Marvel Snap Publisher Nuverse’s Next Project? Fantasy RPG Adventure Dragonheir: Silent Gods

Fresh off of winning “Best Mobile Game of the Year” at the 2022 Game Awards, publisher Nuverse is ready to share their next project, Dragonheir: Silent Gods. Not looking to slow down, Nuverse continues to work with leading developer teams dedicated to making fun and immersive games for us all to get lost in. This time, instead of superheroes and villains battling it out in a strategic card game, we’ll head to a rich fantasy world in need of adventurers like you. The latest title is developed by SGRA Studio, a newly-formed team of industry veterans inviting us into the world of Adenthia, an enchanting land filled with dwarves, orcs, death knights, dark elves, sorcerers, and more.

Dragonheir: Silent Gods is an online fantasy multiplayer RPG that launches players into the center of an ancient conflict spearheaded by the Three-Headed Dragon Queen. Players assume the role of the chosen one and assemble a team of heroes with complimentary power sets and abilities for an open-world RPG adventure across multiple planes and dimensions. There are four classes to choose from in creating your character type, soldier, thief, sage and entertainer. Each will have its strengths within six attributes such as strength, charisma, wisdom, and dexterity.

Strategy & Strength In Numbers

A wide array of activities and pursuits await in the open world of Dragonheir: Silent Gods – hunt for treasure, solve intricate puzzles, join a drinking contest or a cooking competition, and shape your hero’s story in any way you want.

Players won’t take on this adventure alone. The world of Adenthia has over 200 heroes with unique abilities and attributes just waiting to join the fight against the darkness gripping the land. You can also take on the bigger challenges alongside your friends and comrades in a cooperative PvE mode in which players can team up to slay the most formidable enemies and forge their glory together. The different build options also mean endless possibilities to customize your party members to ensure your crew stands out. Your unique set of strengths will also play a key role in recruiting some of them to join your party.

Fans of strategic combat will love the unique blend of chess-like strategy, different character abilities, and a stroke of luck while rolling the dice to see who fortune favors this round. While turn-based combat is fast-paced emphasizing proper character placement, knowing how your characters can take advantage of different terrains is pivotal in deciding who emerges victorious.

More To Come

In December, we wrote about how Dragonheir: Silent Gods is looking to capture the fun of tabletop classics. Between Dragonheir: Silent God’s modern graphics engine and their involvement with Nuverse, the game continues to add to the promise and anticipation ahead of release.

SGRA and Nuverse have a busy schedule and a full slate of post-launch seasonal content that introduces new quests, characters, and dimensions along the way. Doing so encourages players to experience something new each time they log in all the while expanding the world-building and adding to the adventure.

Dragonheir: Silent Gods is set to release in the second half of 2023 so PC, iOS, and Android players can look forward to slaying dragons and saving the world together very soon. Stay tuned for more updates and ensure you’re ready when it’s time to step up as the chosen one.

To track the progress, check out the official Dragonheir website as well as their socials on YouTube, Discord, and Facebook!

The Electronic Wireless Show podcast S2 Ep 5: remaster? I hardly know her!

Electronic Wireless Show podcast. This week we return to a subject we’ve touched on before, but in more detail. With EA asking if people would like remakes of Dead Spaces 2 and 3, and The Outer Worlds getting a remastered Spacer’s Choice Edition, we’re having a big old thinkeroo about remakes and remasters – including which games we’d most like to see remade.

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Resident Evil 4 Remake: 8 Exciting New Details

Resident Evil 4 Remake is just a few weeks away but IGN got one more look at the highly-anticipated survival horror game ahead of the launch, with plenty of enticing new details to pore over. While we would have preferred to actually play the game, especially since it’s so close to release, instead we were shown just under 20 minutes of new Resident Evil 4 Remake footage. However, it gave us enough of a look to spot some of what we think will be the biggest changes coming to the horror classic.

Parrying

In an interview with IGN about how the development team figured out what new gameplay mechanics to add to Resident Evil 4 Remake, director Yasuhiro Ampo said, “when looking into making the remake, the team didn’t want to disturb the main mechanics that the original game had. However, when looking into the game, they looked into what they could add on top of what was already there, what was already good, and making everything even better.”

To highlight this philosophy, Ampo specifically cited knife combat, which is enhanced from the original. In the original Resident Evil 4, Leon would use the knife as a last resort; in the Remake, Leon is able to parry attacks, making the knife not only a viable weapon but a necessary one, especially if you’re running low on health.

Parrying enemy attacks transforms the knife from a last-ditch tool and glorified wooden crate opener into a defensive tool where you’re able to keep yourself alive just a little bit longer, so long as you have the dexterity to block incoming attacks.

New Finishing Moves

Similar to the parrying skill, you can also use knives as finishing attacks when enemies are on the ground. In one particularly striking scene from the footage we previewed, Leon was able to approach an enemy on the ground and slit their throat.

It’s a particularly brutal sequence, but one that points to how Resident Evil 4 Remake will maintain an equal balance of horror and action. In our interview, Ampo said the team was “highly focused on creating a really balanced game with both horror and action.”

Side Quests

In previous interviews, the Resident Evil 4 Remake team said the game will be somewhat bigger than the original. While that suddenly won’t turn Resident Evil 4 into an open-world game, there appears to be some optional side quests Leon can complete through mysterious blue parchments.

In one scene, Leon picks up a blue piece of paper asking him to bring them a rare gold chicken egg. Completing this side mission rewards Leon with three Spinels he can later sell to the Merchant for some cash.

Customization Options

Leon’s best friend is an attache case that houses all of his gear. Not only is the case back in the Remake, but players are able to customize the attache case with different colors and can even add little charms to personalize the case. In the preview video we watched, Leon is able to add a little chicken charm to the corner of his case. And as a bonus, organizing your gear in the attache case’s grid system still looks incredibly satisfying.

Revamped Ashley

Your mission in Resident Evil 4 is to rescue Ashley Graham, the daughter of the President of the United States. Spoiler alert, you find Ashley partway through the game, but that doesn’t mean your mission is over just yet. Ashley follows Leon around and it’s up to the player to keep her safe from enemies while trying to escape this hostile village.

Ashley has new abilities this time around, like being able to unlock doors. Leon is also able to direct Ashley to either stay close behind him or hang back a bit while he takes care of some enemies.

She also sports a new look in the Remake, something Capcom producer Yoshiaki Harabayashi says was meant to remedy something from the original game. In our interview he said, “So looking into the environment that she is in and looking into the season that the game is taking place in, it was taking place in a very cold area in Europe, and in that way, she was a bit underdressed for the weather, so to speak. So the team decided to add a jacket that suited her.”

New Weapons

Fans may have already spotted this in some of the new trailers, but Resident Evil 4 Remake will feature at least one new weapon: the Bolt Thrower. These are explosive mines attached to silent bolts that can not only take care of tough enemies from afar but they’re delivered in a silent way, making them almost like a stealth weapon (at least until they explode).

Stealth

This brings us to another point: stealth. The developers confirmed in our interview that Leon will be able to use stealth to get past enemies in the Remake. Not only can Leon crouch, but if you’re careful enough, you can get past enemies by silently dispatching them with the knife, or create distractions from a distance using the bolt thrower.

The new stealth mechanics are particularly handy when fighting the Garrador, which rely on sound to track down Leon’s location.

Different Boss Fights

Our preview ended with a glimpse of the fight against Leon’s old teammate Jack Krauser. While the fight was originally a QTE event in the original game, the boss fight is now fully playable with Leon using his improved knife to go toe-to-toe with Krauser.

Capcom confirmed to IGN there will be no “cutscene-based QTEs in the Remake,” however, there are times during combat when players will have to mash a button in order to escape. So there are still button prompts like that in the Remake.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Sifu dates its Arenas expansion and Steam release in a reference-filled trailer

Sifu has put a date on its upcoming Arenas expansion and Steam release: March 28th. We’ve known about the free update since last April’s roadmap, but developer Sloclap have finally released a trailer detailing the new modes in the expansion. All very exciting stuff for fans of the kickpunching adventure, although, if you’re my kind of nerd, you likely got a kick out of all the film references in the trailer.

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Nintendo Download: 2nd March (North America)

Fitness Boxing Fist of the North Star! Pronty! Meg’s Monster!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – Highlights

Fitness Boxing Fist of the North Star (Imagineer, 2nd Mar) – Fitness Boxing returns with Fist of the North Star characters appearing as your instructors! Punch your way through the many enemies that stand in your way and aim for victory in boss battles. The Fitness Boxing series is a boxing exercise game that uses the Joy-Con controllers to let you throw different punches to a beat like a rhythm game, all while receiving directions from in-game instructors voiced by popular voice actors. Fitness Boxing Fist of the North Star is available today!

Read the full article on nintendolife.com

Half-Life’s raytracing mod is great because it makes the game look old in a new way

Half-Life mod adds raytracing to Valve’s venerable first-person shooter, a shiny slap of 2023 lighting technology in a 1998 game. I normally think such anachronistic upgrades look awful but this one works for me. Rather than just slam fancy modern tech into an old game, the mod wants to change the whole look. And it succeeds in a surprising way: by making the rest of Half-Life look older.

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Xbox Exclusive Hi-Fi Rush Hits 2 Million Players

The Xbox exclusive rythmic action hit Hi-Fi Rush has officially surpassed the two million player mark according to Bethesda and developer Tango Gameworks.

As spotted by G.I.Biz, the engagement milestone came by way of a tweet from Bethesda encouraging fans to “keep on being rockstars”, whle celebrating the fact that “two million players have moved to the beat of Hi-Fi Rush” since the game’s January 25 straight to Game Pass surprise launch.

Hi-Fi Rush’s rhythm-based gameplay, vibrant aesthetic, and humorous character represented a surprising departure from developer Tango Gameworks’ history of creating horror-infused titles such as The Evil Within and Ghostwire Tokyo.

Prior to launch, Hi-Fi Rush reportedly went viral amongst Bethesda staff, with its internal popularity being a significant factor in the decision to shadow drop the game during January’s Xbox Developer Direct event.

“Some people had played it and they spoke about it to their other [colleagues],” said Hi-Fi Rush director John Johanas in an interview with IGN.

“They’re like, ‘Did you see that game that they’re making there?’ There’s this weird sort of viral positivity to this just playing this game, and Game Pass just felt like an excellent opportunity to let something… lose that skepticism immediately by just playing it and people just talking about it.”

Judging by the newly revealed two million player milestone, paired with the overwhelming social media positivity surrounding the game at launch, Tango Gameworks’ gamble certainly appears to have paid off.

IGN gave the rhythm extravaganza a 9/10, saying that “Hi-Fi Rush is a memorable journey that matches to the beat of its own drum and without a doubt stands among the action greats”.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

‘Alice Gear Aegis’ Combines Anime Girls With Ferocious Mech Combat

“So many girls!”.

Ever played Zone of the Enders and thought “hmm, this could do with more girls”? Well, you might be in luck, because Alice Gear Aegis CS Concerto of Simulatrix is just a couple of weeks away from a western release on March 16th, 2023.

Originally released as a mobile title in Japan in 2018 before the console version arrived in 2022, its western release is being handled by publisher PQube. You’ll have a choice of several different “Actresses” who you can interact with during dialogue sequences and customise with a range of different gear and weaponry. When you’re ready, you can head into battle and put your skills to the test to “become a champion”.

Read the full article on nintendolife.com

Wo Long: Fallen Dynasty Review

At this point, it’s probably fair to say that Team Ninja has a pretty good handle on this whole soulslike genre thing. Wo Long: Fallen Dynasty may not reach the same heights as Nioh 2 did back in 2020, but it certainly scratches that same itch of lightning-fast combat, punishing-yet-rewarding difficulty, and deep build customization options that you can craft and tailor to your own playstyle. It’s great for the same reasons that the Nioh games are, and it accomplishes that feat even while completely changing up the fundamentals of its combat system to be closer to Sekiro than Dark Souls. But by that same token, it also falls victim to the same familiar issues nagging at those other Team Ninja soulslikes, including subpar storytelling and excessively fiddly loot mechanics. But when you consider that the things Wo Long does better than just about any other game in this genre, that baggage amounts to scratches on an otherwise pristine set of armor.

If you’re familiar with the Three Kingdoms era of Chinese history you may get more out of Wo Long’s story than I did (my knowledge basically begins and ends with the fact that you should not pursue Lu Bu), but I think even then it won’t be a highlight because Team Ninja continues to struggle with telling a memorable story with likable characters. This is a supernatural take on the final days of the Han Dynasty, where we take control of a nameless warrior who gets swept up in a power struggle between warring kingdoms and their pursuit of an elixir of immortality. In practically every level you team up with some sort of historically significant warrior to fight through a level, have a boss battle against an evil or corrupted historically significant warrior, and then move on to the next one.

Characters are introduced at a rapid-fire pace and leave the scene just as quickly, often without making any sort of impact on the overall story. Sometimes they return many hours later, but I’d already forgotten them because they didn’t do anything meaningful. Fortunately, the actual gameplay in between the cutscenes make up the vast majority of what we’re here to do, and it’s there that Wo Long shines brightest.

The Dance of Combat

Wo Long’s combat is a puzzle that needs to be figured out really quickly if you plan on getting past even the first major boss, but once you solve it, it’s incredibly satisfying to play around in. Similar to Sekiro, it’s a system that relies a lot on carefully timing deflections so you can preserve your Spirit meter while also avoiding damage, especially when enemies also start mixing in powerful, unblockable attacks that have to be parried rather than blocked. Crucially, though, you can completely negate damage from regular attacks just by holding down the block button, so long as you have enough Spirit built up to avoid having your guard broken – if that happens, you’re left helpless. You can even hold down the block button while also attempting to deflect, making it so that even if you’re too late on the deflection timing, you’ll still block the attack.

Once you solve the puzzle of Wo Long’s combat, it’s incredibly satisfying to play around in.

It’s a good thing that Wo Long has this leniency built in because in practically every other regard, it doesn’t pull any punches. Enemies will regularly power through your attacks to deal a more powerful blow of their own, they have combos that go on for days, and they do a really good job at varying the rhythm of their attacks to try and bait you into parrying too early. It rewards a careful eye and punishes falling into a predictable rhythm. Even with all of that it isn’t nearly as hard as Nioh 2, for reasons I’ll get to later, but it still manages to find a really satisfying balance of being tough, fair, and absolutely exhilarating once you start to pick up on an enemy’s attack patterns and find yourself deflecting each hit of an incoming combo.

One clever wrinkle is that your Spirit meter is also a resource that can be spent on spells, special martial arts abilities, and Spirit attacks. That’s a nice risk-reward mechanic that lets you put yourself in a potentially more vulnerable position in order to gain some sort of advantage. If you know an enemy has an elemental weakness, for instance, you can exploit that by spending Spirit to enchant your weapon with an element to stagger and quickly break them. Martial arts abilities are unique depending on the weapon you’re wielding, and there are many that offer powerful attacks that can either do big single-target damage or give you a way to deal with many enemies at once. Finally, Spirit attacks are powerful strikes that increase in damage the more Spirit you have built up, which give you another reason to hold onto your Spirit meter until you need it.

I never felt like I was stuck against a wall with no idea of how to overcome a particular challenge.

If it’s not already clear, there are tons of layers to Wo Long’s combat, which greatly enhances the already excellent swordplay by laying out a ton of options and ways to vary up my strategy whenever I found myself dying repeatedly to a particular boss. If just straight-up attacking didn’t work I could focus more on defense and reduce their Spirit by deflecting their big attacks; failing that, I could double down on rushing them down and trying to break their Spirit with aggressive attacks and martial arts abilities. Or, if I could figure out what they were weak to, I could try using spells. So while Wo Long is certainly tough, I never felt like I was ever stuck against a wall with no idea of what else I could try or how to overcome a particular challenge.

The Loot Problem

Where Wo Long feels very similar to the previous three Team Ninja soulslikes – in a bad way – is in its loot. More specifically, there’s an overabundance of it. I became absolutely inundated with garbage gear that I had no use for within just a few hours, and it only got worse after that. I’m just not the kind of person who really wants to spend 10 to 15 minutes in a menu trying to decipher whether a -2.6% reduction in Martial Arts Spirit is worth sacrificing a +7.2% Genuine Qi Obtention, or if I’m willing to sacrifice a few points of attack power for +24 alliance Spirit defense. Those simply aren’t interesting decisions – those are spreadsheet entries and math problems, and it’s made worse by not even being able to sort your massive list of weapons by set, or by a specific special effect you’re looking for.

Where Wo Long feels very similar to the previous three Team Ninja soulslikes – in a bad way – is in its loot.

I’m fully aware that there are people who love these games for this level of hyper-specific build optimization, and if that is you, then you’ll find a lot to appreciate here. You can salvage junk gear to extract their special effects, then slot those special effects into weapons that you want to use, and then you can copy the appearance of any other weapon or armor so you don’t have to worry about being forced to use an ugly weapon or armor set because it has great stats. It’s fairly exhaustive in its options, but it’s also not for those of us who prefer action to menu screens.

Fortunately, I found that I didn’t have to get too far in the weeds on my first playthrough because I was more than powerful enough just by engaging with loot on a surface level. For armor, I just picked whatever gave me the highest defense number without putting me into the heavyweight category, which would limit my mobility. Then I would pick a weapon type I liked, swap it with one with a higher gear score whenever I came across one; similarly, when I found one that came with a Martial Arts ability that I liked, I just upgraded that as high as I could. No major tweaking was necessary to keep me from falling behind the power curve, leaving the complexity for those who are looking to test their mettle in the multiple iterations of New Game+ or PvP invasions.

Raising Morale

One of my favorite new ideas in Wo Long is the addition of Morale Ranks, which is basically a separate progression system that starts at zero at the beginning of every main mission and goes all the way up to 25. You gain morale simply by defeating enemies, but you’ll gain it even faster by killing them using Spirit attacks, Martial Arts abilities, or critical strikes. You will also lose some morale everytime you die, up to a certain point determined by your fortitude level, which you can increase by finding various flag poles throughout each mission. Enemies have Morale Ranks too, and those with a higher rank than you deal more damage. I love this addition because it gives every level a very natural ramp-up in difficulty, while adding extra incentive to explore and mop up more bad guys.

Each level begins fairly easy: a bunch of low-morale-rank enemies make up the majority of foes, with a few high-rank monsters sprinkled in here and there to give you an occasional challenging fight. By the time you’re near the end of the level though, you’re regularly going up against rank 20 enemies and bosses that will be really tough to deal with if you haven’t been thorough in clearing out the opposition.

Some of my favorite side missions even have you sparring against your allies in challenging boss battles.

Much like Nioh, Wo Long’s campaign is broken up into main missions and side missions, with the main missions taking you through humongous levels – from castles, to active battlefields, to jails with Dark Souls-like poison ponds on the ground floor – and the side missions typically having you revisit those settings with some sort of fun twist with regard to the objective and enemy placements. Some of my favorite side missions even have you sparring against your allies in challenging boss battles. One of the really great things that Wo Long does is that it allows you to exit out of a mission from a Battle Flag and save your progress on that main mission. This is a wonderful safety net, because frequently what can happen is you can find yourself underleveled and stuck on a main mission; here you’re allowed to back out to the level select, complete some side missions to level up or get new gear, maybe head to your secret village home base to upgrade that gear, and then return right where you left off on that main mission without feeling like you’ve lost your hard-fought progress.

The levels themselves won’t win any awards for how they look, but they’re very well designed from a gameplay perspective. Branching paths that often allow you to find an easier way through a particularly tough area and tons of easily missable optional detours leading to bountiful rewards keep them from being straightforward paths from point A to point B.

Wo Long’s biggest problem – bigger than the loot issues and the poor storytelling – is its enemy variety. Even though the combat system is excellent and varied, there’s simply not enough different types of opponents to fill a game of this size. The ones that are here are fantastic and fun to fight, don’t get me wrong, but part of the fun of a soulslike is encountering a new threat, learning their attack patterns, and finding ways to get through the fight without taking heavy damage. In Wo Long, I felt like I figured out everything I needed to know to get through every non-boss encounter by hour five of a game that, in total, took me about 22 hours to beat. That took out a lot of the tension and fear of death that these games thrive on. Without the anxiety that something unexpected might be lying in wait around the next corner, Wo Long is still a very challenging game, but one that lacks a certain sense of adventure.

Wo Long’s biggest problem is its enemy variety.

It’s also worth mentioning that Wo Long also includes online co-op for up to three players, an extensive New Game+ for those who really want to min/max their characters to the extreme, and even has PvP invasions (which you can opt out of if you’d prefer to deal with relatively easy AI invaders). Unfortunately, not enough people were playing ahead of launch for me to test the competitive multiplayer features out for this review, but cooperative play is super easy to set up and play through, just like it has been in prior Team Ninja soulslikes. You can either recruit random strangers into your game from within a level when you need help, or you can start a level fresh from the beginning with a friend.