Random: Xeno Crisis Scores A “Physical And Digital” GBA Release, Pre-Orders Live

Includes a “free ROM download”.

Well, here’s something you don’t see every day! The arena shooter Xeno Crisis, which launched on the Switch eShop in 2019 (and has already been released on multiple retro platforms), is getting a “physical and digital” release for the Game Boy Advance in Q4 2024.

Pre-orders are already live on the Bitmap Bureau online store. The package comes with a “region-free” GBA cartridge, cardboard tray/inserts, instruction manual, and you’ll also receive a “free ROM download”.

Read the full article on nintendolife.com

Nobody Wants to Die Review

Nobody Wants to Die starts at a drive-thru theater, our protagonist James taking in a black and white movie with his wife Rachel. You spend this peaceful moment joking around with her through conversation options amidst the pouring rain, but that respite is quickly destroyed. Rachel vanishes and the scene zooms out to reveal the dark, 24th century hellscape where James lives. It’s a great setup, showcasing everything you need to know about this moody cyberpunk detective noir. The world might be familiar, but the developers at Critical Hit Games have managed to fill it with fun details and a few moments that flip your expectations. Unfortunately, that strong start doesn’t quite hold up throughout Nobody Wants to Die’s roughly six-hour runtime; there’s a bit too much hand-holding during its investigation scenes, and it’s missing important features that would make its branching story structure easier to explore. But what it might lack in polish it makes up for in style.

Nobody Wants to Die is a story you’ve probably seen before: James is a detective with a tragic past he doesn’t remember, and who drowns himself in booze to dull the pain in a city full of flying cars, giant holographic ads, and buildings so tall you can’t see the ground. When he’s pulled into a case that ends up being bigger than he could’ve ever imagined, both his will and his skills as a detective are put to the test as he gets caught in a conspiratorial plot. On paper, it looks pretty basic; maybe even outright boring. And there are moments where it does stick to that script a bit too much.

But this isn’t just any detective story; it’s a cyberpunk neo-noir that isn’t shy about its artistic and narrative influences. There’s a lot of Altered Carbon in its premise, specifically in how people can swap bodies after death (or just whenever they want). The sleek, jaw-dropping aesthetic is very reminiscent of Blade Runner, but with a 1950s Dark City pastiche instead of a Japanese one. It’s also not hard to see some Cyberpunk 2077 here, both in its basic cyberpunk elements and in how you can reconstruct crime scenes with gadgets that run on technobabble. Of course, there’s also the early 20th century detective noir of it all — complete with femme fatales, constant rain, lots of alcohol, and monologues from James that straddle the line between perfectly melodramatic and a bit too over the top. It’s true greasy, wet pulp.

Critical Hit Games wears an “eat the rich” attitude on its sleeve. The body swapping system seemingly allows for immortality, but you have to purchase a subscription when you come of age. If you can’t afford it, you’ll get arrested, with your brain put into “bank” storage; if you’re rich, you can just buy new bodies and switch out whenever you want. Sadly, the class warfare this concept enticingly establishes is mostly just used to move the plot along. It’s more an opportunity to call the rich “assholes” rather than make a more complex point about that inequality and why it exists.

Odd aesthetic details are all in service of the compelling atmosphere.

Despite taking a lot of its elements from other places, the developers have added a lot of their own unique details. We’ve seen body swapping in cyberpunk fiction before, but I don’t think I’ve seen a system that outright says how many disadvantages that can have if you get a body that was addicted to drugs or has allergies. I also love how James’ apartment building is such a shithole that he has to summon a shared bathroom to use, which leads to a hilarious interaction with a neighbor who was still bathing.

There are also tiny aesthetic details that don’t make much sense, like how many locks require you to input a numbered code with a rotary dial. Why is a world in the 24th century not utilizing computers more? How is James able to find a drive-in theater that plays nearly 400-year-old black and white movies? These odd tidbits are all in service of the compelling atmosphere, and it’s super easy to accept them when you can tell the Critical Hit Games is having a lot of fun just putting anachronisms together in new ways.

The setting and world-building pieces pay homage to the 1950s and film noir, but that doesn’t mean it’s held on a pedestal. Many of James’ monologues and musings about the grimy lives of others, the oppressive system they all live under, and the violence he has to face are overtly poetic and corny, and sometimes he or other characters — especially his partner, Sara — call him out on it. Sara is a great foil for James; they have compelling platonic chemistry, with her talking him through the case and his thoughts through a receiver in his ear, and he does the same for her.

With multiple dialogue paths to choose from in most conversations, you can either take a serious route during your investigation or go for the stupid answer – that could be listening to your corrupt police chief boss or ignoring him and stealing evidence. I played my first run straight, and while not every choice was “morally” correct, the darker tone felt genuine to James. I leaned into the silly options on my second playthrough and it created hilarious moments, like how James is afraid of the light from his UV detection tool because they cause cancer. He’s the kind of guy who sits on neon signs outside his apartment on the 500th story of a building, drinking or smoking (do not play this game if you’re afraid of heights) as a melodramatic loner, and Nobody Wants to Die takes every opportunity to make fun of him for that.

This combination of new and old creates a pulpy mix of scenes that can swing wildly between depressive retrospection, outright tragedy, and self-aware nonsense, and it all somehow never feels out of place. In fact, Nobody Wants to Die’s dedication to that tonal dissonance is largely what lets it stand out despite its very obvious homages.

Nobody Wants to Hold Your Hand

While Nobody Wants to Die wants you to play out a neo-noir detective fantasy, there are some limits — namely in how it lets you solve cases, which isn’t much at all. Most of the actions you’ll take outside of the branching dialogue boil down to the detective work itself, which involves surveying a crime scene, gathering evidence, using futuristic tech to reconstruct gruesome, gory murders so they play out in front of your eyes, and then putting it all together with an evidence board.

How all the gadgets work is a bit confusing at first, but by the end of the first case, you fall into a routine. Use the Reconstructor to reconstruct events, fast forward or rewind through the three-dimensional footage to find new evidence or leads you want to pursue, analyze those pieces, and pull out your supplementary UV light and X-Ray to dig a little deeper. All of the data you gather will then be presented on the evidence board, where you can draw conclusions through a little activity where you’ll similarly be told outright if you’re guessing right or wrong.

It seems simple enough, and it is, especially because there are very few instances where you go about it on your own. You’ll usually get a prompt or a piece of dialogue that tells you exactly what to do, which tool to use, and how to think. You’re very much dragged through the story and forced to watch it play out instead of doing your own detective work, which removes any sense of accomplishment. There isn’t a time limit, nor is there fear you’ll miss an important clue. It can also be annoying when the figures moving throughout your reconstructions get in the way of your tools, blocking your view and causing you to make frivolous mistakes as you complete a series of mouse clicks to activate them.

The choice to remove all your agency during these investigation phases does at least allow you to experience the story more closely, since you don’t have to focus on other areas, like actually solving a case yourself. That’s especially true in how certain events impact each other to create more conversation options, but the rigid structure does also lessen the impact of your investigation quite a bit.

Thankfully, the dialogue system is worth paying attention to. It’s not the most robust I’ve seen, but there’s enough choice that you feel like you have a semblance of control over James and his actions while talking. His core personality never changes, but you can decide whether he answers Sara honestly about evidence he chose to steal from a crime scene, drink and drive, comply with the police, or even shoot somebody. How impactful your choices are varies, and there are multiple endings despite the story always arriving at the same tense confrontation, but Nobody Wants to Die understands that it’s about the journey. The final payoff is also satisfyingly dark, letting you ruminate on your choices – sometimes to the point of absolute despair.

Nobody Wants You to Save Your Game

If you’re invested enough to see all the different outcomes, you can start again on a new save file, but Critical Hit Games didn’t make it easy to run through a second time. While not giving you the option to manually save is a great way to make you sit and think about the consequence of each choice, it does make it quite difficult to see everything. There isn’t any new game plus or chapter select after your first playthrough, either. If you want to fast forward through long conversations, you only have the option to spam a skip button, which you have to click for each line of dialogue, and you can’t skip cutscenes at all. So if you want to experience the different endings, you’ll pretty much just have to play through the entire campaign again.

Granted, Nobody Wants to Die is only five or six hours long, and depending on the ending you get, there’s plenty of motivation to hop back in. I got a particularly bad ending that, to me, felt like the worst possible outcome for the story, so I of course wanted to see if I could get anything else — maybe something that didn’t make me feel dead inside (pun intended). Starting from scratch wasn’t a total slog, since I made new choices that unlocked conversations or paid off differently down the line. Still, I eventually looked up a compilation of all the endings, and while there are certainly happier ones than the initial one I got, none of them are “perfect.” James’ story is about a past that slowly emerges to haunt him, and your player skills aren’t going to stop his bittersweet conclusion.

The decision to not include these replayability features is an interesting one, as many branching narrative games want you to feel the weight of your choices but also give you the opportunity to change them. I have to give the developers credit on making such an audacious move, but does it make Nobody Wants to Die more “enjoyable,” whatever that vague term means? I’m not sure. Maybe I would feel differently if I got the “best” ending on my first try, but it feels like there should be an option to help speed up additional playthroughs after the first at the very least.

From Snapshot to Eternity: How The Star Named Eos Transforms Photos into Puzzles

The Importance of Photography in the Game

SNE kitchen

In The Star Named Eos, photography is the core theme that drives the game’s story and experience. This idea was conceived even before developing our previous game, Behind the Frame, where we initially planned a 360-degree panoramic narrative centered on photography. Due to our limited development experience at the time, we focused on Behind the Frame first. After its success, we restarted the production of The Star Named Eos.

 Photography is not just a part of the backstory; it is integral to the game’s mechanics and puzzle design, allowing you to experience the story and feel the emotions and memories behind each photo.

Creating the Photography Puzzle Experience

SNE Sandwiches

We always adhere to our game design principle of “finding the best way to tell a story to effectively convey it to players.” To deeply engage players, we first create a complete narrative experience and then decide on the supporting game mechanics.  We use slightly challenging puzzles to draw you deeper into the story and unravel its mysteries. When designing each puzzle, we carefully consider its background and purpose, ensuring every element serves as a meaningful clue and ties into the story. This approach avoids unnecessary gameplay time extension and ensures each puzzle’s solution deepens your understanding and connection with the story.

Core Game Loop Design: Exploration from Old Photos to New Compositions

SNE clue map

In The Star Named Eos, we designed a core game loop where you start with an old photo, go through exploration and puzzles, and ultimately take a new photo. This design is significant for recalling memories and the theme of discovering new things. Here are the steps:

1. Obtain Old Photos:

You obtain old photos by exploring specific scenes in the game. These photos serve as clues, guiding you to new scenes.

2. Find Similar Locations:

You search the environment for locations similar to those in the old photos. Visual aids like lighting and distinct objects help navigate players.

3. Find Similar New Objects:

After finding similar scenes, you search for objects resembling those in the old photos. These objects can be natural (trees, rocks) or man-made (furniture, statues).

4. Adjust Object Position/Composition and Take Photos:

You can adjust object positions according to the old photo’s composition, making them match. The game features a virtual camera that allows you to adjust the angle and focus, ultimately taking new photos with compositions matching the old photos.

SNE trees

This game loop design is not just about solving puzzles; it is an exploration of memories and history. you recreate past memories and discover new things, experiencing the unchanging emotions and values over time. This design allows players to resonate with real-life experiences of reminiscing and discovering new things.

SNE Bookshelf

Aesthetic Feedback of Camera: The Satisfaction of Taking Photos

In The Star Named Eos, taking photos is not just a simple action but an experience. Our programmers spent a lot of time ensuring that taking photos integrates naturally and smoothly into the story and game. To make you feel the satisfaction of capturing a scene, we optimized the photo-taking mechanism in several ways:

1. Virtual Camera System:

    You to adjust the angle, focus, and composition freely, enabling precise frame capture .

    2. Tactile Experience:

    To simulate a realistic photo-taking experience, we included tactile feedback. For example, pressing the camera shutter causes a slight vibration and sound effect, enhancing the authenticity.

    3. Instant Feedback:

    The system immediately compares newly snapped and old photos and uses the character’s monologue to hint if the photo was taken correctly. If the photographed object is not part of the main puzzle, no monologue appears, preserving the joy of free exploration and photography.

    These designs make photography an essential and enjoyable part of the game, allowing you to enjoy both the exploration and puzzle-solving process while experiencing the pleasure and accomplishment of taking photos.

    Creating Memorable Scenes: Dramatic Light and Shadow

     To achieve our aim of “dramatic light and shadow” in The Star Named Eos, we arranged strong main light sources in each scene, such as windows, lamps, or fires. These add drama and give objects varying lighting or shadow effects. This contrasts sharply with the full-light source design of Behind the Frame, offering a different visual experience. We invested significant time and effort to ensure each scene presents a unique and memorable light and shadow effect, enhancing the game’s emotional expression and story atmosphere.

    Through the theme of photography, The Star Named Eos turns photos into a medium full of emotions and puzzles. From story conception and art style design to technical implementation, we have devoted great effort to every aspect, hoping to provide you with an unforgettable gaming journey. We look forward to each player finding their resonance in the game and feeling the story and emotions we aim to convey.

    Meta: How the photography mechanic works, and how to use it to solve the puzzles in The Star Named Eos out now on Xbox.

    Xbox Live

    The Star Named EOS

    PLAYISM


    $14.99

    $13.49

    The Star Named EOS is a story-rich puzzle adventure built around photography. Explore a beautiful hand-drawn world as you photograph some of the most precious yet fleeting moments in life. As you recreate photos from the past, you will slowly uncover the truth of a family mystery, and the love hidden within fragmented memories will eventually become clear.

    The post From Snapshot to Eternity: How The Star Named Eos Transforms Photos into Puzzles appeared first on Xbox Wire.

    Humble Games Announces ‘Restructuring of Operations’ Amid Layoffs

    Humble Games has announced plans to restructure amid what it is calling “challenging economic times for indie publishing,” with several former employees reporting that they’ve been laid off. According to Polygon’s Nicole Carpenter, the layoffs affect 36 workers. [Disclosure: IGN Entertainment and publishing label Humble Games operate under separate divisions of the same parent company, Ziff Davis. Charity bundle platform Humble Bundle remains a subsidiary of IGN Entertainment.]

    The announcement was part of a statement from Humble Games, which was published on Linkedin in the wake of several workers confirming their layoffs on social media. The statement emphasized “the goal of ensuring the stability and support of our developers and ongoing projects” while saying that the restructuring does not impact Humble Bundle.

    In these challenging economic times for indie game publishing, Humble Games has made the difficult but necessary decision to restructure our operations. This decision was not made lightly; it involved much deliberation and careful thought, with the goal of ensuring the stability and support of our developers and ongoing projects. Additionally, the restructuring of operations at Humble Games will have no impact on operations at Humble Bundle.

    We are acutely aware of the profound impact this decision has on our team members at Humble Games and deeply empathize with everyone affected. Our team’s contributions have been world-class and invaluable, supporting the launch of our games since we started publishing in 2017. We are committed to navigating this transition with as much empathy and understanding as possible.

    Supporting our development partners and assisting former team members remains our top priority. We are committed to making this transition as smooth as possible for everyone involved. Thank you for your support and compassion during this challenging period. It is deeply appreciated.

    Reached separately for comment, a Ziff Davis representative shared the statement posted above and said that the company is “not shutting down but is undergoing restructuring,” and that “all past and ongoing projects and upcoming releases are not affected and will continue to be supported and published by Humble Games.” The representative said they could not comment on the number of staff affected or remaining.

    Humble Games is an indie publishing label with a portfolio including Bo: Path of the Teal Lotus, Signalis and Stray Gods. Several developers who worked with Humble Games expressed sympathy in the wake of the layoffs.

    “My sincerest best wishes to all the former Humble Games staff, several of whom helped make [Unsighted] what it was,” wrote Unsighted developer Fernanda Dias. “Thank you so much for working so hard on so many amazing games. This is incredibly heartbreaking news holy shit.”

    Humble Games is one of several indie publishers that has been forced to restructure amid uncertainty in the games industry throughout 2024. IGN reported in May that Take-Two was quietly winding down its Private Division label in the wake of shuttering OlliOlli World developer Roll7 and Kerbal Space Program 2 studio Intercept Games. Xbox, PlayStation, EA, and numerous other publishers have also suffered layoffs.

    Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

    Nintendo Withdraws Splatoon 3 World Championship After Racist Messages From Winners Surface

    In April, USA’s team Jackpot won Nintendo’s Splatoon 3 World Championship, earning an in-game appearance that cemented its members as the first players to be commemorated in a Splatoon game. However, after racist messages sent by the team surfaced in the months following the event, Nintendo has now announced that it will invalidate the team’s win and remove their likenesses from the game.

    Today, in a post on X/Twitter, Nintendo Versus announced that Jackpot’s win would be vacated and the team would not receive trophies due to its violations of the company’s community guidelines.

    Nintendo also pledged to adjust a Splashtag (or in-game profile banner) it had added to the game to commemorate Jackpot’s win. The adjustment will presumably remove the team’s characters from the banner and replace them with default characters.

    Phantom Thief of the Heart, the Japanese team that played against Jackpot in the final, was not retroactively granted the win after the announcement, leaving the World Championship with no official winner.

    “Nintendo cares deeply about our players and our community, and we take our responsibility to uphold our Community Guidelines seriously,” the post reads.

    Nintendo’s move comes after the team’s racist messages circulated online in early June. Videos and screenshots (which can be seen in this thread — warning for offensive language) show members of the team using racist slurs and phrases in Discord messages and calls, with some even sending targeted messages to other players.

    Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they’re currently developing a game called Garage Sale. Find them on Twitter: @ameliazollner.

    Survival Horror Perfected: The Terrifying Solitude of Empty Shell

    Summary

    • Discover the true essence of fear and isolation.
    • A unique roguelite horror experience – an indie masterpiece for true genre-lovers.
    • Crafted with stunning, atmospheric artistry.

    Stepping into the World of Survival Horror Games

    Survival horror games have captivated players for decades, combining intense gameplay with heart-pounding suspense. But what if we pushed the boundaries even further? Imagine being thrust into an eerie, industrial environment, filled with dark secrets and lurking dangers.

    Now, picture this journey through the lens of a volunteer on a mysterious mission in an isolated Japanese facility. Welcome to Empty Shell, a game that redefines survival horror.

    S Screensghot

    A Unique Roguelite Horror Experience

    Empty Shell offers an innovative spin on the survival horror genre, blending the intense challenge of roguelite mechanics with an accessible top-down perspective. You won’t need any special controllers to dive into this nightmare; your regular Xbox controller will do just fine. But beware—surviving this harrowing journey demands sharp wits, quick reflexes, and an iron will.

    What Makes an Outstanding Survival Horror Game

    A top-tier survival horror game immerses players in a gripping atmosphere of fear and suspense. But beyond the chilling environment, the true essence lies in the gameplay’s unpredictability and the narrative’s depth.

    Empty Shell excels in creating a constant feeling of dread and isolation. Each playthrough offers new challenges and mysteries, ensuring that no two experiences are alike. The game’s art style enhances this atmosphere, delivering a visually stunning and hauntingly immersive experience.

    S Screensghot

    Unveiling the Mystery. Surviving the Nightmare

    Every great horror story starts with an enigma. Empty Shell is no exception. In this game, you step into the shoes of volunteers who have signed up for a “recovery operation” without knowing the full details. As you navigate the dark, industrial complex, you’ll uncover fragments of the facility’s disturbing past and your own role in its secrets.

    The journey begins in a desolate environment, filled with eerie sounds and sights. Each step you take deepens the mystery, pushing you to explore further and survive the horrors that await.

    Expressing Fear with Style and Atmosphere

    Creating a captivating survival horror experience isn’t just about the scares—it’s also about the art and atmosphere. Empty Shell boasts an exceptional visual style, making every corner of the industrial facility come to life with chilling detail.

    Throughout your journey, you’ll encounter various environments and challenges that test your survival skills and immerse you in the game’s haunting world. The attention to detail in the art and design ensures that every moment is both terrifying and visually striking.

    Embark on a Thrilling Journey of Survival and Mystery

    Dive into the relentless and immersive world of Empty Shell, where every moment is filled with suspense, and every decision could be your last. Uncover the secrets of the facility, survive its horrors, and experience one of the most outstanding survival horror games ever crafted.

    Play Empty Shell today and discover the true essence of fear and isolation.

    Xbox Live

    EMPTY SHELL

    Hyperstrange


    1


    $15.99

    $12.79

    EMPTY SHELL will throw you in a dark industrial environment, a secret facility on a Japanese island in the middle of nowhere. Each volunteer has signed a contract for a “recovery operation” without being privy to too many details.

    They said the facility had been abandoned for decades, but once in place it was immediately apparent that something was wrong.
    Discover the dark secrets of the facility’s years of operation, up until the accident that led to the extreme consequences you are involved in.

    Every time you die, you will control a new volunteer sent to the place. Your starting equipment will be randomized and each level will be generated with a new layout.

    Dark corridors and cold rooms. Abominable creatures and bloody fights. Puzzles to solve, equipment, logs and documents to recover await you in this roguelite survival horror.

    The post Survival Horror Perfected: The Terrifying Solitude of Empty Shell appeared first on Xbox Wire.

    Walmart Has the Best Nintendo Switch Lite Deal

    Walmart is offering the Nintendo Switch Lite (Timmy’s and Tommy’s Aloha Edition) console for only $159. This is an outstanding deal because this particular bundle also includes a digital copy of Animal Crossing: New Horizons. A standard Nintendo Switch Lite console with no game still costs $199.

    Nintendo Switch Lite with Animal Crossing for $159

    The Switch Lite retails for $100 less than the original Switch and $150 less than the Switch OLED. It is compatible with most Nintendo Switch games and it runs off the same hardware, so performance is identical. The three main tradeoffs of the Switch Lite is that (1) the controllers are not detachable, (2) the console can’t be docked and played on a TV and (3) the display is smaller (5.5″ vs 6.2″ on Switch and 7″ on Switch OLED).

    If you were intending to use the Switch solely as a handheld console, you might be better off just getting the Switch Lite. Even though the controls aren’t detachable, the Switch Lite does support wireless Bluetooth, so you can always purchase another pair of Joy-Cons, a Switch Pro controller, or a compatible third party wireless Switch controller, and you can still play untethered.

    If you enjoy cozy games like Stardew Valley, Harvest Moon, or Minecraft, you’ll probably love Animal Crossing. It’s obvious that Nintendo put in a lot of love into this first party title and it’s certainly one of the best – and most relaxing – games for the Nintendo Switch. This is an excellent pick for gamers of all ages, even children. Check out our glowing IGN review for more details.

    Other Nintendo Switch related sales and news that might interest you:

    Fortnite Players Band Together to Pick on In-Game Tesla Cybertrucks: ‘Destroy on Sight’

    Tesla’s polygonal Cybertruck has entered Fortnite, and fans… aren’t quite sure how to feel about it.

    The vehicle joined Epic Games’ massively popular battle royale video game, as well as its soccer-car project Rocket League, today, July 23. It’s a free reward for those who complete a series of challenges via the Summer Road Trip quest before August 6 and is also a cross-game unlock between both experiences. Completing all challenges nets players a Cybertruck for their garage as well as a Green Day Jam Track, Back Bling, wheels, and a few decals that include a broken window cosmetic.

    It’s a selection of free rewards that some players are undeniably happy to have, but others are taking the opportunity to poke fun at Tesla’s angular truck, which will no doubt show up on players’ screens in-game. Specifically, many are calling for others to band together and go out of their way to destroy any Cybertruck that comes into view.

    “Overpriced,” one Reddit user jokes.

    “Cybertruck is gonna give that nostalgic 2020 feel in Cyberpunk when textures weren’t loading on my 1080,” another said.

    While players group up to plan how to react to the Tesla content, they aren’t the only ones voicing distaste for the addition. Along with a wave of players who aren’t excited to see a wave of Cybertrucks show up across Fortnite, there are a few Epic Games developers who are equally unenthusiastic.

    “Reminder that opinions are mine and mine alone,” Fortnite associate producer Robby Williams said on X/Twitter. “Destroy on sight [middle finger emoji].”

    Epic Games producer Kyle Wynn also chimed into the conversation. In addition to reminding players that companies are made up of individuals with a variety of thoughts and beliefs, Wynn says, “also yeah, hard focus on sight.”

    Fortnite players are continuing to enjoy an ocean of recent additions, including Pirates of the Caribbean skins, the Fortnite Reload mode, and Fallout content. Fortnite is currently in the midst of Chapter 5 Season 3, with Season 4 expected to begin in mid-August. For more, you can read up on the recently announced Fortnite LEGO sets, which include a purchasable Battle Bus and Supply Llama.

    Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

    Be sure to give him a follow on Twitter @MikeCripe.

    Tachyon Dreams Anthology review: ’80s-inspired space questing that channels Sierra’s heyday

    In the heyday of Sierra’s adventure game years, there was a series called Space Quest that featured an intergalactic janitor named Roger Wilco. The series was more satirical than King’s Quest, less preachy than Police Quest, and not quite as adult as Leisure Suit Larry. Spearheaded by Scott Murphy and Mark Crowe – a pair of devs who called themselves “Two Guys from Andromeda” – Space Quest was renowned for its humour, and there was a nice sense of progression throughout most of the series, with Roger Wilco leveling up from working class spaceman to the head of his own Star Trek ship.

    Tachyon Dreams Anthology, a collection of three short games previously released on Itch.io, is clearly channeling Space Quest. Made by indie dev Cosmic Void, AKA Aviv Salinas, each episode of Tachyon Dreams puts you in the shoes of an intergalactic dishwasher named Dodger, who’s almost like an alternate Roger Wilco if you squint. Dodger’s just chilling on a spaceship clearing plates when all of the staff around him disappear, which is basically what happened to Roger at the start of Space Quest I. Guided by a sentient computer, Dodge has to travel through time and space, and his quest eventually leads him on the trail of the Margdonians, a mysterious race that once cultivated the galaxy.

    The plot, which starts with time travel and ends with Dodger literally contemplating his past while sitting on the porcelain throne, doesn’t quite hit the mark set by any of the Space Quests. But the game’s visuals are 100% reminiscent of a lost Sierra adventure from 1987 made with the company’s then-famous AGI (Adventure Game Interpreter) engine. Even Dodger’s walk cycle channels Roger Wilco’s, though Dodger is several pixels larger than Roger ever was. I’m not sure if Tachyon Dreams Anthology was made in AGI Studio, gamemaking software that’s been widely used amongst Sierra fans, but it certainly looks it. Cosmic Void’s expert use of AGI’s 16 colours is especially impressive, and I really appreciate the pixelated depictions of the galactic sky, swathed in lovely shades of blue and magenta. (Anyone who wants to see similar visuals in something that resembles a ’90s game rather than an ’80s one should check out Twilight Oracle, one of Cosmic Void’s other projects. Alice B (RPS forever in peace) liked the demo!)

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