Author: Game Infliction
Neon And Gnarly Roguelike ‘Elsie’ Gets New ‘Bosses And Biomes’ Trailer
Ready to run-and-gun?
Publisher Playtonic Friends has today revealed a new trailer for its upcoming neon-drenched roguelike, Elsie, and it is looking set to be a pretty one — ‘pretty’ in its visuals, and ‘pretty challenging’ in its gameplay.
Developed by Knight Shift Games, Elsie will see you taking on the role of the titular character in an attempt to save your world from the disasters that have long befallen it. To do so, you will have to make your way through a series of environments each packed to the brim with dangerous hoards of enemy robots dispatching each of them with your arsenal of explosive weapons (so far, so roguelike).
Read the full article on nintendolife.com
This Week on Xbox: Diablo IV Beta, Valheim, and 100 New Games this Spring
Return to the Super Meat Boy Universe with Dr. Fetus’ Mean Meat Machine on PlayStation in 2023
Hello, I’m Tommy Refenes. You may remember me from such games as Super Meat Boy and Super Meat Boy Forever. I’m delighted to be able to tell you that the Meat Boy universe is returning to PlayStation later this year in the form of a brand new title called Dr. Fetus’ Mean Meat Machine!
Meat Boy has had enough games (for now). Now it’s time for Dr. Fetus to be a star. Dr. Fetus’ Mean Meat Machine takes place right after the events of Super Meat Boy Forever (right after the ending, before the post credits scene, to be exact). Dr. Fetus wants to make clones of Meat Boy and he needs to weed out all of the crappy clones from the gene pool to get pure, perfect, killable Meat Boys. I wonder what Dr. Fetus would do with a never ending supply of Meat Boys…hmmm…probably a question for another time.
Buzzsaws, lasers, missiles, and other hazards
What this means in practice is a Puyo Puyo-style match-four puzzler with a unique hardcore twist, courtesy of the nefarious Dr. Fetus’ devious contraptions. As you’re trying to get your color-coded clones to the bottom of the screen and build combos, you’ll have to deal with buzzsaws, missiles and a host of other hazards primed to destroy your clones if you don’t play with the precision that the Super Meat Boy series has always demanded. In other words, what we are doing with Dr Fetus’ Mean Meat Machine Machine is bringing the hardcore challenge Meat Boy is known for to create a one-of-a-kind blend of puzzle and action gameplay.
The genesis of this game lies in a long lasting relationship between Team Meat and our friends at Headup. We’ve worked together for almost 12 years in various capacities and we love them. So when they approached us with this idea for a match-four puzzle game, we were pretty busy with launching Super Meat Boy Forever but after that was out we looked at their pitch and prototype and fell in love all over again. We merged their design and programming skills – mainly Niko Panagiotopoulos and Mark Aldrup – with our art and design skills and now we have this wickedly fun and beautiful puzzle game that we never would have even considered making if not for their amazing prototype and desire to make something new and awesome.
It’s time to enjoy dying again
The game has over 100 hand-crafted levels filled with hazards and traps that will test your puzzle mind along with your finger reflexes. It’s a game in the Meat Boy Universe, so expect to die – over and over again. When you have finally died enough your skills will be second nature and you will start beating levels with no more effort than taking a single, simple breath. You will feel accomplished. You will feel…whole. At that point you will then have to fight a boss which will kill you over and over. You will know death. It’s a lot of fun and pretty cute too!
If you’re already a fan of Meat Boy, first, thank you and, second, there’s going to be a lot in Dr. Fetus’ Mean Meat Machine to please you. We’ve got a whole bunch of familiar Super Meat Boy and Super Meat Boy Forever locations like the picturesque Forest, the Hospital, and Salt Factory, all with dazzling backgrounds, animations and cutscenes created by the original Super Meat Boy Forever artists. We’ve also got an incredible soundtrack created by the talented Ridiculon.
It’s been fun to see Meat Boy heading in a new direction in collaboration with a team who showed us a possibility for the series that had never crossed our minds. What’s come out of it is a game that exists in a familiar genre, but at the same time is like no other game in that genre. The move to inject the hardcore meaty DNA of Super Meat Boy into a match-four puzzler is one that I think few of you would have expected (heck, we didn’t expect it when Headup first bought us the idea!). But trust me, it was a crazy enough idea to work and I can’t wait for you all to be able to try and survive Dr. Fetus’ twisted test chambers yourself when the game hits PlayStation 5 and PlayStation 4 later this year.
WWE 2K23 Review
“Even Stronger” is the perfect tagline for WWE 2K23. Last year’s reinvention laid a solid foundation, and every aspect of it has been refined for the better this year. Combat is flexible without becoming burdensome, and the MyRise campaign mode focuses on telling more focused stories without compromising its open-ended gameplay. MyGM is more user friendly and lets you invite a larger number friends to get in on the action, too. Even the 2K Showcase, which has maybe the most glaring inconsistencies of all the modes, subverts expectations in creative ways. The pickings are slim for full sim-style pro-grappling alternatives, but WWE’s flagship game has never been more deserving of its spot at the head of the wrestling game table.
2K wrestling games have been largely hit or miss when it comes to how they look and sound, but 2K23 has to be the best “hit” this series has had in years. There are still several characters who’ve adopted newer looks and attitudes than the ones captured here, but with only a handful of exceptions everyone at least looks good. Cover boy John Cena and the son of a son of a plumber, Cody Rhodes, are standouts on the high end, which ironically makes some of the low-end models like poor Dana Brooke feel like that much more of a missed opportunity. New lighting effects and reflections give an overall boost that make stages shine and title belts sparkle. Menus are clean and colorful, a step up from last year’s bland layouts, all without sacrificing legibility. Visually, 2K23 is a grand slam.
Literally no one should be surprised that combat in the squared circle of 2K23 is much like it was in 2K22. This is an annual sports game, after all, and the wheel has not been reinvented, especially when last year’s big overhaul was widely considered a huge success. The simplified grappling layouts and a combo-based striking system add a bit of depth to each of the close to 200 wrestlers that are either available to play at launch or unlocked with in-game currency. There are a few noticeable changes, though: the pin minigame now has an optional stick-flick mechanic instead of simple button-mashing, which is one of my favorite improvements. 2K22 had a timing-based button press alternative, but flicking a stick up at the right time mimics the dramatic kick out in a very satisfying way, which stylishly solves the problem of fatiguing yourself in real life by bashing a button manically. It would have been nice if the philosophy of removing button-mashing were consistent, though. You still need to mash to recover back to your feet after getting dropped, and when fighting your way out of submissions.
Stamina – and specifically the lack there off – is a way bigger deal as matches go on. Without it, it’s tough to run faster than a crawl, and you become way easier to counter and beat down. Spamming offense relentlessly risks tiring you out early, and the only way to regain your energy is to hang back and idle for a few seconds. Knowing when to slow your roll and when to hit the gas can give matches between evenly skilled opponents a fun rhythm.
The payback system, a set of special abilities individual characters have that can have massive consequences on matches, has been expanded as well. Each wrestler can have up to two abilities, giving them more flexible options in a pinch compared to last year. They’re still only one use per match, but now you have a secondary scenario in which you can turn the tables. Using your Resiliency to instantly win a pin or submission minigame doesn’t have to be the only trick up your sleeve anymore.
Some old payback options that were missing last year are back as general defensive options that you can spend a portion of your special bar to use. Being able to instantly recover from attacks or play possum for a quick hit or surprise roll-up pin helps keep you in the match even when you’re on the wrong end of a mud-hole stomping. The risk-reward relationship of the special bar makes you think as well: these defenses can be used to great effect to stop taking damage during vital moments, but if you fill that bar completely, either by dealing or receiving damage, the Signature move you unleash could do more to turn the tide in your favor. This is the kind of resource management usually only seen in traditional fighting games like Mortal Kombat and Street Fighter, but it fits like the perfect pair of boots in 2K23.
This year’s 2K Showcase focuses on John Cena’s biggest losses, which is an interesting take on the marquee game mode. Cena’s spent so much of his 20-plus-year career winning that it’s refreshing to see him run down the monumental Ls he’s occasionally taken from greats like Kurt Angle, Brock Lesnar, and Triple H. I enjoyed the winding trip down memory lane, though there were a few notable bumps in the road. A few omissions are understandable, as some of the major names involved are currently contracted outside of the WWE and not willing or able to play ball, but it was strange not to see folks like JBL and The Miz. Cena himself also provides some moments of reflection on the ones that made it in, but they are oddly sterile and surface level considering he is known for being a deep thinker when it comes to pro wrestling. His monologues between matches offer no real insight beyond largely juvenile “I went in there and tried my best” mantras, which is a shame because it doesn’t do some of his best character work any justice.
The structure of the Showcase is similar to past ones, but there’s a great twist: since this is all about Cena losing, you get to play the gauntlet of matches as his opponents. This keeps the action fresh from match to match, but it will mean you’ll need to relearn character movesets every time, which could be a little jarring – especially when different versions of the same character (The Undertaker circa 2003 versus 2014, for instance) may have similar moves but mapped to different buttons. Thankfully, the objectives you’re given do a good job of laying out exactly what’s being asked of you, down to the exact button combinations needed to execute a particular maneuver.
At the same time, the interlacing of old WWE footage into gameplay doesn’t feel as clever as it used to, especially when the live-action video has awkward music playing over it with no commentary, fake crowd reactions, and censored referee and commentator faces. Also, the objectives are a bit inconsistent with how it attempts to get you to reenact some of the old classic matches. Sometimes you’ll need to hit a specific move, and when you do it will trigger an old clip to fill in what happens next. Other times you just have to stand someone up and attack, and the match will play out a whole sequence of moves like AJ Styles hitting his signature Pele kick and crushing Cena with his patented Styles Clash that would have probably have been more fun to do yourself than they are to watch. On more than one occasion a simple attempt to attack or grapple started a clip that led directly into the end of a match, with no further input required.
The tail end of the showcase throws a few fun curveballs that you won’t see coming, but the overall package remains an earnest but rough attempt to do the impossible. It would seem that you can’t truly recreate specific wrestling moments and capture the drama and magic in a playable way.
The other major single-player mode, MyRise, is split into two separate stories. Of the two, I preferred The Lock, which has you jump into the boots of a global sensation whose talents have finally elevated him to the WWE. Its tale about the conflict between attempting to be yourself versus trying to be what the machine of the WWE wants you to be clicked with me more. The Legacy, a story about debuting in the shadow of your Hall of Fame aunt, is also a solid tale about living up to expectations, and the various ways that old rivalries and bad decisions in and out of your control can make that challenging.
Both modes give your progression to the top of the card some real focus. Where last year’s MyRise often felt like I was just running around doing quests simply because they were there, this year the main thread wrangles you into very clear-cut chapters. Instead of running between different locations to find the proper NPC or scrolling through the in-game social media feed to start beef with people, your main and side objectives are laid out clearly in the story progress menu, and all of the appropriate people to talk to in order to initiate these quests are all in one area. The story is also separated by acts, and the progress menu will show you all the distractions you could get into before moving on to the next one.
The open-endedness of last year’s MyRise still exists, though. Between matches during the main storyline you can interact with accessory characters and make choices that can determine how story arcs end, or what kind of side quests you end up on. Some of them are simply one-off matches that net you some points for customizing your character, while others can be whole multi-match feuds. I wish that the back and forth you have to do to start many of the side feuds were more than text blocks on a fake social media platform, but the parts that are voice acted feel more consistent across the board than last year. I’m not sure any of this will make you a MyRise fan if you weren’t already, but a strong story mode is a wrestling game staple, and I’m glad it finally feels worth the time again.
For folks looking for more of a sandbox approach to superstardom, Universe is back and, with the exception of some slight tweaks in the story building tools, it’s practically identical to 2K22’s version. For Classic Mode fans, this means you can have a field day tweaking every single detail of your own version of the WWE, from the shows you produce, the stars and feuds between them, and even the belts they can win and defend. Its top-down approach is a little too big for my tastes, with too many knobs to twist and not enough reward outside of the satisfaction of simply doing the thing. I preferred Superstar Mode during the relative time I spent with Universe, so I could put my created grappler through an endless career of rivalries and title shots.
GM Mode is my preferred management sim mode, and this year’s version is even bigger and more robust than ever. Besides giving us more brands to control, managers to work with, and power cards to choose from, now up to four players can try to out-promote each other across multiple season games. New surprises like the Shake Up – big, game-altering passive abilities that you can select after big shows – helps keep your opponents on their toes. Bonuses like lowering the stamina cost it takes for wrestlers involved in certain kinds of matches may seem like a small buff, until you realize that it means you can pull more risky matches off more often, pulling in better match ratings and more fans with fewer injuries.
Finally, little quality-of-life changes help make it easier to see the benefits of certain actions over others. Something like popularity bonuses you’ll receive for booking a certain arena were in the previous game, but it’s much clearer here. Specific match types can also accelerate the ferociousness of a rivalry better than others, and now that’s clearly identified as well. But figuring out how to make popular, highly rated matches over long periods of time is still a steep learning curve.
Destiny 2: Where Is Xur Today? Location and Exotic Items for March 17-21
The freaky little hooded creature, Xûr, is now live in Destiny 2 for the weekend until next week’s reset. If you’re looking to get your some shiny new Exotic armor or weapons for your Guardian, look no further.
Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he’s got a random collection of Legendary weapons and armor to deck out your Guardians.
We’ve rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.
Where Is Xûr Located Today?
Xûr’s location can be found at Winding Cove in the EDZ on March 17 through March 21. To reach him, travel to the landing point at Winding Cove. When you arrive, make for the rock cliffs at the far end of the cove and look for a cave winding up to a platform next to some Fallen. There you’ll find the retail monster who inspires us all.
What’s Xûr Selling Today?
Exotic Engram
Lord of Wolves – Exotic Shotgun
Lucky Raspberry – Exotic Hunter Chest Armor
- 14 Mobility
- 8 Resilience
- 13 Recovery
- 21 Discipline
- 10 Intellect
- 2 Strength
- Total: 68
Crest of Alpha Lupi – Exotic Titan Chest Armor
- 3 Mobility
- 17 Resilience
- 11 Recovery
- 2 Discipline
- 21 Intellect
- 10 Strength
- Total: 64
Geong Stabilizers – Exotic Warlock Boots
- 22 Mobility
- 8 Resilience
- 4 Recovery
- 10 Discipline
- 6 Intellect
- 17 Strength
- Total: 67
Hunters and Warlocks have some truly cool rolls, both spikey and useful in a variety of builds (though I sure wish Resilience were higher on both). Still, with stats that high, I’d say either of these is worth picking up!
Exotic Weapons
Hawkmoon – Exotic Hand Cannon
- Paracausal Shot
- Arrowhead Brake
- Alloy Magazine
- Rangefinder
- Heavy Grip
Dead Man’s Tale – Exotic Scout Rifle
- Cranial Spike
- Corkscrew Rifling
- Flared Magwell
- Outlaw
- Composite Stock
Both rolls for these exotics this week are just okay. Hawkmoon with Alloy Magazine and Rangefinder is nothing to turn your nose at (though Xur’s definitely offered better rolls), and DMT is much more exciting to me, though Outlaw is always good to have.
Legendary Weapons
Firefright – Auto Rifle
- Corkscrew Rifling/Polygonal Rifling
- Extended Mag/Armor-Piercing Rounds
- Fragile Focus
- Surrounded
- Extrovert
- Range Masterwork
Judgement of Kelgorath – Glaive
- Tempered Truss Rod/Lightweight Emitter
- Alloy Magazine/Light Mag
- Immovable Object
- Close to Melee
- Ambush
- Charge Time/Shield Duration Masterwork
Blast Battue – Grenade Launcher
- Countermass/Smart Drift Control
- Spike Grenades/High-Explosive Ordnance
- Threat Detector
- Wellspring
- Reload Speed Masterwork
Deafening Whisper – Grenade Launcher
- Volatile Launch/Linear Compensator
- High-Velocity Rounds/Implosion Rounds
- Killing Wind
- Threat Detector
- Blast Radius Masterwork
Death Adder – Submachine Gun
- Arrowhead Brake/Hammer-Forged Rifling
- Appended Mag/Steady Rounds
- Feeding Frenzy
- Quickdraw
- Handling Masterwork
IKELOS_SMG_V1.0.3 – Submachine Gun
- Arrowhead Brake/Hammer-Forged Rifling
- Extended Mag/Alloy Magazine
- Killing Wind
- Tap The Trigger
- Rasputin’s Arsenal
- Handling Masterwork
Eternity’s Edge/Crown-Splitter/Quickfang – Class Sword
- Sword & Perks vary by class
My top picks this week are Death Adder and Judgement of Kelgorath. Death Adder with Feeding Frenzy and Quickdraw are a great synergistic set of perks that will get you into the fight fast and keep your ammo stores stocked up. Judgement of Kelgorath is an extremely rare glaive drop from Xur that’s a nice change of pace from his usual stock. Plus, with Close to Melee and Immovable Object are both great glaive perks!
Warlock Legendary Armor
For Warlocks, Xûr is selling the Pathfinder set which includes:
Pathfinder Gauntlets
- 12 Mobility
- 10 Resilience
- 2 Recovery
- 10 Discipline
- 16 Intellect
- 2 Strength
- Total: 52
Pathfinder Chest Armor
- 14 Mobility
- 12 Resilience
- 2 Recovery
- 10 Discipline
- 13 Intellect
- 2 Strength
- Total: 53
Pathfinder Helmet
- 8 Mobility
- 6 Resilience
- 12 Recovery
- 7 Discipline
- 12 Intellect
- 6 Strength
- Total: 51
Pathfinder Leg Armor
- 6 Mobility
- 2 Resilience
- 18 Recovery
- 12 Discipline
- 12 Intellect
- 2 Strength
- Total: 52
Pathfinder Bond
Warlocks have some extremely bad armor this week and you shouldn’t consider any of it even a little!
Titan Legendary Armor
For Titans, Xûr is selling the Pathfinder set which includes:
Pathfinder Gauntlets
- 7 Mobility
- 7 Resilience
- 11 Recovery
- 9 Discipline
- 2 Intellect
- 16 Strength
- Total: 52
Pathfinder Chest Armor
- 2 Mobility
- 10 Resilience
- 12 Recovery
- 25 Discipline
- 2 Intellect
- 2 Strength
- Total: 53
Pathfinder Helmet
- 7 Mobility
- 20 Resilience
- 2 Recovery
- 12 Discipline
- 2 Intellect
- 15 Strength
- Total: 58
Pathfinder Leg Armor
- 6 Mobility
- 8 Resilience
- 12 Recovery
- 6 Discipline
- 6 Intellect
- 13 Strength
- Total: 51
Pathfinder Mark
Titans got shafted this week as well, folks. The only interesting roll is the chestpiece with 25 Discipline, but the stats are so low otherwise it’s really not worth considering.
Hunter Legendary Armor
For Hunters, Xûr is selling the Pathfinder set which includes:
Pathfinder Gauntlets
- 6 Mobility
- 2 Resilience
- 19 Recovery
- 15 Discipline
- 2 Intellect
- 12 Strength
- Total: 56
Pathfinder Chest Armor
- 17 Mobility
- 6 Resilience
- 2 Recovery
- 13 Discipline
- 2 Intellect
- 13 Strength
- Total: 53
Pathfinder Helmet
- 2 Mobility
- 6 Resilience
- 19 Recovery
- 6 Discipline
- 7 Intellect
- 14 Strength
- Total: 54
Pathfinder Leg Armor
- 26 Mobility
- 2 Resilience
- 2 Recovery
- 6 Discipline
- 11 Intellect
- 6 Strength
- Total: 53
PathfinderCloak
And to wrap things up, Hunters got a big ol’ goose egg as well. The 26 Mobility boots would be interesting if they weren’t terrible in every other category. Too bad!
That’s a wrap on Xûr for this week, Guardians! What are your impressions of Lightfall so far? Have you taken on Nezarec in the Root of Nightmares raid yet? Let us know in the comments! For more on Destiny, check out some of the new weapons and gear you can find in Lightfall or our walkthrough of Lightfall’s campaign.
Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.
People Are Freaking Out About KFC’s Diablo 4 Beta Codes
Blizzard fans are freaking out about the only current way to access the long-awaited Diablo 4 beta: ordering KFC.
As the beta kicks off today, March 17, hopeful players are taking to the game’s Reddit to express their surprise, frustration, and amusement over the KFC beta code promotion. Players could previously preorder Diablo 4 to get a beta code, but this is no longer available now that the beta has begun.
Some users are ordering KFC simply for the beta code, with no intentions to eat the chicken sandwich, while some are protesting it altogether.
Buff up your game play #DiabloIV Beta Access now available with purchase of a Double Down via the KFC app or on https://t.co/LRobd1LxIL
Good luck heroes pic.twitter.com/M7nS5TvRp2— KFC (@kfc) March 9, 2023
Reddit user kuroineko666 posted an “anti vegan beta key” post, asking why the only way to access Diablo 4’s beta other than preordering is “to order a dead chicken from KFC”.
Another user, MahiMatt, falls into the latter category. “Just ordered my KFC chicken sandwich with the Diablo promotion,” they said. “Question: do I actually have to pick up the sandwich to get the code?” Other users have expressed similar plans, while one called the collaboration a “dystopian nightmare”.
The beta code is available to anyone in the United States who orders a Double Down sandwich or other valid options, though a vegan or vegetarian meal is absent from the list.
Diablo 4 launches on June 6, 2023, with another, completely open to the public beta taking place next week from March 24 to 26.
Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.
Layers Of Fear is shaping up to be a worthy final act for the series
I recently sat in on an early preview presentation of Layers Of Fear, chatting with creative director Damian Kocurek. Listeners to one very specific episode of the EWS podcast might recall that I’m something of a Layers Of Fear lore theorist, so of course I was delighted to nerd out over what this new(ish) game is all about. Similarly detail-oriented horror fans out there will hopefully share my excitement when I tell them that yes, the rats are back, and you can even catch a brief glimpse of the Rat Queen.
Review: Herman Miller X Logitech G Vantum Gaming Chair – Is It Worth It?
No slouch.
There are certain pieces of advice we wish we could go back and give our early-20s selves. We’re talking practical, preventative health tips borne of life experience; things that could have saved us physical discomfort — if not downright pain — and put our now-30-something bodies in better stead for the decades ahead. Tips like ‘invest in an electric screwdriver!’, for instance. We ended up assembling an enormous amount of IKEA furniture in the last decade or so and would have saved ourselves a lot of time and hand, wrist, and arm strain by shelling out for a decent 18W Black+Decker years ago.
One such tip piece of advice we would give ourselves to save our aching back is to invest in a decent chair for work and play. Enter Herman Miller and Logitech G with their latest gaming offering, the Vantum. Following on from the Embody — the first collaboration between the companies to offer gamers a premium gaming chair (a $1,695 / £1410 premium, no less) — the Vantum is billed as their “first-ever performance chair made specifically for gamers”.
Read the full article on nintendolife.com
Funky 1990s Sokoban/Strategy Mashup Backbeat is Now on Xbox
Summary
- Backbeat is now available for purchase on Xbox
- Experience a fresh mashup of the puzzle and strategy genres
- Relive a homage to classic 1990s ensemble dramedies
This is my second title launching on Xbox and it’s really cool to see how much our company has grown since Hexagroove: Tactical DJ in 2020. The first time around was a great experience but there was so much more I wanted make more accessible and inviting. In Backbeat we designed the interface from the ground up for 4K and scalable across all members of the Xbox device family. The games we design at Ichigoichie are built on mashing up genres and deriving our gameplay mechanics from musical theory. This was at times a little overwhelming in Hexagroove, so I worked hard to portion out new mechanics in Backbeat through a much broader portion of the game. So much in fact you’ll still be learning new tricks more than three quarters through the main campaign!
Backbeat is at first glance a turn-based sokoban puzzle game. You have a band of up to four characters and must get them all to the goal within a limited number of turns. Each character moves differently presenting unique challenges. After some levels we introduce time mechanics to the mix, and you’ll need to synchronize each character’s timeline with the others, working together to unblock obstacles on the path to the goal. Finally, we add four shared resources you must manage while navigating space and time. Which turns you choose to change direction or interact with the environment cause these resources to increase or decrease. Maximize the resources and you get a high score. Run out of resources, and you’re in a failure state. Fortunately, rewinding the turns of each character individually is possible to allow incremental improvements to your puzzle solutions.
One thing I wanted to add to Backbeat was a story to motivate your choices and set the stakes. The setting is 1995 in suburban Washington, D.C. and has a lot of callouts to the last days of the analog era before the advent of the internet. The narrative is a homage to ensemble 90s dramedies like “With Honors”, “The Commitments”, and “School of Rock”. Heroine Watts is doing her best to hold together a band of amateur funk musicians and contending with all the struggles of collaborative creation: inflated egos, clashing personality types, and external responsibilities to work and family. A diverse cast of characters exists in each of the two main bands, and I hope you can find one that speaks to you.
If you’re a fan of puzzle games, turn-based strategy, or story-rich retro experiences, then I think there’s something for you to appreciate, and many more novel features to discover. Start with the free demo of Backbeat and I hope you have some funky fun!
Backbeat
Ichigoichie
$29.99
$26.99
=== STORY ===
Stephanie “Watts” Watson, an aspiring bassist, bounced from audition to audition never finding music that really resonated with her, that is, until she discovered the magic of funk. Caught up in the groove, she recruits a group of hometown amateurs to take on art school darlings La Tormenta at the Battle of the Bands.
=== MECHANICS ===
Each character in your band moves through the map in different ways, encountering unique solutions and obstacles. Advancing a character consumes a turn and part of the timeline, setting up interactions with other characters and enemies at different points in time. Rewinding a turn undoes your move, allowing you to find improved solutions and new ways to tackle problems.
Manipulate each character separately, rewinding or fast-forwarding along the timeline in the process to reach her current point in time. Changes in time are reflected in the progress and actions both past and present of each character, creating some possibilities and removing others.
Each character has his own resource-limited super move which can be triggered under certain conditions. Tip toe through tight spaces with your bassist, slide through guards with your keytar player, break through walls with your drummer, or blow enemies out of the way with your mighty super sax. Strategic use of your super moves increase the number of solutions to each puzzle and are the key in gaining a maximum score.
Four resource-based musical metrics govern how and when you can move and interact with objects in the levels. These can completely block progress if used inefficiently, and create amazing musical chains and high scores when regulated artfully.
=== MUSIC ===
Join Watts as she grows on a musical journey rooted in funk and fusion. Soulful grooves and hot licks are composed by Pete Fraser, session saxophonist to the The Pogues, Friendly Fires, and Field Music! Twenty musical motifs are recorded by a live ensemble of seven funk masters, providing the foundation for the dynamic music in the game. Unique songs are generated depending on what directions and paths you take in each puzzle. Customize your performance with alternate playing styles, instruments swaps, and realtime audio effect pedals.
=== CONCEPT ===
Backbeat is a homage to the 16 and 32-bit story-driven games of the 1990s, recreating the challenges and victories of the last days of analog life and the birth of the internet. The suburban Washington D.C. area is reflected in diner parking lots, shopping malls, and dimly lit arcades.
A colorful cast of supporting characters both friend and foe join Watts as she struggles with leadership, success, and holding together a band.
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Next Week on Xbox: New Games for March 13 to 17