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The Legend of Heroes: Kuro no Kiseki Announced For 2021 – First Characters, Story, Battle System Details Revealed by Toshihiro Kondo Via Famitsu

The Legend of Heroes Kuro no Kiseki feature

On December 17 JST, Nihon Falcom announced The Legend of Heroes: Kuro no Kiseki through the Famitsu magazine released that day. (Officially titled Weekly Famitsu Magazine December 31 2020 Issue). The Legend of Heroes: Kuro no Kiseki will launch in 2021 in Japan. No platforms were specified yet but it's likely the first Japanese release will be on PS4 and PS5. Falcom opened a teaser site, sharing screenshots and concept artworks. Here are all the details Falcom revealed through Famitsu magazine.

The Legend of Heroes: Kuro no Kiseki follows Hajimari no Kiseki storywise, and will feature a new setting, new characters, and new game systems. It's a new start for the series. First, take a look at the game's official prologue we translated below. Needless to say, all the technical terms used there aren't official. This is simply how we decided to translate them. They might be named or spelled differently the day the game gets localized.

The Legend of Heroes: Kuro no Kiseki Prologue

"The underground solvers, also called Spriggan. A certain occupation born through the ethnic melting pot that is the Calvard Republic. Acting as detectives, negotiators, or bounty hunters. They accept any request, from anyone. Helping out the police when they can't solve certain cases. Lending an hand to citizens whose problems can't be solved by the law. And even requests from the criminal underworld. This is how the Spriggan live.

One day, in 1208, Septian Calendar. In the capital of the Calvard Republic, in the old town. A certain girl, with an apparent good upbringing, donning the uniform of a prestigious school, was standing in front of an old-looking residential building.

"Arcride Spriggan Agency".

The girl gallantly looked at the plain office plate. She cleared her throat to steel herself and knocked three times.

"Uwaaaa, it's pretty rare for clients to visit in the morning…"

The sloven, calm, and surprisingly young voice of a man reverberated as the doorknob slowly turned.

This marked the start of a new Trails."

In the official description, Calvard is described as a place with an oriental atmosphere, where many cultures and influences mix. Part of Calvard territory has turned into a desert due to the withering of its dragon veins, which is how Calvard natives name the Septium Veins.

Next, Famitsu magazine included a six-pages long interview with Falcom president Toshihiro Kondo, revealing the first details on The Legend of Heroes: Kuro no Kiseki. We summarized everything below.

Explaining the Name Kuro no Kiseki

First off, Toshihiro Kondo explained the title Kuro no Kiseki. Falcom decided on the name Kuro in late October 2020. Kuro no Kiseki is written with the kanji 黎, and comes from 黎明, which means dawn. Kondo said it's to evoke the dark blue sky that slowly becomes brighter, with the sky being the darkest just before dawn. It's also to reflect the state of the series, and how we still have no answers for the  biggest mysteries, but they're started to be shined upon. It also reflects the image colors of the new protagonists.

The Kiseki series protagonists until now were all clearly on the good side of society. With the Bracers, police officers, and soldiers. However, the new protagonists are in a grayer area. Their theme colors will have a mix of black and white, and darker colors like blue. The series also prefaced there will be a mix of black and white coming soon, with having white as the main color theme for Hajimari. Kondo joked he kinda regret they didn't call Hajimari "Shiro no Kiseki" instead to have some contrast with Kuro no Kiseki.

(While the official name could turn out different, you could call Kuro no Kiseki with the name Trails of Dawn in English.)

New Engine Used for Kuro no Kiseki

Next, Kondo spoke about the development of Kuro no Kiseki. As he already hinted multiple times in the past, two games were in development once Trails of Cold Steel IV was finished. They were developed simultaneously. One turned out to be Hajimari ni Kiseki. The other is the now revealed Kuro no Kiseki. The new game has a brand new setting, and fully uses the new in-house engine they started using with some of the cutscenes in Hajimari.

The main reason they changed engines is simply because it was getting really old and harder and harder to use for the employees. Moreover, the Kiseki series and the Ys series used different engines. Making it even harder for the developers who go back and forth between the two teams. So they thought it would be great if they made their own engine and used the same one for both series. The development of the engine fully started once Ys IX: Monstrum Nox was done.

Kondo stressed out the new engine still wasn't done when they were working on Hajimari. Meaning Kuro no Kiseki will look better. The quality of the characters' models have been upgraded too, and players will feel a considerable difference once they actually play the game.

Falcom's Current Development Style, and how the Hajimari and Kuro Teams Were Separate

Following next, Kondo explained that while Falcom will use a new engine now, their work philosophy isn't changing. Ever since Dragon Slayer, Falcom makes the games they want to play, play them, and improve on the points they can change. That's why historically there are many developers in Falcom with multiple roles from scenario writer to programmer and planner. As they gained experience they specialized in certain roles. An example for Kuro no Kiseki is how it has a dedicated planner. So the Kiseki team is changing a bit the way it works. Kondo jokingly added that the Ys team isn't changing though. Falcom recruited some new staff these part years, who most notably worked on Hajimari. This mix of old and new Falcom and the increase in developers is what allows them to challenge new things with Kuro no Kiseki. Kondo also stated Falcom is always recruiting so be sure to apply if you're interested.

The team working on Hajimari and the one on Kuro were separate, and only merged when Hajimari was completed. Kondo said the team is neatly layered, each layer working on specific parts, but how there are also multiple people working on the same elements, like the main scenario. He joked that he's a bit worried with how the team is incredibly motivated and keep adding ideas on what they want to do. Kuro no Kiseki's development is going well, and they'll make sure they don't go overboard with the new systems.

The Culture, Climate and Size of the Republic of Calvard

Next, Kondo focused on the Calvard Republic. He explained that the name Calvard and characters from Calvard appeared in the games since Trails in the Sky. And how they already showed with these elements that it's a multi-cultural country. However, they only started thinking in-depth of the setting of Calvard when Trails of Cold Steel / Erebonia arc was over. Such as the organization of the Republic, it's power structure, and the politics going on there.

Kondo explained they tend to do that so they don't set things in stone too early. If they had already fully decided what kind of place Calvard is in the past, they might have been unable to do certain things now.

Calvard will surprise players with its large variety of landscapes. It's inspired from Eastern Europe and Asian culture, mixing both. It'll also feature a lot more ethnically diverse characters compared to past games. The territory of Calvard is huge so there are many different cultures. Kondo said the size of Calvard on the Zemuria map, once more of the map is revealed, will probably end being as big as the Erebonian Empire.

The climate of Calvard can differ greatly as well, with the eastern part being desert because of the withering of the dragon veins.

Later on, Falcom will explain the various cultures in Calvard, as they introduce the characters in Kuro no Kiseki.

The Legend of Heroes: Kuro no Kiseki

Story and Characters of The Legend of Heroes: Kuro no Kiseki

First off, Kondo explained the additional stories which were added to Hajimari on October 1, 2020, via a free update, work like a prologue to Kuro no Kiseki. It gives a glimpse of some characters that will appear in Kuro no Kiseki, and the story goes up until March of Septian Calendar 1208. That's around when Kuro begins.

90% of the Cast are New Protagonists, New Supporting Characters, And New Antagonists

Kondo explained that in Kuro no Kiseki, about 90% of the protagonists, the allies, the side characters, and the antagonists, will be brand new. It'll be to the point that fans wouldn't know it's a Trails/Kiseki game without seeing the title. At the same time, this will also make Kuro an easy entry point for newcomers.

Kondo jokingly said the rest of the developers at Falcom threatened him to not reveal who is the protagonist yet, but he said that the three characters shown in the screenshots will be the root of the story. The female character revealed is the Heroine character of Kuro no Kiseki. (The Japanese games sense of the word Heroine, she is not the protagonist. You probably do know the meaning of the word Heroine in Japanese games if you've read this article this far).

She seems to be the female character mentioned in the prologue. As Kondo previously mentioned, you can see the mix of black and white in her theme colors.

The Legend of Heroes: Kuro no Kiseki

Kuro no Kiseki Will Have the Oldest Protagonist Yet

Kondo didn't confirm whether the man in blue is the protagonist or not. However, he said that the team wished to feature an older, mature protagonist. The protagonist of Kuro no Kiseki will be the oldest protagonist of the series so far. The only exception being 《C》in Hajimari.

The Golden Haired Girl and The Red Haired Man

They had these characters in mind for 2 years, when the development of Hajimari and Kuro began. The golden haired girl appeared in the scenarios added through the update in Hajimari. Meanwhile, the red-haired man appears in the Hajimari no Kiseki official calendar. Kondo explained that showing us the golden haired girl in the additional story of Hajimari was a last minute addition they didn't plan for. When discussing the update's content, the Hajimari team thought that fans would be dissatisfied with how the Ouroboros Grandmaster didn't show up in the game. So after asking the Kuro no Kiseki team, they added the episode.

Hints for the Returning Characters in the Remaining 10%

Some characters linked to Calvard who appeared in past games like Trails in the Sky will be back. Moreover, Kondo said "the past characters that you think will appear in the game will appear in the game. Probably". Of course, Ouroboros characters will appear too. But he can't say who and if it'll only be new characters or not.

How Many Games The Kuro no Kiseki Arc / Calvard Arc Will be?

Kondo needless to say didn't directly answer. He explained The Legend of Heroes: Kuro no Kiseki will have a proper conclusion in itself.  But they won't be able to make more games if it doesn't sell.

How Big The Legend of Heroes: Kuro no Kiseki Will be?

Kondo explained the game will be around as big as a single Trails of Cold Steel game. However it'll be a very different story. Sen no Kiseki series focused on Erebonia and the drama born through the empire. Calvard arc will show a different side of the world with how the main characters act in a morally gray zone.

Additional Details on the Amount of Characters in the Game

The series so far is an Ensemble Cast, focusing on many different characters and developing them. Sen no Kiseki games in particular had a huge amount of supporting characters, because Rean and the main characters had many allies. Meanwhile, because of the lain characters' job in Kuro no Kiseki, they have way more enemies than allies. So while Kondo can't tell for sure until the game is finished, it'll probably have around the same amount of side characters as in Sen no Kiseki. Except it'll mainly be enemies instead of allies.

The Legend of Heroes: Kuro no Kiseki

The Legend of Heroes: Kuro no Kiseki – First Details on the New Battle System, Which is Still Turn-Based

Following next, Kondo spoke about one of the biggest aspects of the Kiseki series after its story, characters and worldbuilding. The battle system. First off, he joked that there obviously won't be over 50 playable characters in Kuro no Kiseki like Hajimari did.

Toshihiro Kondo explained that in The Legend of Heroes: Kuro no Kiseki, the transition from exploration to battle will be seamless, location-wise and time-wise. Meaning there is no dedicated fighting arena when a battle starts, and you start fighting on the spot. The only difference when you enter battle is a slight camera zoom. The Field Attack that appeared in past games until now has been fused into the commands you use in battle now.

Next, Kondo stressed out that while they plan to add Action elements, it won't be an Action battle system. It won't be a battle system based on reflexes like in an Action RPG such as Tokyo Xanadu. And it won't be like a certain mainstream RPG remake, hinting at Final Fantasy 7 Remake. But instead of inputting the commands while the characters don't move, you will be able to do it in "real time". Moreover, we'll be able to switch between the turn-based battle system and the battle system that includes Action elements. Turn-based will allow you to give out more fleshed out instructions to the characters, so you should change depending on the situation. Lastly, Kondo stated the terrain's geography will also affect the battle system.

The Legend of Heroes: Kuro no Kiseki

Arts and Crafts

Arts and Crafts are still in Kuro no Kiseki. However, the Tactical Orbment Arcus is swapped out for a new element named Xipha. The Tactical Link and the Brave Order mechaincs from Trails of Cold Steel and Hajimari no Kiseki are not returning. As a replacement, there will be several new systems using Xipha they will reveal later. The screenshot above is a battle screenshot, showing the red haired character preparing an Arts.

Battles will be Faster Overall

The main reason they're changing the battle system is to increase the battle's tempo. With a brand new UI and button operation, the battle time will only depend on the strenght of the enemies now. Battles will be shorter when fighting weaker enemies.

New Game Systems

The Topic System

Kuro no Kiseki will introduce the Topic System. It'll be similar to TIPS menus found in Sound Novels. (Such as Higurashi, Umineko, and the Mystery Files in 13 Sentinels: Aegis Rim). Kondo explained many fans of the Trails / Kiseki series enjoy regularly speaking with NPCs. The Topic System will be linked to that. For example, you heard in a convesation "it looks like that store will start a special sale starting next week". This will be registered as a Topic in the Topic System. If you go to the specified store and use the Topic System, depending on how you bring up the subject, it's possible to convince the merchant to give you the bargain ahead of schedule. This will be in tone with the protagonist's job as a Spriggan, always turning situations to their advantage. Kondo however said they don't know yet how far this system will go.

Alignment Frame System

Toshihiro Kondo explained that depending on your play style, the characters have three unique numerical attributes that will raise: Law, Gray, and Chaos. These attributes will influence the character's stats and the scenario. It's a brand new system in the Trails / Kiseki series called the Alignment Frame. For example, after catching a criminal, you'll be able to choose whether you hand them out to the Bracer Guild or not. Each of the three attributes of the Alignment Frame will raise depending on these actions. And depending on your Alignment Frame, the job offers and the dialogue choices you get will differ.

New Game + is Still here

Toshihiro Kondo said you'll need to play Kuro no Kiseki at least twice to see everything the game has to offer and 100% the game. Your Law, Gray, and Chaos attributes are also inherited in New Game +. Moreover, it's impossible to be locked out of an event because one of the three attributes is too high. So players don't need to worry about raising a certain attribute too much.

New System Similar to Bonding Events

Toshihiro Kondo explained that seeing the protagonist can also handle shady jobs, the game's atmosphere is different than what we've see in the Kiseki series. There will be a system nearly identical to Bonding Events, but under a new name. Parrly because the protagonist is an adult.

The Legend of Heroes: Kuro no Kiseki – Platforms And Release Date Estimate

Lastly, Toshihiro Kondo explained that Kuro no Kiseki has no specific release platforms announced yet. Basically, they'd like to release the game not only on PlayStation 4 but on other platforms as well. However, Falcom also encountered technical problems preventing that. So it might be best to first focus on the platform where there's the most demand for the series. He also mentioned how it's difficult picking the platforms as fans overseas also have high demands for various platforms.

When Falcom started working on the new engine, they didn't have access to PS5 info yet. However, they're now making concrete progress for PS5.

Release Date Estimate

Kondo explained that first, Nayuta no Kiseki: Kai, which was simultaneously announced in Famitsu, will launch before Summar 2021 on PS4. Then Kuro no Kiseki will launch by the end of 2021. Falcom stated in its latest financials that the next Kiseki game would release by September 2021.

Kondo said they'd like to do a special event for the Falcom 40th anniversary. But it's difficult with the current state of the world. It'll be a shame to let the opportuinty slip by, so they are preparaing goods and other celebrations. More announcements will come by March 9, 2021, the anniversary day.

Last Words From Toshihiro Kondo in the Famitsu Interview:

Toshihiro Kondo: "This is a very big milestone for the Kiseki series.We're renewing everything. Our company is ceebrating its 40th anniversary, so we need the appriopriate fireworks to go with it (laughs). Right now, I can without any doubts say this will be our most ambitious game yet. We will keep doing our best so we can release the game for the 40th anniversary, heads held high. More information will be coming at a later date. Please look forward to it".

The Legend of Heroes: Kuro no Kiseki was announced by Falcom a few hours after the release of Famitsu magazine:

How Falcom Previously Teased Kuro no Kiseki

Both The Legend of Heroes: Hajimari no Kiseki and the game after it, now officially announced as The Legend of Heroes: Kuro no Kiseki, were first teased by Falcom in March 2019. Both games were furthermore teased with screenshots and story hints in June 2019, at the Kiseki Series 15th Anniversary Event. Lastly, Falcom mentioned in November 2019 that a new Kiseki game would launch in Japan by September 2020. Hajimari was finally announced on December 18, 2019, at a shareholders meeting. The game released on PS4 in Japan and Asia on August 27, 2020. Now, Kuro no Kiseki was announced on December 17, 2020, through Famitsu, and a few hours later at a shareholders meeting.

Falcom mentioned the new engine several times in the past too. Most notably, Kondo explained that if the Trails in the Sky trilogy ever gets a remake, it'll be with this new engine.

Hajimari and Kuro were not announced in the west yet. Falcom teased Zero and Ao no Kiseki will get localized. The latest game released in the west is The Legend of Heroes: Trails of Cold Steeel 4. Be sure to check our review by series specialist Kris Cornelisse.  Meanwhile, Ys IX: Monstrum Nox will be out in English on February 2, 2021 on PS4, and on PC and Switch in Summer 2021. Lastly, Falcom is already working on the next Ys game, thought we don't know if it's Ys X, an Ys V remake remake, or a spinoff like a new Kiseki Vs Ys game. Ys VIII Mobile is still in development as well

The post The Legend of Heroes: Kuro no Kiseki Announced For 2021 – First Characters, Story, Battle System Details Revealed by Toshihiro Kondo Via Famitsu by Iyane Agossah appeared first on DualShockers.


Jurassic World Aftermath Launches On Oculus Quest Tomorrow

Jurassic World Aftermath, Oculus Quest

We first heard about Jurassic World Aftermath back in September. The VR title puts you in the shoes of someone who has just crashed onto Isla Nublar. Of course, that means you're dealing with deadly Velociraptors as you move about the island. The vicious creatures stand between and the research materials you're seeking. Using your wits, you'll have to find a way past them. And the best news? It's out tomorrow. Give the launch trailer a watch below.

Of course, the first thing you notice about Jurassic World Aftermath is the visuals. This does not look like the dinosaur movies you see on the big screen. Instead, the team has gone with a stylish, cell-shaded look. It's a bit jarring at first, but it's quickly grown on me. At the very least, it'll be much less terrifying when those raptors inevitably catch me and start eating my insides.

While I'm a bit hesitant to get too excited about this title, it's hard to deny that the setting has a ton of potential in VR. Of course, it won't be as stunning to see cell-shaded dinos up close as it would be if they were lifelike. However, if they're able to capture that scale, this could be really cool. Plus, a horror game in the vein of Alien: Isolation seems like a prime candidate for VR.

If that wasn't enough, the trailer ends with a voice line from Jeff Goldblum. In their write-up on the new game, Mashable confirmed that both Goldblum and B.D. Wong recorded new voice lines for the game. Having those two involved is a major get.

Jurassic World Aftermath comes to an Oculus Quest near you on December 17.

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CD Projekt Red Reverses Course on Telling Customers to Ask Sony for Cyberpunk 2077 Refunds

Cyberpunk 2077

As one of the most anticipated games of the year, it's not a huge surprise that Cyberpunk 2077 already had an enormous debut that topped over 8 million pre-orders. However, it's not hard to see that the game's launch has been off to a shaky start, with the game's last-gen performance on PS4 and Xbox One especially coming under the spotlight after its release. While CD Projekt Red has tried to assist players unhappy with their purchase by offering refunds, it appears that mixed messaging is continuing to unfold of whether players can actually get their money back for the game, especially with Sony.

Noted by Waypoint's Patrick Klepek following a report on the refund situation surrounding Cyberpunk 2077, it appears that CD Projekt Red is now contacting customers to refrain them from requesting refunds from Sony directly. Instead, the studio is now telling players to "wait for us to get back to you" in regard to refund requests for the console version of the game on PS4 (which is also playable on PS5).

Initially, earlier this week CD Projekt Red offered a statement acknowledging the issues that were facing players on the console versions of the game, specifically for those playing the game on the older base PS4 and Xbox One consoles. The studio noted that players that were unsatisfied with the console versions could contact Sony and Microsoft's support teams for assistance with requesting refunds of the game. However, it seems clearer that the studio didn't arrange a formal refund process with either platform, as players have had mixed success of actually obtaining refunds for the game. Sony especially has been turning down many refund requests on the basis that once the game has been downloaded and played on a users' console, it is ineligible to be refunded due to their digital store policies.

At the moment, it's not quite clear just yet what kind of solution CD Projekt Red has in store for players that have been unsuccessful in obtaining refunds for purchases of the game on consoles. The studio originally noted that players could contact a help email address at the company to obtain refunds, though at the moment that support has a deadline for this coming Monday, December 21. CD Projekt Red also stated that major patches will be coming for the console versions to improve performance, though currently both patches aren't expected until January and February of next year.

Cyberpunk 2077 is available now on PS4, Xbox One, Google Stadia, and PC, with optimizations for PS5 and Xbox Series X|S to arrive next year.

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Among Us is Already the Top-Selling Game on the Nintendo Switch eShop

Though the game originally released in 2018, few would argue that any game has had as good of a year as Among Us. The hit multiplayer game has had an enormous rise in popularity, and it's not a huge surprise that the game would eventually make its way to new platforms. Following its initial release on PC and mobile, yesterday saw its surprise launch on Nintendo Switch that–as one might expect–already has made it one of the platform's current bestsellers.

As noted by developer InnerSloth, Among Us has already reached the top of the sales charts on the Nintendo Switch eShop, surpassing several long-running Switch fan favorites like Mario Kart 8 Deluxe and The Legend of Zelda: Breath of the Wild. Currently, Among Us is at the top of both the overall Switch bestsellers chart and the download-only games section.

Given the game's immense popularity and success over the past several months, this isn't exactly a huge surprise to see the popular multiplayer game rise to the top of the Switch eShop charts. However, the fact that it was able to do that so quickly is definitely a feat in itself, with the game topping the charts only one day after it launched during yesterday's Indie World Showcase. It also likely helps that the game is only $5, making it an easy purchase whether you're diving into the game for the first time or want to be able to play on-the-go with friends.

Alongside its debut on Nintendo Switch this week, Among Us is also one of the titles in the lineup for this month's new additions for Xbox Game Pass on PC. Last saw also saw the debut of the game's next map at The Game Awards 2020, which will take players into the sky in a new setting called The Airship.

Among Us is available now on Nintendo Switch, PC, and mobile

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Diablo 4 Quarterly Update Digs Deep Into Itemization Changes

Diablo 4, Blizzard

Diablo 4 is likely still pretty far out. Obviously, it would be incredibly cool for Activision-Blizzard to stealth-drop the game at BlizzConline next year; however, I think the best case is next fall. And even that feels more like wishful thinking than anything. That all said, the team is back with yet another quarterly update. These provide fans with great development insight and allows everyone to keep up to date with what they're working on. This time out, the focus is squarely on itemization.

The core of the update is looking at the different ways Blizzard is going to use items to help build your characters. However, the whole thing kicks off with a look at skills. We've seen a bit of the skill trees in the past, but this update shares a few key details that have come out in recent internal testing. The biggest change, in my opinion, is that you'll now be able to unlock upgraded versions of skills based on how many stat points you've dumped into specific primary stats. This lets you have baseline abilities from across the spectrum, while also rewarding you for focusing on specific stats. I'll have to see it in action to properly judge, but there's potential here.

They've done quite a bit with items ahead of this update. Notably, they've taken some extra steps to ensure different weapon types feel distinct. So, you can actually see a staff shooting out slower, more powerful ice bolts as opposed to the quicker bolts you'll get from a wand. They've also done a bit to fix up affixes on magic and rare items to ensure that people will use more than just legendary items.

All told, it's an intriguing update. Of course, I want to see everything in action before I say for sure. That said, they're certainly selling me on this being another great Diablo title. Hopefully, we don't have any server errors at launch this time around.

Diablo 4 doesn't have a release date. When it does launch, it'll come to PC. Expect to hear quite a bit more out of the game during BlizzConline early next year.

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Devotion Initially Receives a Re-Release on GOG Before the Retailer Backs Down

Initially released at the beginning of last year, the Taiwanese horror game Devotion from Red Candle Games had a brief shelf life on PC before being pulled in response to controversy. Specifically, shortly after its debut on PC in February 2019, the horror game was pulled from sale due to an in-game reference mocking Chinese president Xi Jinping, which garnered an overwhelmingly negative reaction from Chinese players and prompted its removal on Steam and other digital platforms. While the game was set for a reappearance this week after its extended absence, it appears once again that it will be inaccessible in light of the controversy surrounding it.

Earlier today, developer Red Candle Games had announced that Devotion would be returning for sale on GOG, making it the first time that the game could be purchased on PC since its removal in late February 2019. According to its initial announcement, the game would have released through GOG for $16.99–its original price at launch–with the developer also stating that the game's content on GOG would be unaltered from its original release.

However, within a few hours after the announcement by Red Candle Games, GOG provided a statement that reversed course on the game's re-release through the PC marketplace. Specifically, GOG explained that "after receiving many messages from gamers" following the announcement, the retailer decided to not list the game for sale.

GOG's statement on the Devotion re-release was a bit vague, but it's not hard to imagine that the announcement likely caused a backlash in a similar vein to the game's original release early last year. However, it is yet another unique example of the challenges that face games and digital distribution, much in the way that fan frustration has surrounded digital games that ended up being inaccessible to audiences like that of P.T. and Konami.

In light of the game itself being inaccessible to players, Red Candle Games recently announced that a TV adaptation of the game is now available on Netflix, and that the studio itself is at work on its next game in development.

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Persona 5 Royal Will Be Getting Vinyl Release for Newly Introduced Tracks

Persona 5 Royal

Persona 5 has one of the most beloved soundtracks in the modern era of video games. It has already received the vinyl treatment in the past, but thanks to iam8bit we will be getting a new release with the new songs from Persona 5 Royal.

Persona 5 Royal alongside getting new story content and quality of life improvements, the JRPG also received new tracks because, come on, it's Persona. Iam8bit is restocking the original Persona 5 vinyl as well, but this P5R one will serve as its own collection.

Parallel to this announcement iam8bit has restocked a number of popular records that fans have been requesting for a long time. This includers Persona 5, Journey, Cuphead, Shadow of the Colossus, Pokemon Gold/Silver/Crystal, and Rocket League. Most recently, the company has done collaborations with Grindstone and Disco Elysium with the exclusive distribution of both physical game and vinyl releases.

The vinyl will include 29 tracks on 3 LPs. Pre-orders for both P5R and the Persona 5 reprint will go live tomorrow Wednesday December 17 at 9am PST/12am EST for $75 and $100 respectively. For those that pre-order the P5R vinyl before the end of the year they will also receive a free 7" Velvet Room vinyl that has the iconic theme "Hymn of the Soul." The Persona 5 Royal vinyl will ship during quarter two of next year.

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Godfall Review — Godfalling Flat

Godfall, Gearbox

Godfall, the latest title published by Gearbox Entertainment, released alongside Sony's new behemoth, the PS5, aiming to create a new genre of action RPG and gear-driven gameplay: the looter-slasher. Unfortunately, Counterplay Game's attempt falls flat on its face and never ascends to the lofty heights it strives to reach.

Godfall's story is one of the most bare-bones and non-starters in a game that I have played in some time. You are Orin, and your evil brother wants to become a god. In your attempt to stop him, he cleans your clock. From there, you have to wake up a weird magical AI-like being composed of three-faces, spending a lot of time running back and forth between the game's only 2 NPCs to hear about the next of your big bad brother's generals you have to beat, before thrashing your brother. If you don't, the universe will be destroyed.

Before Godfall's release, Gearbox recruited lore video guru; My Name is Byf to create a 4-part series of videos that dives into the history and world that the game takes place in. If you were, just to just play the game, though, 90% of that lore would be lost on you.

This "adventure" you embark on consists of repetitive missions, handed out to by the previously mentioned NPC duo, that will send you to the three different elementally-themed areas to gather coins to unlock the next general. You do this for about 8-10 hours until you finally confront Macros (that's your evil brother). If you want to get more out of the story, your best bet is to check out Byf's lore videos.

Godfall, Gearbox

When it comes to the gameplay, Godfall can't quite decide what it wants to be. Previews and trailers for the game give a sense that the game is fast-paced and much more hack-n-slash like than it is. Combat feels much more akin to the parry-heavy methodical combat of a Souls-like or Monster Hunter, where you have to pay close attention to where you aim your attacks and when you strike.

What is especially troublesome is that the game in its current state can't do either well. The overly long cooldowns on skills (which admittedly can be decreased by items and gearing your build in that direction) paired with the inability to cancel animations and actions midway through, say block and parrying an incoming attack, remove the ability to play fast. Instead, you will have to decide whether or not it's worth committing to an attack and leaving yourself open to a potentially devastating enemy rebuttal.

On the flip side, playing more restrained has its share of headaches too. Targeting is a nightmare, and using some weapons–even while locked on–can be easy to miss. Attacks can push enemies outside of the range of finishing combos, which can easily leave you open for a few frustrating seconds. What is particularly infuriating is the lack of a function to quickly toggle between the targets around you. Instead, you're forced to cancel a lock-on and try to lock on to a different enemy. This blows my mind that this toggle feature is missing.

Another annoyance is how many enemies shoot you from long range and teleport around. The very few long-ranged attacks available to you, primarily your shield throw, are attached to aggravatingly long cooldowns. This means you will be forced to try and run up close to enemies that keep teleporting away from you or shooting you as you attempt to do so.

If you stick with Godfall, finishing the "campaign" unlocks an equally uninspired post-game grind. You open up two post-game modes, the first of which–the Dreamstones–serves as the best way to reach level 50. You will tackle a handful of quests and unlock a final round where you fight a gauntlet of mini-bosses or previous bosses. The bosses will be at a higher level and with new attacks unlocked. While it can make things more interesting, it doesn't change things up enough to force you to rethink your strategies. It's repetitive but can be done quick enough and nets you some loot, which makes it worthwhile.

Godfall, Gearbox

After reaching Godfall's current max level of 50, you can dive into the Tower of Trials mode. Your goal is to complete as many trials as you can as you climb the tower. You are gaining buffs as you go, contending with wave after wave after wave of progressively more difficult enemy mobs. This mode could be fun with a team of players, but playing is on your own is probably the most notable slog of the game, where the payoff wasn't worth the time investment.

When it comes to multiplayer, developer Counterplay Games made the dumbfounding decision not to include a matchmaking option. This means that unless you have friends that also own Godfall (on the same platform, no less, since this game also has forsaken crossplay), you will be left to loot on your own. It's unfortunate since you almost have to have a full party to contend with the Tower of Trials.

All of these gripes would be more bearable if it weren't for two things. First off, this game does not run all that well. I experienced several drops in performance during combat, including stutters and slowdown. It is a mood killer when you manage to do something cool, and the game hangs for a second because it can't keep up.

Godfall, Gearbox

The second is that this game has no reason to be a full-priced $70 game. From the performance issues, repetitive and uninspired missions to the missing features, this feels more like it should have topped off at maybe a $30 price tag, if not free-to-play with a micro-transaction element.

Now at this point, I'm sure that you are thinking to yourself that I believe there is nothing even remotely redeemable about Godfall, and that isn't true. Underneath the rubbish is a sparkly, if not overly shiny, gem, which makes everything I've said so far sting even worse.

From the flashy Valorplates to the weapons, each with their unique lore, the gear are some of the most badass looking fantasy weapons I have seen in a video game in a long time. The fact that Counterplay Games have gone out of their way to give each item you get its history is a labor of love that pays off. I loved checking out the lore of the new weapons or equipment I found and was excited to unlock each new armor set, even if that excitement didn't translate to playing with the new Valorplate. I found myself particularly drawn to the Phoenix plate, with it's flowing belt-like items hanging off of it.

Godfall, Gearbox

Godfall also has a great level-up progression tree that offers players many options in how they want to build their character. What's more, each node has five levels that you can invest in, none of which are locked behind a level requirement. Instead, you simply have to have made it into the tree that far. Should you choose to try a different build, returning your points for a respec is as simple as pressing a button. It's fantastic.

My only issue with this system is that, strangely, some important combat mechanics are unavailable until you unlock it on this board. Mechanics that were often touted in weapon stats, like Rampage, weren't immediately accessible because I hadn't put a point in yet. However, you can get these opened up reasonably early on, so it isn't as big of an issue as the ones I've mentioned previously.

Godfall, Gearbox

Between the leveling system and the gear, I did get hooked on that oh-so-sweet looter loop while grinding to max level in the Dreamstones. The constant drop of higher-level gear and the desire to continue to improve my explody-fire build scratched that itch quite nicely, which only continued to make all the game's issue hurt more.

There's something special here, but the gem that is Godfall is buried deep underneath a pile of issues and lackluster content. Godfall hamstrings most of its good ideas, crippling the game out of the gate. Offering multiplayer but no matchmaking or cross-play, throwing numerous enemies at you at a time without a way to toggle between targets, forcing you to chase after enemies hitting you with projectiles when your only long-range attack is on a too-long cooldown, and of course, that $70 price tag. It will be interesting to see what shape Godfall is in a year from now, but I suggest you hold off on falling down this hole for the time being.

 

The post Godfall Review — Godfalling Flat by Scott White appeared first on DualShockers.


FIFA 21 — How to Complete the Matteo Politano Player SBC

FIFA 21, EA Sports

FIFA 21 still has a few days left in its FUT Freeze promo before we seemingly move on to whatever's next. So, today, they've released a new daily player SBC, this time he comes from Italy. Matteo Politano has made the move to striker, giving Serie A squads a new attacking option. Unfortunately, I don't think his boost is worth the coins, especially when you compare his stats to cheap, tradeable options. Give him a look below.

Look, it's a good card. I'm not denying that. My issue comes with the price. You're paying about 150,000 coins for a slight upgrade on Alejandro Gomez's gold card. Heck, for the same price you can pick up Gomez's Team of the Group Stage card and essentially have the same player. Except with this one, you can sell him on once you no longer need him.

It's just bad value for coins in my opinion. If this was a single squad for 80,000 coins, I would be right there completing it with you. However, at this price, I think it's going to be a pass for me. That said, if you really want Politano in your squad, give the solutions a look below for some inspiration.

As I mentioned yesterday, the price of this SBC is currently being inflated by the repeatable Icon SBC. If it weren't for that, this SBC would be much more reasonable. As an example, the cost of the Ansaldi SBC from a few days ago went up by 30,000 coins once the Icon SBC hit. It's really killing the end of this promo, which is unfortunate.

That said, EA has added a new pack SBC you should test your luck out on. And there's new a silver player-centric milestone objective that you should start working on. It's incredibly simple and gives some good packs back. Plus, it'll give you a break from that Weekend League grind.

FIFA 21 is available now on PC, PS4, PS5, Xbox One, and Xbox Series X. It looks like the FUT Freeze promo is going to morph somehow this Friday, so make sure to stay tuned to see what's coming.

The post FIFA 21 — How to Complete the Matteo Politano Player SBC by Ricky Frech appeared first on DualShockers.


Unto The End Review — Feel The Loneliness of A Brutal Journey

Unto The End

Nothing is more enjoyable than playing a game that you didn't expect to be good enough to enter your personal "Best Games of the Year" list. Of course, on the other hand, nothing is harder than persuading other people into playing it. Especially when it's an indie game with little marketing that's fighting for attention against a certain big-budget RPG. In that way, Unto The End is like a valuable, small gem that you wouldn't be able to find unless you put all the big names aside and look for what you've missed in the late months of 2020.

When we talk about realistic games, the first things that come to mind are photorealistic visuals and other cutting-edge technologies within the industry that make games look almost live-action. But that's only one of the available ways – and probably the most expensive one – to make a game feel lifelike. When it comes to 2D games, we don't usually expect to see that realism. However, Unto The End is probably the closest experience I've ever had in a 2D game to real life. And it has nothing to do with the visuals. It's all about gameplay.

Red Dead Redemption 2 was arguably one of the very few realistic games of the last generation of consoles that tried to bring realism to the gameplay as well. Of course, the game had incredibly beautiful visuals, but there were some details in the gameplay that had a bigger impact on the game's realism. Just remember the looting animation where Arthur had to bend down and search the pockets of the corpses' clothes as one of that game's many examples of more lifelike gameplay.

Taking realism into the gameplay often has a significant influence on the audience for several reasons. One is that players don't usually see that in most of the other games. It's usually a novel approach to design. Another is that gameplay is the biggest way that players can interact with a game. Thus, it leaves a more persistent impact on them.

As declared by a brief note at the beginning of the game, Unto The End is a different and challenging experience, unlike most of the 2D games that you might've played. If you take any form of damage in the game you will start bleeding. If you don't find a camp to heal yourself your movement will get slower and slower until you eventually die. The game uses a Souls-like system where you have to find various bonfires/camps along the way to be able to heal yourself, create some mobile medicines, upgrade your armor, and train your combat skills.

Unto The End

The game's realism isn't just related to bleeding. Enemies and traps are not the only threats that can damage you in the game. Diving towards a rocky wall, for example, will end up in a head wound that needs treating.

Even combat has its own lifelike properties. This isn't an action game in the vein of Bayonetta or Devil May Cry. Your movement in combat has to be measured or you'll quickly meet your end. Further, your character is human. There might be times where they drop their sword in the middle of battle, forcing you to quickly react so that you can get a parry off in time. It's a more methodical style of combat, but it furthers that lifelike approach.

Injecting realism into the game in such a way will have an obvious result: A difficult and challenging experience. Level design in Unto The End reminds me of FromSoftware's Sekiro: Shadows Die Twice. Unto The End is quite a brief experience but the game uses a boss-fight system, where every combat scene represents a different enemy with a distinct style of attacking and defending. Each boss has their own weaknesses that you'll eventually figure out after failing again and again. Something Sekiro players are very familiar with.

Unto The End

Unto The End is not all about fighting though. Sometimes you can simply flee instead, and you wouldn't really miss much by doing so. The problem is optional battles are not usually rewarding since your sword is not upgradeable. Plus, most of the rest of your arsenal are limited-use items. So, fleeing from some battles means you can save those for more important encounters. The worst part is you can't learn to craft anything new in the course of your adventure. Most of the time, your character's progression in the game is felt through mastering the existing combat skills and learning the weak points of each enemy.

That being said, sometimes the best way to continue your journey without harming yourself or anyone else is to interact with the NPCs and trade items. With this, you can simply avoid some difficult fights and gain some items that will come in handy in some serious situations. Your actions can change the fate of NPCs and turn a hostile giant into a friendly outsider.

Story-wise, there is no dialogue in Unto The End. As the father of a family, you leave your homeland for a deadly journey in the frozen wilderness. But the game starts from a snowy mountain, and later in the game, you realize that all the things you've played were actually the way back home. So, you never know what was the journey for, but there are two different endings to the game. Personally, the dark one is my favorite.

It always feels great to be back at home after facing lots of horrible creatures and going through dozens of dangerous situations, but what if you're so late? What if you come back and realize all your resistance was in vain? It's painful that you see all your efforts are worth nothing at the end of the day. And that's something influential, even when you don't know all the details of the story.

Another thing that helps Unto The End to feel like a cold, dark, and real adventure is the developers' effort in cutting the use of HUD as much as possible in the game. There's no map, no waypoints, no missions, and no objectives. It's just you and a cold and snowy mountain. You're the only one that has to figure out the way back home.

If you try to explore the various locations of the map, you will be rewarded with herbs, bones, sticks, and some other useful stuff. However, this is a harsh environment, especially if you don't have a torch to guide your way. Heck, the game even uses this to up the combat difficulty. You can drop your torch in the midst of battle, making it nearly impossible to see your enemies. But I can't complain about those mechanics too much as they all help to make an immersive experience.

Unto The End

Visually, Unto The End is one of the best-looking titles of this year for me. The game features an incredible lighting system that makes it feel haunting and scary when you walk through dark tunnels and dungeons. The audio design is also at its peak. You can hear a haunting humming that intensifies whenever you are near to a new danger. On the other hand, when you are on the surface, you can feel the difference only by the sounds.

My main problem with Unto The End is the fact that it's a very short experience. Right when I really felt like I was progressing well, the game ended. It was a bit disappointing for me. Just as I was ready for more new challenges, I saw the credits appearing on the screen. Plus, previous trailers for the game showed some locations, enemies, and scenes that are not available in the current product. Obviously, things can change during development, but it is disappointing to see all of that content cut.

Unto The End is a must-play for all the Souls-Borne fans who wouldn't miss anything in that FromSoftware vein. More importantly, it could be an excellent gateway title for players who haven't played a Souls-like game. Winning combat in Unto The End is a matter of being smart rather than having powerful weapons or a high-level character. For me, using my own skills to conquer my enemies was the cherry on top of an exceptional title.

The post Unto The End Review — Feel The Loneliness of A Brutal Journey by Mehrdad Khayyat appeared first on DualShockers.