den lille bygning. Når man endelig kan se hvad der foregår, skal man finde en vej ud. Der ligger end økse på en kasse som man kun kan se hvis man virkelig kigger godt efter. Man kan bruge denne økse til at smadre tremmerne for udgangen, men man kan også bare bruge hænderne. Så snart man er kommet ud af bygningen er der en stor forhindringsbane. Denne forhindringsbane gør intet godt for spilleroplevelsen, da man bare kan hoppe forbi alle forhindringerne. Et spil uden indhold og et spil man ikke kan vinde, da der ikke er noget mål. SKELETON RUN Et spil der fungerer virkelig godt for genren det befinder sig i. Det går ud på at komme fra A til B så hurtigt som muligt ved at hoppe på de mange platforme uden at falde i vandet. Det er et spil man kan blive ved med at spille, selvom man gennemfører banen. Når banen er gennemført, bliver spilleren hurtigere til næste gang, alt efter hvor hurtigt banen blev gennemført. Jo hurtigere man er, desto flere veje er der at løbe igennem banen, da man kan nå platforme man ikke kunne før med den nye far. Dette giver spilleren en fornemmelse af progression, hvilket er med til at få spilleren til at prøve endnu en gang. CUBE DODGE Et meget simpelt spil der fungerer godt. Spilleren er en lille firkant der kan navigeres fra side til side. Spillet går ud på at undvige de røde trekanter, men samtidig samle de grønne cirkler op. Saml så mange grønne cirkler op som muligt, mens samtidigt at undvige trekanterne. Både de grønne cirkler og de røde trekanter er “randomly generated”, hvilket også vil sige at de kan ende oven på hinanden, men så må man bare lade være med at samle cirklen op. Jo længere man kommer, jo hurtigere bevæger banen. Det gælder derfor om at samle cirkler op hurtigt, før det går alt for hurtigt. Musikken er dramatisk, hvilket passer perfekt til æstetikken af banen. Spillet ville også fungere perfekt på en arkade maskine. Twitch Speedrun! Dette spil prøver at være ligesom SKELETON RUN, men er slet ikke tæt på. Spillet går ud på at nå fra A til B så hurtigt som muligt. Der er flere faktorer der gør dette til en svær og frustrerende opgave. Når spillet starter, starter timeren i stedet for at man selv kan bestemme hvornår man f.eks. løber over en startlinje. Kameraet er ikke centreret på spilleren før man bevæger sig, hvilket er desorienterende. Spilleren har 3 liv før der skal startes helt forfra. Dette giver ingen mening i et speedrun, da som regel vil genstarte for at få en god tid. Brugen af farver og genstande betyder meget for æstetikken i et spil. Her har skaberen valgt at næsten alt skal være orange. Platformene, ringene man kan hoppe igennem, solen der giver et orange genskin ned i vandet. Alt dette er blot med til at forvirre spilleren endnu mere, og det gør det ekstremt svært at navigere, samt tage hurtige beslutninger. Musikken er endnu et element der skaber kaos og forvirring. Det er højt, passer ikke til spillets stil og giver det helt forkerte indtryk af spillet. Stepstone Stepstone er et virkeligt simpelt koncept. Det går det ud på at holde sig selv i live på en plade så længe som muligt. Når spillet starter, er spilleren på midten af pladen. Hver gang spilleren rører et stykke af pladen, falder det stykke af. Det går derfor ud på hele at tiden bevæge sig, mens samtidig at udnytte så lidt plads som muligt. Spilleren har også adgang til at hoppe, der kan resultere i lidt flere sekunder man er i live. Musikken i spillet er afslappende og giver spilleren lov til at fokusere. Det er et spil man altid kan gøre det lidt bedre i hver gang. WoodCutter Et spil der har potentiale til at blive godt, men desværre er der intet gameplay. Skaberens intention er at lave et spil der går ud på at hugge i et træ. Man kan skifte hvilke side man er på hver gang man hugger. Man kan se at der er grene på træet som det nok er meningen man skal undvige, da de vil rykke sig ned af når træet bliver hugget i. Som spillet er lige nu, er det ingen fare for at dø, der er intet tid på og der er intet point system.
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barbosaasouza · 4 years
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Pokémon Café and Mr. Driller join this week’s eShop roundup
As the week draws to a close, we welcome fresh content on the Nintendo eShop. This week’s Nintendo Download includes plenty of new games, including the puzzle styles of Pokémon Café and Mr. DRILLERS. There’s also DLC in the form of a new fighter in Super Smash Bros. Ultimate to keep you busy. And plenty more besides.
Check out the full list below, and let us know which games you’ll be playing this weekend.
Nintendo Switch
Pokémon Café Mix – Complete touch-based puzzles to serve dishes and drinks to adorable Pokémon customers! Link together Pokémon icons to clear puzzles as you work to build up your very own café. Meet the goals for each puzzle before you run out of turns – link a certain number of icons, get a high score or even destroy sugar cubes to serve up Pokémon-themed menu items. In addition to recruiting more Pokémon staff members and growing your collection of menu items, the café itself will expand as you play. It’s time to become a café owner, solve puzzles and bring joy to Pokémon patrons!
Mr. DRILLER DrillLand – The popular action-puzzle game Mr. DRILLER DrillLand makes its Western debut on the Nintendo Switch system. You’re invited to a secret amusement park, known as DrillLand, 500 meters underground. Explore and conquer the five attractions with simple-yet-exciting gameplay that players of all ages can enjoy. Dig your way to victory!
The Almost Gone – Experience the intricate dioramas and connections of your life and the ripples we all make in this award-winning narrative puzzle game. Piece together a compelling story by revealing objects and memories, and decipher these clues to reveal more of the story and its secrets. From your own home to eerily deserted streets, from beautiful apartment blocks to abandoned hospitals, you must search forensically for clues and the path forward. Each new revelation takes you one step closer to understanding the truth.
The Legend of Heroes: Trails of Cold Steel III – This immersive RPG with a twisting story and engaging, turn-based battles continues the epic saga of the Trails of Cold Steel series. Rean Schwarzer uncovers a dark plot that threatens his homeland. To face their enemies, he must prepare a new generation of heroes as an instructor at a new branch campus and guide them toward victory. The Legend of Heroes: Trails of Cold Steel III will be available on June 30.
DLC
Min Min From ARMS Joins the Fight in Super Smash Bros. Ultimate – From her humble beginnings as a ramen-loving employee at the Mintendo Noodle House, Min Min has grown into a champion fighter. On June 29, she enters the battle as the newest playable character in the Super Smash Bros. Ultimate game. Min Min’s extraordinary reach and versatile tools enable her to unleash a new range of fighting strategies in the game. The purchase of Min Min’s Challenger Pack for $5.99 also includes the Spring Stadium stage and 18 newly added music tracks from the ARMS game. Fighters Pass Vol. 2, which includes Min Min and five more Super Smash Bros. Ultimate fighters currently under development, is also available for purchase for $29.99.
Nintendo eShop sales
Great deals this week! Check out the full list of deals available this week.
Also new this week
A Summer with the Shiba Inu – Available June 26
Arcade Archives VS. BASEBALL
Behold the Kickmen
Blair Witch
BRIGANDINE The Legend of Runersia
City Driving Simulator – Available June 26
Collar X Malice
Grimshade
HexON
Iron Wings
KUUKIYOMI 2: Consider It More! – New Era
Miden Tower
Octonaut
Pachi Pachi On A Roll
PLOID SAGA
Poopdie – Chapter One
Quell Zen – Available June 27
STAR WARS Episode I Racer
Sudoky – Available June 26
Tcheco in the Castle of Lucio
The Forgotten Land
the StoryTale – Available June 30
Towaga: Among Shadows
Tower Of Time
Truck and Logistics Simulator
Ultracore
Unitied
Urban Flow – Available June 26
Urban Trial Tricky
Yes, Your Grace – Available June 26
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ciathyzareposts · 5 years
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Game 320: Xoru (1989)
Character selection occurs right on the main title screen.
         Xoru
United States
Castle Technologies (developer and publisher)
Several versions released between 1987 and 1989 for DOS
Date Started: 13 June 2018
Date Ended: 5 March 2019
Total Hours: 7
Difficulty: Easy-Moderate (2/5)
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)
         Xoru has taken me on a hell of a ride over the last 9 months. Last June, I played it for a few hours, got stuck, and decided I had enough grounds to reject it as an RPG. Then, in December, I got a long, impassioned letter from a fan who begged me to reconsider. I fired it up again and got stuck in roughly the same place. This time, I put out a call for help and commenters Zenic Reverie (“The RPG Consoler“) and D.P. got involved. They helped a bit but got stuck with the same puzzles that I did. Then I tracked down the author, Brian Sanders, and we exchanged several e-mails. Brian didn’t remember enough to help with my specific problem at first, but I must have put a bug in his ear, because a few weeks later wrote back with a map and hint guide that he’d “commissioned,” which suggests to me that I annoyed him so much that he paid someone to solve the game so I’d go away. On the same day he sent the hint guide, Zenic won it on his own and sent me his solution. In the end, I still don’t feel like it’s much of an RPG, but I’ll be damned if I’m not going to write about it after all that.             
My Trizbort map of the dungeon.
         Written by San Diego-based developer Brian Sanders and released as shareware, Xoru is a text adventure-RPG hybrid that invites comparison with Beyond Zork (1987) in its mechanics, if not its attitude. The game went through several versions in the late 1980s and eventually acquired an “Advanced” tag (i.e., most sites have it as Advanced Xoru), but the main title didn’t change. There’s sort-of a subtitle–Descent into the Depths of the Ebon Titan–that appears far enough away from the main title that I’ve chosen to regard it more as flavor text than a true subtitle.
The backstory casts the character as a denizen of the modern world, abruptly wrenched by a cabal of wizards from a busy airport terminal, through a portal, and into a “pseudo-medieval fantasy world” in which he must explore a sprawling, multi-leveled dungeon for various reasons. In this, the game almost immediately clashes with its extremely brief character creation system in which you choose from among an unusual list of classes: paladin, necromancer, barbarian, zen-druid priest, and shadowy tracker. The implication is that each class will call upon special abilities and strengths to solve the game’s obstacles, in the manner Quest for Glory, but in practice it mostly means that some classes have an easier time in combat than others.
Gameplay for everyone begins in an “edifice ruin” at the top of the dungeon, each character finding items there appropriate to his class. The text window is accompanied by a mini-map that shows the directions the character can move, a clear Beyond Zork influence.         
The game begins. A little map tells you which ways you can go.
         The dungeon under the ruin consists of about 75 rooms arranged in three sections, logically-constructed and well-described. Xoru lacks most of Zork’s humor (which got a little too thick in Beyond, I thought) but it has the same attention to economical, vivid descriptions of rooms and events, at the best of times eliciting the sense of exploring a dangerous place with a good dungeon master. There isn’t much of a core “theme” to the dungeon, and like Zork the pseudo-medieval world has modern concepts like plumbing and elevators. Some examples of the experience:            
A trap door is on a high ceiling. You have to drag a bench from another room and stand on it to open the door. It takes you to an alchemist’s lab where you receive a couple of important items.
A hobbit sits in a room with nine cards, kind of like a Deck of Many Things. He invites you to draw as many cards as you would like, one of which will free him. But for each draw, he will take a random item from your inventory. This can result in a “walking dead” situation if he takes an important item, so you have to prepare by dropping anything vital and loading up on miscellaneous treasure and extra weapons. The cards have various positive and negative effects. One of them does free the hobbit, for which he gives you a necessary gold key, and another gives you an important clue to another room.
         The memorable hobbit encounter.
           The clue mentioned above is: “Make music with the giraffe, camel, elephant, and a pair of ferrets.” When you find a room with an organ, you therefore have to play GCEFF. The game has virtually no sound, but it does represent these tones faithfully. Playing the right sequence opens a secret door to an area with a vital key.
An area has enormous tanks full of water. You have to go to a pumping station and turn the controls to empty the tanks, at which point you can enter each tank, each of which holds a different puzzle piece. Putting them together gives you a sapphire cube that you need for the penultimate area.
             Was there a similar puzzle in one of the Zork games?
           There are a fair number of “red herrings” in the game, not just as objects but also areas that feel like they ought to serve a larger purpose because of the detail in which they’re described (e.g., the torture chamber) or how much trouble it took to get there. For instance, there’s a puzzle involving an elevator that leads you to something called an “Ant-E-Room” where you have to kill a giant ant. But despite a vivid description of the room, there’s nothing to accomplish there. There’s an entire sub-section full of one-way chutes and passages that seems to have no purpose except to challenge your ability to get out if you’re unlucky enough to blunder in.
Monsters pop up occasionally–ogres, gnolls, ghouls, bugbears, basilisks, and maybe one or two others I didn’t write down. Fighting them is generally a matter of typing KILL [MONSTER] WITH [WEAPON] and letting the action play out. Spellcasters are supposed to find scrolls that they can use in combat by typing CAST and the name of the scroll. I never found any spell scrolls beyond the one that the game starts you with, which seems to do nothing. The game tracks an strength statistic and a health statistic that deplete as you take hits. The fighting classes seem to have a easier time than the others, but nobody has a terribly hard time. There are potions and generic scrolls scattered around the dungeon that increase strength and restore health and armor protects you from harm.
              Trading blows with a basilisk.
           I spent a lot of time annotating the presence of monsters and items on my original map, only to discover on a replay that these locations are heavily randomized for each new game. Sometimes you meet monsters in practically every room; other times, you can make it through the entire game without fighting once. Sometimes, I had half a dozen weapons to choose between; other times, I never let go of my starting scimitar. Most of the time, I never found any armor. Playing a couple of times helps you determine which items are necessary, as they’re always found in the same locations for every game. There are a lot of unnecessary items (except perhaps as fodder for the hobbit’s card game), including lots of gems and valuables, but also things that sound like they ought to do something, like ropes and 10-foot poles.
The interpreter is adequate. It follows most of Infocom’s standards; for instance, the player can switch between VERBOSE, BRIEF, and SUPERBRIEF descriptions of places he’s already been, and hitting G is a shortcut for “again,” or repeat the previous action. Z passes time. Yes, it’s derivative, but on the other hand it’s nice for players not to have to learn a new set of conventions. Unfortunately, the interpreter tends to fail when given complex commands or compound sentences with propositions. The manual says that it supports actions like TAKE THE APPLE AND EAT IT, but I found that most of the time it would do the first part of the sentence and ignore the second part. I’ve never seen the advantage to using such complex sentences anyway, so it mostly didn’t bother me. A little more annoying was the tendency of the interpreter to confuse objects; for instance, if you have both the sapphire and the sapphire cube, trying to drop the sapphire will actually cause you to drop the cube.
           The parser gets a bit confused from compound sentences.
           There are a ton of commands I never found any use for, including TALK, JUMP, KNOCK, PULL, PUSH, and LISTEN. These plus the extra items and poor use of the classes suggests to me that Sanders meant to keep expanding the game, or perhaps offer additional modules with the engine.
The game has a time limit of 360 moves, but that’s pretty generous, especially considering that a lot of moves don’t count, such as waiting. Also, for some reason, drinking water in a particular room (you have to solve an inventory puzzle involving a well bucket crank first) increases the number of available moves while also (nonsensically) increasing your score every time you drink. But if you do wait out all the turns, you suffer an instant death as water comes bursting through a couple of previously-unopenable doors and floods the dungeon. There’s also a hunger and thirst system, but food and water are both plentiful, and anyway you could easily win the game before even noticing that you’re hungry or thirsty.
         Instant death when you run out the timer.
       When I got stuck, was about 80% of the way through the game, and in retrospect, I wasn’t really stuck. I was overthinking a solution to a particular puzzle that involved replacing a cracked jug on a statue with a new one. I didn’t realize from the room description that the room is basically in two halves, and that to approach the statue, you need to walk through an energy barrier, which you can only do if you have a sapphire cube in your possession. There were times I had the cube, but I never tried walking through the room with the cube in my possession, I guess.
          The room where I spent way too much time trying to throw things at the jug, and poke it with poles, and lasso it with a rope . .
          Once you solve this puzzle, you get a ruby prism, which reflects some laser beams coming out of the eyes of a couple of lion statues, allowing you to pass to the “Chamber of the Lake,” where you climb a statue and pry an emerald sphere out of one of its eyes. With sphere, cube, and prims in possession, you visit a room called the “Mirrored Room” and insert them in three appropriately-shaped holes. The floor drops out and you’re dumped into the final area, to confront the Ebon Titan.
           Reaching the endgame.
         This final area gives you an odd puzzle, a bit unsatisfying to me because I didn’t really figure it out. You find yourself on a grid of blue, green, red, and black (or “void”) squares, the colors shifting as you plot your moves. You’re represented as an asterisk, and the Ebon Titan is represented as an exclamation point. The only goal is to make it to the Titan’s square, but each of the colored squares (at least most of the time) has some kind of trap.
Earlier in the game, at a random location, a jester comes prancing through one of the rooms and gives you a clue about this area–just before he’s incinerated by a lightning bolt. The problem is that his clue (at least, to me) doesn’t really help because it indicates that any of the colored squares could have a trap.
         The jester tries to help but doesn’t tell me about any “safe” squares.
          It took me a couple of reloads, but I made it through by luck. I’d be really curious how I was supposed to deduce the right path here. Even the author of the hint file that Sanders commissioned wrote, “Look, I honestly don’t know where the traps are or what the colors mean. That is why you save.”
             Trying to make it through the final area.
           Once you reach the Titan’s square, he just dies with a pathetic “Nooooooooo . . .” The game congratulates you on having defeated “The Great Enslaver.” A sword that was embedded in the floor in front of the Titan–now named the Sword of Life–“quivers to life, leaping from the stone into the palm of your hand.” You’re teleported outside the dungeon, where the edifice collapses to reveal a gleaming diamond palace, and a wizard appears and congratulates you on becoming king. Not bad for a guy who was suffering from a flight delay just half an hour ago.
           Vanquishing the Ebon Titan.
          The game gives you a final score at the end which makes little sense. When I died, it said I had accomplished 100% of my goal, but when I beat the game having done all the same things, it said I was at 79%. Much like other text adventures, including Beyond Zork, once you know what you’re doing, a winning game is trivially short. You could win this one in 10 or 15 minutes.
           At 100%, I could have been a GOD.
          I’ll leave judgement as to its text adventure qualities to The Adventure Gamer, if they ever get to it. As an RPG, it barely qualifies. There is extremely minimal character development in the form of strength increases, and combat, simple as it is, does technically rely on attributes as well as equipment. In a GIMLET, I give it:
2 points for the game world. It’s not terribly thematic and could use a more compelling backstory. It would be nice to have heard something about the Ebon Titan and his status as an “enslaver” before actually meeting him.
1 point for character creation and development. There really is no point to the classes, particularly the thief-oriented “shadowy tracker.” It would have been cool if there had been class-oriented puzzles, for instance a door that a thief could pick, a barbarian could bash, and a magic user could open with a spell. Puzzles like the trap door could have easily been class-aspected rather than having everyone drag over a bench.
         Checking my inventory and stats.
        1 point for NPC interaction, and that’s very limited, consisting of basically the hobbit and a couple of optional encounters in random places with a jester and a hunter.
3 points for encounters and foes. The foes are unimaginative, and the puzzles are mostly simple inventory puzzles.
         At first, I thought there might be something more interesting to do with the hourglass, but no, the solution was to just BREAK it.
        1 point for magic and combat with no real options. I think maybe you can throw holy water at a ghoul, but otherwise your only “tactics” are KILL MONSTER WITH WEAPON.
2 points for equipment. There isn’t much in the traditional RPG style, and a lot of red herrings on the adventure side.
0 points for no economy. No, trading stuff to the hobbit doesn’t count.
2 points for the main quest.
2 points for graphics, sound, and interface. It gets most of this value for the quality of the text. The map images are mostly superfluous, the sound is extremely scant, and as we saw, the interpreter had some issues. I do like that you can move with the arrow keys instead of having to type NORTH and EAST all the time.
3 points for gameplay. I give it a little credit for some nonlinearity and replayability in the optional areas, although overall the dungeon is a bit too small and the puzzles (despite my getting stuck on one) are a bit too easy. It doesn’t drag, at least.
               That gives us a final score of 17, which is pretty low, but I’m not really rating it in its appropriate genre. Text adventure fans will probably enjoy it more than RPG fans.
Xoru was reviewed in the April 1993 issue of Red Herring, where the reviewer said that he could “highly recommend it,” although he’d only been exposed to the demo copy, which killed you after 80 moves. The 1997 issue of the British magazine SynTax provided a more thorough review, agreeing with me that the “text descriptions are very good: not flowery but straight to the point and informative,” but complaining about the simple puzzles. He also notes–and I would have to agree–that the $44.95 price tag was a bit steep for a game of such limited content.
The version I played was 5.94. From the release notes, the Version 5 series had one more dungeon area than earlier editions, and at least some previous versions didn’t even bring the game to an ending. While this was the last text version, it wasn’t the last version entirely: In 2014, Sanders–his company revived and re-christened Castlelore Studio–created a 3D graphical version of the game for the Mac. You can see it in action here and buy it here. The graphics are what you’d expect from an indie developer (it’s “really hard to do by yourself,” Sanders wrote me), but as the video played, I found myself easily recognizing the various rooms based on the text versions that I’d explored. Certainly, I got zapped by those lion-lasers plenty of times.
         The series of “gallery” rooms represented in the 3D engine.
           In e-mail correspondence with me, Brian Sanders said that he originally wrote the game while he was a junior in high school. His mother suggested the title, but after he found it listed once-too-often at the bottom of game lists and the ends of catalogs, he made “Advanced” part of the title. It was originally just a grid of rooms with randomized monsters and treasure–something like a text Wizard’s Castle–but grew from there. Sanders says he was inspired by the Infocom titles as well as Choose Your Own Adventure books.
I was an avid reader and I was enchanted and captivated by these computer programs which made stories exploratory and interactive. There was this exciting illusion that the games offered limitless possibilities for exploration–even if the world was clearly finite, you had no way of knowing how far it went, and you would have to use your own mind to get there.
That’s a good summary of the experience playing a lot of RPGs, but perhaps specifically adventure games. With most RPGs of this era, and their fixed grids of tiles, you generally get a sense of the dimensions of the maps and overall game world, and you know when your character is about to hit its edges. There isn’t quite the same sense of wonder as to what’s around the next bend. Adventure games mostly feature non-symmetrical layouts that can sprawl unannounced in any direction. Once you have the entirety of the game before you, it often seems simple and underwhelming, but when you’re playing live and you don’t know whether the locked door opens into a closet or an entire sub-dungeon, it can be exciting in ways that perhaps my GIMLET doesn’t capture. I’m sorry we won’t be seeing many more of these.
Thanks to Brian, Zenic, and D.P. for helping to clear this one, and to everyone for your patience in a slow week as I recovered from a lot of travel and work late in February. The rest of this month ought to be back-on-track and productive.
source http://reposts.ciathyza.com/game-320-xoru-1989/
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engagedfamilygaming · 6 years
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Blue Orange Games Announces a Robust 2018 Lineup!
Blue Orange Games, the award winning tabletop game publisher, is set to release a full slate of sixteen board games during the American International Toy Fair this year. Their lineup is very diverse including party games, puzzles, and everything in between. They may be different, but they all align with the company vision. They are all intended to be “easy to learn, fun to play, and enjoyable for all.”
Family Games
Pool Party
 2-4 players
6 and up
“In this high-energy party game, players use one finger to launch their divers into a pool that is precariously perched atop a spring. The topsy-turvy pool sways from side to side every time a new diver lands and too many swimmers can cause it to tilt, spill over, and toss everyone out! The first player to land three divers in the pool wins, so accuracy, speed, and a little bit of luck is crucial for the win. Unique components and frenzied gameplay make this title fun for all ages.”
Shaky Manor 
2-4 players
7 and up
“In Shaky Manor, players race to protect their treasures from the spooky creatures that haunt the manor’s worn down halls. Each round, players must tilt and shake their individual manor boxes to try and gather certain objects into the correct room. But watch out- victory comes with a price! Each time a player succeeds in protecting their treasure, a new spooky creature is added into the mix to make the next round harder.”
Maki Stack
2, 4, or 6 players
 7 and up
“A dexterity race of delicious proportions! In this game, players race their opponents to stack wooden sushi objects into the correct configurations. The catch? Each round, players must stack in “chopstick mode” using only two fingers or in “mask mode” with their eyes covered and a teammates’ voice as their guide. Play in teams with larger groups, or take on rival sushi chefs in solo competition, either way the first to complete their sushi tower before it tumbles takes home the victory!”
Preschool Games
Happy Bunny
 1-4 players 
3 and up
“In this cooperative counting game, players work as a team to help the bunny pick the best carrots from the farmer’s garden. Each turn, one player picks a number of carrots from the garden and sorts them into two piles, one for the bunny and one for the farmer. At the end of the game, everyone helps line up the piles for comparison. If the bunny’s line is longer, the players win! The durable carrot pieces are firmly planted inside the box, so the self-contained game helps little hands develop fine motor skills.”
Where’s Mr. Wolf?
1-4 players
4 and up
“A cooperative game where everyone pitches in on the farm! Players must work together as a team to help the farm animals get back to their barns before Mr. Wolf arrives. Every time a Mr. Wolf token is found, he creeps one space closer, and every time a farm animal token is found, players must remember which barn they belong to. The cute animal tokens, 3D barns, and shared goal help children work on memory and teamwork at the same time.”
Kitty Bitty
2-4 players
4  and up
“Kitty Bitty is a remake of the beloved Blue Orange classic, Froggy Boogie. This adorable wooden game has little minds use memory and color recognition to help their kitten make it around the yarn balls and back to the basket. Each turn, players need to find the correct mommy cat and pick up one of her eyes; if it’s blank they can move on to the next yarn ball, but if there’s a kitten printed on the bottom they stay put and it’s the next players turn. The first kitten that makes it around all the yarn balls and back to the basket wins!”
Fun-Sized Games
Who Did It?
3-6 players
6 and up
“Was it YOUR bird that pooped in the living room? Because it wasn’t my bunny! In this hilarious card game, players race to get rid of their cards so they can avoid the blame of owning the animal that pooped. Each game is as funny as it is fast; quickly find your card, be the first to throw it down, and then blame someone else. The plush zippered pouch keeps all the cards safe and is the perfect size for on-the-go fun.”
Clouds
2-5 players
4 and up
“It’s a bird, it’s a plane, it’s a….bear? Clouds is a matching game that was made for the wildest of imaginations. In this game, players race to find the two halves of the picture shown on a challenge card, keeping the card as a point each time they are the first to find a match. A durable smiley-faced pouch with a convenient wrist strap stores all the cards and cloud tiles.”
Tofu Kingdom
3-8 players
10 and up
“Tofu Kingdom is a social card game of deduction and deception. Each round, one player assumes the role of Prince Mochi while the other players take on roles of their own. The Prince gets to ask each player one question to try and find his true love, Princess Tofu, but must take into account that not everyone will tell the truth. This clever game is adjustable to different player counts, making it great for parties and social gatherings.”
Cubeez
2-4 players
6 & up
“The silly face race! In this game, each player gets a set of colorful wooden cubes that have wacky eyes and mouths printed on their faces. Each round, they must turn and flip the cubes to match a face printed on the challenge card. The player who finishes first wins the card and gets to wear the face of a champion!”
Brain Teasers
Mindo
1 player
5 & up
“The Mindo collection consists of four logic puzzles, each with a different theme: puppies, kittens, unicorns, or robots. The rules of Mindo are simple, you need to turn and flip the double-sided tiles to recreate the color pattern on the challenge card. They only fit one way into a 3×3 or 4×4 grid, so careful planning and logic are required. Four levels of difficulty and 60 challenges ensure hours of brain teasing fun.”
Mindo Zen
1 player
8 & up
“The more sophisticated sibling of the Mindo collection. Serene game play, high quality tiles, and challenging puzzles to solve make this the perfect way to pass the time. The rules are the same, but the challenges are harder! Players will love indulging in hours of meditative puzzle solving with this clever brain teaser.”
Brain Connect
2-4 players
8 & up
“Brain Connect takes the classic sliding puzzles you know and love, and turns them into a brain teasing race! Players must work to connect two points on the puzzle by sliding and rearranging the tiles into the correct order. The sliding puzzles have 16 different start and stop points, so creating a clear train of thought is always a new challenge.”
  The post Blue Orange Games Announces a Robust 2018 Lineup! appeared first on Engaged Family Gaming.
from Blue Orange Games Announces a Robust 2018 Lineup!
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ieatmovies · 6 years
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ANIMAL CROSSING (2006) On est toujours en train de se plaindre des transitions d’un format vers le grand écran: il est vrai que peu d’adaptations sont fidèles, forcément changeantes, et la plupart du temps victimes d’une refonte assez éloignée du propos de base -on exclut IT (2017) qui a su lui modifier le livre de Stephen King sans en perdre l’essentielle moëlle malgré des retouches temporelles et scénaristiques-: le jeu vidéo n’a pas été épargné lui non plus, des mauvais TOMB RAIDER (2001-2003) aux moisis RESIDENT EVIL (2002-1016) en passant par DOOM (2005) -nanar avec The Rock-. Une frustration pour la communauté qui a vu son média favori évoluer avec le temps: les amas de pixels sont devenus photoréalistes, et les musiques en 8-bit sont devenues des symphonies… et même les jeux vidéo ont droit à leurs remakes/reboots. Pourtant les héros et héroïnes sont toujours là, subissant les lois stupides de studios cherchant à surcapitaliser lors de leur passage par la case Cinéma, ponctionnant sans vergogne des univers mille fois plus vastes que ce que l’on connaît de par les films. La preuve encore une fois avec le jeu TOMB RAIDER (1996) et sa légendaire héroïne Lara Croft: une aventurière sexy à forte poitrine -un point important de design sur lequel nous reviendront plus tard-, héritière millionaire, parcourant le monde pour dénicher de la relique ancienne au cœur de temples oubliés; maniant aussi bien les armes à feu que ses neurones -il fallait à l’époque composer avec les énigmes et les puzzles, en plus des ennemis-. Ce projet destiné à faire de Lara la version féminine d’un certain INDIANA JONES (1981-2008), les studios ne virent qu’une playmate gymnaste brandissant des flingues, et choisirent Angelina Jolie pour incarner la belle -une actrice aux “arguments” mammaires certes en rapport avec le physique de Lara- qui n’était là que pour sa gueule vendeuse et pas vraiment pour son cerveau: en retour, le public aura eu un film d’aventure mollasson et sans intérêt, complètement nul. Puis les jeux se sont rebootés en 2013, adoptant un ton plus survival réaliste -Lara est plus jeune et… plus plate-, un gameplay facilité et une mise en scène cinématique plus appuyée: et devinez quoi, le reboot en film débarque cette année: restons frileux et attentifs… Quel rapport donc, avec ANIMAL CROSSING - THE MOVIE? Lui aussi tiré de la licence éponyme de jeux vidéo exclusive à Nintendo, il a le mérite de présenter toutes les caractéristiques attendues ou fantasmées d’un tel produit: vendue par millions à travers les continents, la franchise de “simulation sociale” présente ici la quintessence de la fidélité absolue dans ce format film, qui n’a rien à envier aux autres. Pour apprécier ANIMAL CROSSING, il faut au mieux être familier avec la série, présente depuis 2001 dans les foyers possédant une console de Big N: et encore, tout est relatif, la saga faisant office de “niche” dans plusieurs pays. ANIMAL CROSSING est donc un jeu de connaisseurs, de passionnés, mais surtout un exutoire de réconfort moral pour la population japonaise: là où une partie vit dans des logements n’excédant pas le mètre cube, la franchise apporte auprès du possesseur de cartouche la possibilité d’emménager dans un village champêtre, de planter des fleurs, de cueillir des fruits, de pêcher le poisson, et d’interagir avec les gentils habitants. Une réalité virtuelle dans laquelle le japonais sous pression et fatigué se réfugiera sans hésitation, tout comme n’importe quel joueur ayant envie de relaxation: car ANIMAL CROSSING, en plus d’être la simulation de vie la plus zen au monde -l’expression “NETFLIX & chill” devait à l’origine être “Animal Crossing & chill-, apporte cette magie du farniente, accueillant le joueur dans un monde où la pire des choses qui peut arriver est une boîte à lettre pleines, ou l’oubli d’aider un des habitants. Répétitif mais quotidien (la nuit et le jour son gérés par l’horloge de la console), ne nécessitant pas d’infinies sessions de jeu, et garni d’une pléthore d’habitants -qui sont tous des animaux adorables, vous l’aurez compris-, les jeux ANIMAL CROSSING ont su inventer leurs propres codes -background, musique, humour, design, et items- identitaires, tout en conservant cette simplicité d’accès et cette douceur inhérente: un des traits caractéristiques est l’expression vocale des personnages, basée sur la phonétique des lettres composant une phrase, ce qui donne un aspect comique/mignon dès que l’un d’entre eux s’exprime. Retour en 2005 pour la sortie de l’opus Nintendo DS, WILD WORLD, qui pulvérisa les records à l’époque et demeure l’opus le plus vendu à hauteur de 11,75 millions d’unités -le dernier en date, NEW LEAF, se rapprochant peu à peu de ces stats-: une recette gagnante pleine de promesses tenues permettant à terme la naissance de ANIMAL CROSSING -THE MOVIE, qui débarqua dans les cinémas japonais en décembre 2006. Avant toute chose, notons que le film incorpore de la 3D, très très rare mais pertinente de par son incrustation à peine décelable: fusionnant à corps avec l’animation traditionnelle, les néophytes ne la verront même pas: car ce ANIMAL CROSSING sur pellicule est magnifique, conservant cet esprit de gentillesse avec ce rendu presque “croquis” des décors, aux couleurs d’aquarelle du plus bel effet. Pour ne rien gâcher, l’animation exemplaire du film rend justice à la qualité et au détail des jeux: les audiophiles seront aux anges d’entendre les thèmes musicaux connus à même le long-métrage, en plus d’une séquence où le chien playboy Kéké -pas la même connotation qu’en France- viendra pousser la chansonnette, avec cette voix digit’ sous-titrée (doublé par Shun Oguri, figure nippone bien connue), un gros clin d’oeil osé et plus que bienvenu qui ne sera pas le seul. Joyau fédérateur envers le fan hardcore, ANIMAL CROSSING - THE MOVIE n’oublie pas de séduire le néophyte, qui découvrira Aï -en référence à “I/moi”, la joueuse, qui viendra à rencontrer “You/toi, son équivalent masculin-, petite héroïne de 11 ans ayant quitté de foyer parental pour s’émanciper: une fois arrivée, elle devra bien sûr travailler pour contribuer au remboursement de sa maison en bord de mer, gracieusement procurée par Tom Nook, le tanuki -raton-laveur- businessman de l’endroit, mais pas que. Se lier d’amitié avec les habitants, et PARTAGER avec ses nouveaux amis demeure le fil directeur du film, avec ces scènes où l’on boit le thé, où l’on mange ensemble: chiant pour les uns, agréable tendresse pour les autres. On se surprend à commenter de nombreuses fois “oh, comme dans le jeu!”, ce qui est un très bon point positif en tant que retour du spectateur familier avec les jeux. Lister les éléments reprenant avec exactitude les thèmes du jeu serait trop long: sachez que le film est une déclaration à la gentillesse et à la douceur -je veux dire, regardez le ciel nocturne, y’a des étoiles à cinq branches en plus des autres-, dans un monde où le concept de violence est INIMAGINABLE: très expressif, amusant et fait avec le cœur, ANIMAL CROSSING flatte le joueur vétéran avec du fan-service à la pelle, de Resetti -étymologie de “reset”, le redémarrage d’une machine-, la taupe qui vient vous engueuler si vous relancez une partie sans avoir précédemment sauvegardé, à la présence des fameux gyroïdes, créatures apparaissant dans le sol après la pluie et inspirées par d’anciens totems du folklore japonais. Chara-design, bande-sonore, thématiques, visuel et background sont bel et bien là, reconnaissables et fidèles en tout points, trouvant habilement les moyens d’intégrer les mécaniques du jeu au scénario de façon pertinente. Sans jamais se rabaisser à un Q.I. de têtard, ANIMAL CROSSING - THE MOVIE est l’exemple même de la POSSIBILITÉ et aussi du bon choix de format: on s’imagine mal un film ANIMAL CROSSING avec de vrais acteurs… Modèle de fluidité d’animation haussant considérablement le nombre d’images par seconde -on est littéralement soufflés par ce que l’on voit à l’écran-, ANIMAL CROSSING - THE MOVIE est l’incarnation de la réussite totale: transition plus que parfaite, l’oeuvre de 87 minutes est incroyablement belle, fruit du travail acharné de Joji Shimura -dont c’est le premier film- et du staff d’origine des jeux vidéo. Un combo gagnant qui ne souffre que d’un seul désavantage, son format DVD ne rendant pas justice à sa qualité d’image: on ne peut pas faire plus beau sur ce support, qui ressemble à du 1080p passé à la moulinette du 480p: c’est clairement un des animés les mieux encodés du monde, mais ce flou caractéristique -qui n’entâche pas le plaisir de visionnage, heureusement- vieillot n’a pas lieu d’être. -Et si tu me crois pas, essaie de te remater n’importe quel animé en DVD sur un écran HD, tu verras que j’ai raison-. Si tu aimes le Japon, le “kawaï” avec une identité, la bonne humeur, le partage, l’humour doux, la gentillesse pas idiote, le dépaysement, et que tu penses avoir besoin de tout ça pour aller mieux, ton médecin ne pourra qu’écrire ANIMAL CROSSING - THE MOVIE en tant que médicament sur ton ordonnance. Ce film est une harmonie qui cristallise tout. On murmure en coulisses qu’un édition blu-ray est dans les tuyaux: en vue d’un portage HD du film vendu en bundle avec le prochain jeu? Wait & see, avec les rumeurs on sait jamais… Voilà comment il faut s’y prendre, telle est la leçon, à la fois très belle et preuve d’un savoir-faire presque indécent de subtilité. Par contre, si tu es adepte des jeux et que tu ne l’as pas vu, que fais-tu encore ici? CHILLING /20
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andyzack2017 · 7 years
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Zen Cube Gameplay new free games for androids phones 2017 Zen Cube is a relaxing game in which you make holes in your platform that match the falling pieces. The game features meditating sound and colors for a full relaxing experience. Subscribe to my channel https://goo.gl/uSV4qB Like my Facebook Page https://goo.gl/CuW51j
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barbosaasouza · 4 years
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Pokémon Café and Mr. Driller join this week’s eShop roundup
As the week draws to a close, we welcome fresh content on the Nintendo eShop. This week’s Nintendo Download includes plenty of new games, including the puzzle styles of Pokémon Café and Mr. DRILLERS. There’s also DLC in the form of a new fighter in Super Smash Bros. Ultimate to keep you busy. And plenty more besides.
Check out the full list below, and let us know which games you’ll be playing this weekend.
Nintendo Switch
Pokémon Café Mix – Complete touch-based puzzles to serve dishes and drinks to adorable Pokémon customers! Link together Pokémon icons to clear puzzles as you work to build up your very own café. Meet the goals for each puzzle before you run out of turns – link a certain number of icons, get a high score or even destroy sugar cubes to serve up Pokémon-themed menu items. In addition to recruiting more Pokémon staff members and growing your collection of menu items, the café itself will expand as you play. It’s time to become a café owner, solve puzzles and bring joy to Pokémon patrons!
Mr. DRILLER DrillLand – The popular action-puzzle game Mr. DRILLER DrillLand makes its Western debut on the Nintendo Switch system. You’re invited to a secret amusement park, known as DrillLand, 500 meters underground. Explore and conquer the five attractions with simple-yet-exciting gameplay that players of all ages can enjoy. Dig your way to victory!
The Almost Gone – Experience the intricate dioramas and connections of your life and the ripples we all make in this award-winning narrative puzzle game. Piece together a compelling story by revealing objects and memories, and decipher these clues to reveal more of the story and its secrets. From your own home to eerily deserted streets, from beautiful apartment blocks to abandoned hospitals, you must search forensically for clues and the path forward. Each new revelation takes you one step closer to understanding the truth.
The Legend of Heroes: Trails of Cold Steel III – This immersive RPG with a twisting story and engaging, turn-based battles continues the epic saga of the Trails of Cold Steel series. Rean Schwarzer uncovers a dark plot that threatens his homeland. To face their enemies, he must prepare a new generation of heroes as an instructor at a new branch campus and guide them toward victory. The Legend of Heroes: Trails of Cold Steel III will be available on June 30.
DLC
Min Min From ARMS Joins the Fight in Super Smash Bros. Ultimate – From her humble beginnings as a ramen-loving employee at the Mintendo Noodle House, Min Min has grown into a champion fighter. On June 29, she enters the battle as the newest playable character in the Super Smash Bros. Ultimate game. Min Min’s extraordinary reach and versatile tools enable her to unleash a new range of fighting strategies in the game. The purchase of Min Min’s Challenger Pack for $5.99 also includes the Spring Stadium stage and 18 newly added music tracks from the ARMS game. Fighters Pass Vol. 2, which includes Min Min and five more Super Smash Bros. Ultimate fighters currently under development, is also available for purchase for $29.99.
Nintendo eShop sales
Great deals this week! Check out the full list of deals available this week.
Also new this week
A Summer with the Shiba Inu – Available June 26
Arcade Archives VS. BASEBALL
Behold the Kickmen
Blair Witch
BRIGANDINE The Legend of Runersia
City Driving Simulator – Available June 26
Collar X Malice
Grimshade
HexON
Iron Wings
KUUKIYOMI 2: Consider It More! – New Era
Miden Tower
Octonaut
Pachi Pachi On A Roll
PLOID SAGA
Poopdie – Chapter One
Quell Zen – Available June 27
STAR WARS Episode I Racer
Sudoky – Available June 26
Tcheco in the Castle of Lucio
The Forgotten Land
the StoryTale – Available June 30
Towaga: Among Shadows
Tower Of Time
Truck and Logistics Simulator
Ultracore
Unitied
Urban Flow – Available June 26
Urban Trial Tricky
Yes, Your Grace – Available June 26
The post Pokémon Café and Mr. Driller join this week’s eShop roundup appeared first on Pure Nintendo.
Pokémon Café and Mr. Driller join this week’s eShop roundup published first on https://superworldrom.tumblr.com/
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barbosaasouza · 4 years
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Pokémon Café and Mr. Driller join this week’s eShop roundup
As the week draws to a close, we welcome fresh content on the Nintendo eShop. This week’s Nintendo Download includes plenty of new games, including the puzzle styles of Pokémon Café and Mr. DRILLERS. There’s also DLC in the form of a new fighter in Super Smash Bros. Ultimate to keep you busy. And plenty more besides.
Check out the full list below, and let us know which games you’ll be playing this weekend.
Nintendo Switch
Pokémon Café Mix – Complete touch-based puzzles to serve dishes and drinks to adorable Pokémon customers! Link together Pokémon icons to clear puzzles as you work to build up your very own café. Meet the goals for each puzzle before you run out of turns – link a certain number of icons, get a high score or even destroy sugar cubes to serve up Pokémon-themed menu items. In addition to recruiting more Pokémon staff members and growing your collection of menu items, the café itself will expand as you play. It’s time to become a café owner, solve puzzles and bring joy to Pokémon patrons!
Mr. DRILLER DrillLand – The popular action-puzzle game Mr. DRILLER DrillLand makes its Western debut on the Nintendo Switch system. You’re invited to a secret amusement park, known as DrillLand, 500 meters underground. Explore and conquer the five attractions with simple-yet-exciting gameplay that players of all ages can enjoy. Dig your way to victory!
The Almost Gone – Experience the intricate dioramas and connections of your life and the ripples we all make in this award-winning narrative puzzle game. Piece together a compelling story by revealing objects and memories, and decipher these clues to reveal more of the story and its secrets. From your own home to eerily deserted streets, from beautiful apartment blocks to abandoned hospitals, you must search forensically for clues and the path forward. Each new revelation takes you one step closer to understanding the truth.
The Legend of Heroes: Trails of Cold Steel III – This immersive RPG with a twisting story and engaging, turn-based battles continues the epic saga of the Trails of Cold Steel series. Rean Schwarzer uncovers a dark plot that threatens his homeland. To face their enemies, he must prepare a new generation of heroes as an instructor at a new branch campus and guide them toward victory. The Legend of Heroes: Trails of Cold Steel III will be available on June 30.
DLC
Min Min From ARMS Joins the Fight in Super Smash Bros. Ultimate – From her humble beginnings as a ramen-loving employee at the Mintendo Noodle House, Min Min has grown into a champion fighter. On June 29, she enters the battle as the newest playable character in the Super Smash Bros. Ultimate game. Min Min’s extraordinary reach and versatile tools enable her to unleash a new range of fighting strategies in the game. The purchase of Min Min’s Challenger Pack for $5.99 also includes the Spring Stadium stage and 18 newly added music tracks from the ARMS game. Fighters Pass Vol. 2, which includes Min Min and five more Super Smash Bros. Ultimate fighters currently under development, is also available for purchase for $29.99.
Nintendo eShop sales
Great deals this week! Check out the full list of deals available this week.
Also new this week
A Summer with the Shiba Inu – Available June 26
Arcade Archives VS. BASEBALL
Behold the Kickmen
Blair Witch
BRIGANDINE The Legend of Runersia
City Driving Simulator – Available June 26
Collar X Malice
Grimshade
HexON
Iron Wings
KUUKIYOMI 2: Consider It More! – New Era
Miden Tower
Octonaut
Pachi Pachi On A Roll
PLOID SAGA
Poopdie – Chapter One
Quell Zen – Available June 27
STAR WARS Episode I Racer
Sudoky – Available June 26
Tcheco in the Castle of Lucio
The Forgotten Land
the StoryTale – Available June 30
Towaga: Among Shadows
Tower Of Time
Truck and Logistics Simulator
Ultracore
Unitied
Urban Flow – Available June 26
Urban Trial Tricky
Yes, Your Grace – Available June 26
The post Pokémon Café and Mr. Driller join this week’s eShop roundup appeared first on Pure Nintendo.
Pokémon Café and Mr. Driller join this week’s eShop roundup published first on https://superworldrom.tumblr.com/
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barbosaasouza · 4 years
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Pokémon Café and Mr. Driller join this week’s eShop roundup
As the week draws to a close, we welcome fresh content on the Nintendo eShop. This week’s Nintendo Download includes plenty of new games, including the puzzle styles of Pokémon Café and Mr. DRILLERS. There’s also DLC in the form of a new fighter in Super Smash Bros. Ultimate to keep you busy. And plenty more besides.
Check out the full list below, and let us know which games you’ll be playing this weekend.
Nintendo Switch
Pokémon Café Mix – Complete touch-based puzzles to serve dishes and drinks to adorable Pokémon customers! Link together Pokémon icons to clear puzzles as you work to build up your very own café. Meet the goals for each puzzle before you run out of turns – link a certain number of icons, get a high score or even destroy sugar cubes to serve up Pokémon-themed menu items. In addition to recruiting more Pokémon staff members and growing your collection of menu items, the café itself will expand as you play. It’s time to become a café owner, solve puzzles and bring joy to Pokémon patrons!
Mr. DRILLER DrillLand – The popular action-puzzle game Mr. DRILLER DrillLand makes its Western debut on the Nintendo Switch system. You’re invited to a secret amusement park, known as DrillLand, 500 meters underground. Explore and conquer the five attractions with simple-yet-exciting gameplay that players of all ages can enjoy. Dig your way to victory!
The Almost Gone – Experience the intricate dioramas and connections of your life and the ripples we all make in this award-winning narrative puzzle game. Piece together a compelling story by revealing objects and memories, and decipher these clues to reveal more of the story and its secrets. From your own home to eerily deserted streets, from beautiful apartment blocks to abandoned hospitals, you must search forensically for clues and the path forward. Each new revelation takes you one step closer to understanding the truth.
The Legend of Heroes: Trails of Cold Steel III – This immersive RPG with a twisting story and engaging, turn-based battles continues the epic saga of the Trails of Cold Steel series. Rean Schwarzer uncovers a dark plot that threatens his homeland. To face their enemies, he must prepare a new generation of heroes as an instructor at a new branch campus and guide them toward victory. The Legend of Heroes: Trails of Cold Steel III will be available on June 30.
DLC
Min Min From ARMS Joins the Fight in Super Smash Bros. Ultimate – From her humble beginnings as a ramen-loving employee at the Mintendo Noodle House, Min Min has grown into a champion fighter. On June 29, she enters the battle as the newest playable character in the Super Smash Bros. Ultimate game. Min Min’s extraordinary reach and versatile tools enable her to unleash a new range of fighting strategies in the game. The purchase of Min Min’s Challenger Pack for $5.99 also includes the Spring Stadium stage and 18 newly added music tracks from the ARMS game. Fighters Pass Vol. 2, which includes Min Min and five more Super Smash Bros. Ultimate fighters currently under development, is also available for purchase for $29.99.
Nintendo eShop sales
Great deals this week! Check out the full list of deals available this week.
Also new this week
A Summer with the Shiba Inu – Available June 26
Arcade Archives VS. BASEBALL
Behold the Kickmen
Blair Witch
BRIGANDINE The Legend of Runersia
City Driving Simulator – Available June 26
Collar X Malice
Grimshade
HexON
Iron Wings
KUUKIYOMI 2: Consider It More! – New Era
Miden Tower
Octonaut
Pachi Pachi On A Roll
PLOID SAGA
Poopdie – Chapter One
Quell Zen – Available June 27
STAR WARS Episode I Racer
Sudoky – Available June 26
Tcheco in the Castle of Lucio
The Forgotten Land
the StoryTale – Available June 30
Towaga: Among Shadows
Tower Of Time
Truck and Logistics Simulator
Ultracore
Unitied
Urban Flow – Available June 26
Urban Trial Tricky
Yes, Your Grace – Available June 26
The post Pokémon Café and Mr. Driller join this week’s eShop roundup appeared first on Pure Nintendo.
Pokémon Café and Mr. Driller join this week’s eShop roundup published first on https://superworldrom.tumblr.com/
0 notes