The original entry in the now-quite-widespread Atelier series is being remade for the latest generation of gaming, as Atelier Marie Remake: The Alchemist of Salburg will be released in Summer 2023 by series developers Gust and Koei Tecmo. Like many games in the series recently it’ll be coming to Steam.
The announcement was made during last week’s Nintendo direct, with the information that it’s coming to platforms other than Switch released via Koei Tecmo’s website (opens in new tab). The short japanese-only trailer will be followed up by a live presentation about the game on February 20th.
The Atelier series games are known for their take on crafting and collecting, where combinations of ingredients of different quality are added in minigames that create items. Combining different ingredients in new ways allows you to create more powerful and useful items.
The Atelier series has gotten quite popular on PC in the past few years, with publisher Koei Tecmo having now ported 14 of the 24 games, or their definitive edition re-release, in the series to Steam. Atelier Marie, however, has never gotten an official English version—though a fan-translation of the PS2 release does exist.
Atelier Marie follows the story of Marie, a young alchemy student in the city of Salburg who is given one chance to salvage her failing grades: Five years, and a workshop, to make something that impresses her teachers.
(Image credit: Gust Co Ltd and Koei Tecmo)
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(Image credit: Gust Co Ltd and Koei Tecmo)
(Image credit: Gust Co Ltd and Koei Tecmo)
(Image credit: Gust Co Ltd and Koei Tecmo)
(Image credit: Gust Co Ltd and Koei Tecmo)
(Image credit: Gust Co Ltd and Koei Tecmo)
(Image credit: Gust Co Ltd and Koei Tecmo)
Koei’s official website describes it as a “carefree, cozy RPG adventure,” which just about suits most of the series and its primary appeal. It’s pretty well known for having seven distinct endings based on the player’s choices during the game, ranging from becoming a fantasy hero to a scholarly researcher.
Atelier Marie doesn’t yet have a Steam page, but you can find the entirety of the Atelier series on PC so far on Koei Tecmo’s Atelier Series Steam list (opens in new tab). Most of the Atelier games are part of a two or three game arc with similar characters set in the same place, so any single game may or may not be dependent on another for its story.
Koei Tecmo has a website set up for Atelier Marie, but it’s quite sparse, mostly pointing towards an update to come on February 20th. That’ll take place via a YouTube livestream, though we don’t yet know if it’ll have English translation available.
https://gamingarmyunited.com/wp-content/uploads/2023/02/A-remake-of-the-first-Atelier-game-is-coming-to.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-12 21:08:052023-02-12 21:08:05A remake of the first Atelier game is coming to Steam in summer 2023
As reported by GamesRadar (opens in new tab), eagle-eyed users on ResetEra (opens in new tab) noticed a Microsoft Store listing for a “Resident Evil 4 Treasure Map Expansion (opens in new tab),” seemingly part of the game’s Digital Deluxe Edition. The content pack’s description reads: “Discover the hidden treasures that await! With this map, additional treasures will be placed throughout the game. Some of these treasures can only be obtained by this method.”
A quick perusal of RE4’s Microsoft Store page (opens in new tab) reveals a total of 13 different content packs, presumably available separately in addition to being bundled in the $70 Digital Deluxe version. These packs include mostly outfits and cosmetic options, but also two new weapons and the aforementioned treasure map.
We’ve been living in the age of the $70 Digital Deluxe Edition for a good long while now, but doesn’t this example seem particularly… odious? I’m not exactly railing against the heavens that my $60 isn’t enough to get me “Romantic (opens in new tab)” or “Casual” outfits for 21st century brain trust Leon Kennedy and Ashley Graham, it just makes me feel tired and old. I’m flashing back to all the cross promotion armor and day-one DLC we were faced with during BioWare’s peak productivity period under EA ownership. You know, your Blood Dragon Armor(s) (opens in new tab), Warden’s Keep, Inferno Armor, Zaeed—The Price of Revenge (opens in new tab): pure, unadulterated content.
It’s not precisely clear what the Treasure Map Expansion’s vaunted treasures entail, but my guess is it’s more vendor trash to sell to my beloved Scottish pirate merchant in exchange for dubious firearm modifications. In most states of the Union outside Texas, it is highly illegal to give a strange masked man a “spinel” in exchange for a high-capacity magazine, and RE4’s set in the firearm-averse European Union!
I find I have a particular distaste for those premium weapons as well—the Sentinel Nine pistol (opens in new tab), seemingly based on Leon’s gun from one of those CGI Resident Evil movies, and the Skull Shaker shotgun (opens in new tab), an admittedly pretty dope Winchester 1887 lever-action shotgun. Like any good Digital Deluxe weapon, you just get them for free at the first save point instead of having them organically combined with the game’s progression, and I’d argue these freebies clash with RE4’s perfectly calibrated pacing and itemization.
But who am I kidding with all this grousing, I’ll still buy Resident Evil 4 for the fourth time when it comes out on March 23, even though I find that unfurling scroll of “premium content” so tiresome. No Digital Deluxe handgun on Earth could ever hold a candle to my precious Red9 (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676230166_Resident-Evil-4-is-partying-like-its-2011-with-a.jpg6731200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-12 18:40:212023-02-12 23:54:43Resident Evil 4 is partying like it’s 2011 with a deluge of day-one DLC
There are many Fantastic Beasts that you can encounter in Hogwarts Legacy. Most of the time, they’ll simply run away and when you attempt to catch them. One creature, however, is far deadlier. Here’s our Hogwarts Legacy Graphorn guide to help you get this animal as a mount, as well as capture additional ones if need be.
The Graphorn mount in San Bakar’s Trial
To be clear, the Graphorn is currently the only ground mount in Hogwarts Legacy. It won’t become available until you complete San Bakar’s Trial, which is one of the last few quests in the game. As such, you’ll just need to progress further in the campaign until it becomes available.
Once you do start it, you’ll go to Cragcroft Shore, which is in the southern half of the world map. Use Incendio or Confringo on the vines to reveal a Graphorn carving. From there, you’re tasked with capturing a Graphorn. Its den is located in Clagmar Coast, at the southeastern tip of the map. You can use your broom or flying mount to reach the location faster.
Most late-game quests take place in the southern half of the map. This particular creatures lair is found in the southeast.
The Hogwarts Legacy Graphorn is unlike most other Fantastic Beasts that you’ve seen before since it’s a boss encounter. Its has very basic attacks: it’ll simply charge and ram you. But, it’s also got a tough hide that’s able to withstand a lot of damage. Apart from your Ancient Magic and Ancient Magic Throw, only your red spells (i.e., Expelliarmus, Incendio, Confringo, and Bombarda) will be able to deplete its health.
Focus on the fight and dodge-roll when necessary. Once you’ve taken it out, a short cutscene will play and you’re presented with a choice:
Kneel – Show the creature that you’re not a threat.
Attack – Subjugate the creature with your might.
Only Ancient Magic, Ancient Magic Throw, and red spells deal damage to the creature.
Either way, your character will ride the Graphorn. You’ll be able to use its special charge ability. You can activate this by holding down the attack button. It will bulldoze enemies, as well as ram through barricades. However, its stamina will also get depleted quickly.
In any case, follow the waypoints on your minimap and travel along the road until you make it back to the trial grounds. Talk to the Keepers to conclude the San Bakar’s Trial quest in Hogwarts Legacy.
This is the only ground mount in the game, but it lets you bulldoze your foes.
Can you capture and tame a Graphorn while exploring?
Yes, it’s possible to capture and tame a Graphorn in Hogwarts Legacy even if you’re free-roaming. However, you still need to complete San Bakar’s Trial.
Once you’ve done that, return to the Graphorn den in the southeast corner of the map. You still need to fight the creature that’s waiting for you here and the same mechanics apply (i.e., only red spells and Ancient Magic will deal damage).
After defeating the Graphorn, you can cast the Nab-sack to bring the animal back to your Vivarium. This way, you can have multiple Graphorns in your sanctuary. Don’t forget to pet and feed them so you can acquire the Graphorn Horn material.
You can have additional Graphorns in your Vivarium.
Hogwarts Legacy is developed by Avalanche Software, a subsidiary of Warner Bros. Interactive Entertainment. The game has been embroiled in controversy due to transphobic remarks from Harry Potter author JK Rowling. Although she is not personally involved with its development, she stands to profit from its success. For more, read our in-depth article on how Rowling’s comments have impacted the trans community. In this article, you will also find links to trans creators you can support, as well as charities you can donate to.
The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.
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Hogwarts Legacy allows you to capture and tame several magical creatures, eventually releasing them into your Vivarium. It’s an animal sanctuary that’s part of the Room of Requirement. Still, there’s one creature of legend that’s fairly elusive, though you do have a chance to acquire it. Here’s our Hogwarts Legacy guide to help you tame your own Phoenix pet.
Phoenix Rising quest
To catch a Phoenix pet in Hogwarts Legacy, you’ll need to complete the Phoenix Rising quest. However, it won’t be available until much later in the campaign. Here are some requirements:
Finish the Niamh Fitzgerald’s Trial main quest.
Complete all of Deek the house elf’s sidequests, such as Plight of the House Elf and Foal of the Dead (which unlocks the Beast breeding mechanic).
Shortly thereafter, you’re told that Deek needs your help once more. With the Phoenix Rising quest tracked, you’ll want to head to the southern portion of the world map in a region called Poidsear Coast.
Phoenix Mountain Cave is east of Poidsear Castle.
To be clear, you’ll visit this section of the game world as part of the campaign, too. However, you could also make your way to the bandit camp in Coastal Cavern. There, you should see a tunnel that lets you pass through the mountain range.
In any case, the Phoenix Rising quest is fairly straightforward. You’ll enter a small dungeon called Phoenix Mountain Cave, where you’ll battle several spiders and poacher enemies.
You’ll fight several poachers here, one of whom drops a key that lets you open a nearby gate.
Eventually, the Phoenix will appear in front of you before flying away. You’ll have to continue going through the cavern until you reach it. When you spot it again, your character will remark that the creature seems like it wants to go with you, so just cast the Nab-sack spell and it will happily enter the container. There’s no need to do the button prompts.
When you’re done, return to Deek in the Room of Requirement. You’ll have your own Hogwarts Legacy Phoenix pet, and it will head straight to the Mountain Vivarium, the fourth and final biome upgrade.
The Phoenix wants to come with you, so you won’t even need to mash buttons just to have it go inside the Nab-sack.
Hogwarts Legacy is developed by Avalanche Software, a subsidiary of Warner Bros. Interactive Entertainment. The game has been embroiled in controversy due to transphobic remarks from Harry Potter author JK Rowling. Although she is not personally involved with its development, she stands to profit from its success. For more, read our in-depth article on how Rowling’s comments have impacted the trans community. In this article, you will also find links to trans creators you can support, as well as charities you can donate to.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676285100_How-To-Catch-A-Phoenix-In-Hogwarts-Legacy.jpg7201280Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-12 18:34:002023-02-12 18:34:00How To Catch A Phoenix In Hogwarts Legacy
The first time I played Metal Gear Rising: Revengeance I still knew fear. I was just a man with a sword and assumed, foolishly, that I needed to carefully avoid the attacks of the enormous Metal Gear Ray that the first 10 minutes of the game threw at me. Once upon a time I’d spent an entire game waiting for the appearance of a Metal Gear, worried about the threat of the ultimate weapon. But back then I didn’t have a samurai sword. Turns out that makes a pretty big difference.
The second time I played Metal Gear Rising: Revengeance I toppled that thousand-ton bastard so fast I actually laughed.
Metal Gear Rising’s gimmick, its shiny action game innovation, was Blade Mode, the ability to hold down a button and slice watermelons or men or concrete pillars into a thousand little slivers. And it was a good gimmick. Well into my second playthrough of Revengeance I felt a spike of glee every time I triggered Blade Mode in midair to slice a soldier clear in half and automatically rip his cybernetic spine out of his body. But the real art of Revengeance, which takes longer to get a feel for, is the parry system.
It’s as elegant as Metal Gear Rising is extreme: just flick the joystick forward and hit attack at the moment an enemy strikes, and you’ll bring up your own blade to counter. This is not like countering in Sekiro, where you’re forced to balance your inputs between blocks and attacks. This is not about patience. It’s not about calculated revenge for the last strike that hit you. It’s about revengeance: every attack all at once, no stopping, just unrepentant carnage.
Revengeance teaches you the controls for parrying, but it doesn’t teach the essence of it—that the right way to parry is in the middle of a 27-hit combo, just a single extra stick flick in the middle of a string of light and heavy attacks. The last thing you should do in Metal Gear Rising is stop, which is why a perfect kill completely refills your health and blade meter, and it’s why you can parry 98% of the attacks that come your way.
By the time I rolled into New Game+, I wanted a taunt button to force enemies to come at me harder and faster. A perfectly timed parry opens them up to a deathblow, and thanks to that the Metal Gear that briefly inspired shock and awe became a child’s plaything. When it tried to stomp on me, I sent it flying like I was a mouse with a toothpick overpowering Andre the Giant.
In a game full of moments meant to make you feel ludicrously badass, Revengeance’s parry stands out as the ultimate tool. Somehow they really did look at that moment where Raiden stops a nuclear submarine by jamming his sword through his foot (opens in new tab) and think, “Yeah, we can make a whole game out of that.”
https://gamingarmyunited.com/wp-content/uploads/2023/02/Great-moments-in-PC-gaming-Parrying-Metal-Gear-Ray-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-12 08:23:392023-02-12 08:23:39Great moments in PC gaming: Parrying Metal Gear Ray in Metal Gear Rising Revengeance
Improve your daily Wordle (opens in new tab) game with our guides and tips, give your guesses some welcome guidance with today’s clue, or turn your luck around completely and skip straight to the February 12 (603) answer. However much or little help you want with today’s Wordle, you’re sure to find it here.
Today was just one of those days where the greens seemed to appear out of nowhere, and that meant I was able to reveal the answer by my third go. A bit of luck mixed with a dash of an educated guess has got to be the perfect Wordle combo.
Wordle hint
A Wordle hint for Sunday, February 12
“Large”, “huge”, and simply “very big” are all good alternatives to today’s answer. In fairy tales and myths this word’s sometimes used to describe extremely tall humanoid beings. You’ll need to unearth two different vowels today.
Is there a double letter in today’s Wordle?
There is no double letter in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Anyone can pick up and play Wordle, but if you want to do it well and make all of your guesses count, these quick tips will help get you started on your Wordle winning streak:
Choose an opener with a balanced mix of unique vowels and consonants.
The answer may contain the same letter, multiple times.
Try not to use guesses that contain letters you’ve already eliminated.
Thankfully, there’s no time limit beyond ensuring it’s done by midnight. So there’s no reason not to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank. Sometimes stepping away for a while means you can come back with a fresh perspective.
Today’s Wordle answer
(Image credit: Josh Wardle)
What is the Wordle #603 answer?
Keep that win streak going. The answer to the February 12 (603) Wordle is GIANT.
Previous answers
The last 10 Wordle answers
Past Wordle answers can give you some excellent ideas for fun starting words that keep your daily puzzle-solving fresh. They are also a good way to eliminate guesses for today’s Wordle, as the answer is unlikely to be repeated.
Here are some recent Wordle solutions:
February 11: DEBUG
February 10: HEADY
February 9: STAGE
February 8: FLAIL
February 7: APPLE
February 6: NINTH
February 5: DANCE
February 4: UNLIT
February 3: TASTY
February 2: SHIRK
Learn more about Wordle
Wordle gives you six rows of five boxes each day, and you’ll need to work out which secret five-letter word is hiding inside them to keep up your winning streak.
You should start with a strong word (opens in new tab) like ARISE, or any other word that contains a good mix of common consonants and multiple vowels. You’ll also want to avoid starting words with repeating letters, as you’re wasting the chance to potentially eliminate or confirm an extra letter. Once you hit Enter, you’ll see which ones you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
You’ll want your next guess to compliment the first, using another “good” word to cover any common letters you might have missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s simply a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
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Last year Total War: Warhammer 3 received two DLC add-ons. The beta of Immortal Empires was a free expansion of expansive size, while Champions of Chaos was a paid expansion with four legendary lords leading Warriors of Chaos factions and a snappier campaign. Fans have been rabidly awaiting news of more, especially after data miners found voice files suggesting Chaos Dwarfs were on the way.
In a video message posted to the Total War Twitter feed (opens in new tab), game director Rich Aldridge gave an update on what’s planned for 2023 and why it’s taken longer than planned.
“We knew that we needed to get Immortal Empires to you in the best possible state,” Aldridge said, “and that’s where we focused all of our efforts last year. Making sure that we’ve got a great foundation going forward through Immortal Empires, but also in patching Warhammer 3 itself and getting it to the state we need it to be to add new content and experiences later this year and beyond.”
Though Aldridge didn’t clarify what those “new content and experiences” will be, he did confirm when the first one is scheduled for release. “We’ll be able to share that with you come April,” he said, describing it as a “passion project” that the team wanted to get “just right” before putting it out. As for the rest of 2023, “We aim to deliver two more exciting experiences also later this year, so one in summer and one in the winter.”
That is, however, “not a concrete plan” and work will also continue on patches throughout the year. “A lot of steps are needed in creating a DLC,” Aldridge said, “and I’m sure you’re aware of that. Starting with the creative spark, development, but much goes on behind the scenes. Everything that we need to get looking and feeling just right before we can showcase and release it to you all.”
Players have been vocal about the absence of news from Creative Assembly regarding its DLC plans for Total War: Warhammer 3, and Aldridge addressed that. “We want to be as concrete as possible but in doing so,” he said, “we need to be in that position before we can communicate it to you. We don’t want to disappoint, we want to excite. We’re passionate about what we make and we want to make great content for you to enjoy for years to come, and we’re moving as quickly as we can on this, so please do bear with us even if it doesn’t always look that way at times. I’d really appreciate that.”
The tone of commentary from fans on Reddit and other places regarding Total War: Warhammer 3 and the lack of DLC news has become pretty hostile. While this will go a long way to mollifying that, it would also be nice if fandom cooled its jets one time instead of hassling community managers because players demand to be updated every second of the day rather than just having a little patience.
Anyway, while Chaos Dwarfs seem likely for one of these three add-ons, the other two are an open question. Lord packs adding new leaders for Cathay, Kislev, and the Daemons of Chaos? Revamps of existing factions from the first games, maybe updating the Vampire Counts to add Neferata and Nagash as legendary lords? New mercenaries based on the tabletop Dogs of War army? Whatever they turn out to be, we can probably forget about Ind, Nippon, and Khuresh.
At launch, Fatshark’s game of trying not to accidentally shoot a big friendly ogryn in the back while he protects you from a swarm of people with scabies was missing a few things. Of particular note was that three-quarters of its crafting system appeared to have been left out.
We asked Fatshark why Darktide had placeholder messages in place of the rest of its crafting mechanics at the time, and were told that a different system had been removed at the last minute because it wasn’t good enough. “If we release a system and it’s in there and people are using it, it’s really, really hard to rip that system out and replace it with another system,” Fatshark’s head of design Victor Magnuson said. “People have already invested in the previous system. And from a backend perspective it’s going to be a nightmare. From the player experience, it’s going to be really bad. So if we released the game with a borked crafting system and decided we needed to redo it, that’s major surgery, and we don’t want to do that. It was a really tough call, but I think in the end players will agree it was the right call. Of course, they’re never going to know how bad the original crafting system was.”
The developers have been working on a new crafting system for Darktide ever since, as well as patching bugs and tweaking progression, even delaying other features to focus on them. In a recent dev blog (opens in new tab), they outlined some upcoming changes that will be coming as a result.
The Armoury Exchange, a store that offers a randomized set of weapons refreshing hourly, will now also let players choose any weapon type and mark they’ve unlocked and receive one with random item rating and stats based on their level. No more unlocking the boltgun and then realizing there are none available in the shop. As the blog notes, “Acquiring weapons through this new requisition system in the Armoury, will give players a common (Profane rarity) weapon of a varying item rating according to their character’s current level. It is worth noting that Profane weapons in Darktide have the most potential of becoming powerful weapons in combination with their base modifiers and via upgrades through crafting.”
Meanwhile, those weapons available in the hourly catalog will have their quality improved. And the Emperor’s Gift, a random chance to receive a weapon as a reward for winning a mission, will now happen every time a mission is completed, with the reward quality going up with mission difficulty and completion of side objectives.
The quality of weapons offered as rewards for weekly contracts will also be improved, while the requirements for completing them will go down. “We are reducing the amount of work each contract asks of players and increasing the reward (Ingots) players will receive for completing the task. The collection of Grimoires and Scriptures will be collapsed into a single contract for completing these collectible side-missions. We will also add a couple of new contracts for collecting both Plasteel, and Diamantine.”
As for upgrading that gear, at the moment when you visit the tech-priest you’re presented with options to replace item perks or add new perks and blessings, while the submenu to Combine Blessings is grayed-out and both Earn Blessing and Re-Bless are marked “Open Soon!”
(Image credit: Fatshark)
Turns out, Fatshark has decided to scrap Combine Blessings entirely. “Instead, earning a blessing will permanently unlock the ability to re-bless with that blessing at any time. We made this decision as it compliments where we will take blessings in the future, and it greatly alleviates the number of items that one would need to acquire, not only the ability to re-bless but also what you can re-bless with.” Further info on the changes coming to this part of the game are still to come. “While we are excited about the direction we chose to take blessings,” the dev blog explains, “we will save that discussion for another time.”
While it’s good to see progress continue on Darktide, which is already heaps of fun moment-to-moment in spite of the unfinished parts, this focus on crafting and gear quality seems like missing the point. The real problem with Darktide is that after a wonderful prologue the plot’s abandoned—there are no story missions to break up the flow, and the cutscenes become repetitive and feel like B-team work, building to a climax that comes out of nowhere and means nothing to us. Each act of Vermintide 2 climaxed with a challenging boss fight, but Darktide’s only equivalent are assassination missions against random targets. There are no peaks and valleys to its structure—it’s all flat plain.
To ignore that problem in favor of focusing on the crafting seems misguided. Every game designer should read the thread on Resetera (opens in new tab) about game mechanics people ignored and take note of how many times crafting came up. Spoiler: it’s a lot. Outside of survival games and farm-life sims, crafting systems are usually a box-ticking feature that adds nothing but grind, and most games would be better off without them.
Fatshark’s games have grown and moved on from their primary inspiration, the Left 4 Dead series, in significant ways. It feels like one way they’re still bettered by the subgenre’s originator is the fact you never need to grind for a better cricket bat in Left 4 Dead 2.
One of the hotter demos out in this year’s Steam Next Fest is for Broken Arrow, a large-scale RTS set just about in right now, this moment, using cutting-edge military equipment and technology. It’s a setting often left to either less-realistic shooters or stodgy ultra-realistic but low fidelity wargames, but developer Steel Balalaika is giving it a convincing go that has me interested in the final product.
Broken Arrow is at its core a large-scale tactics game like the Wargame or Steel Division series, or recent RTS Warno, but whereas past games have focused on recently-gone or theoretical conflicts, Broken Arrow’s launching with factions based on modern United States and Russian forces. It’ll have more than 100 units per nation, with both land, air, and sea forces represented.
Armies will be composed of customizable segments into an available deck from which you’ll then deploy units, divided up into Recon Units, Infantry, Fighting Vehicles, Support, Logistics, Helicopters, and Airstrikes. Those units will be customizable, both armor and infantry forces.
Aircraft will be customizable with weapons, fuel tanks, designation pods, countermeasures, and decoys. Armor will be able to add defensive systems, sensors, up-armor packages, and weapons. Special forces units will be able to disrupt enemy logistics with suppressors, thermal optics, laser designation, reconnaissance drones, and explosive charges.
The demo released isn’t a comprehensive survey of the final game, however I’m pretty compelled by it. The balance of bringing in supply for your units and carefully covering your own advance against aggressive attacks that knock out the enemy is quite interesting. It does a pretty good job, with the caveat that there are bugs and crashes and all that, of showing how immediate and deadly the modern battlefield is. It’s certainly a far cry from other, less simulation-focused RTS games.
With all that modern depth, I hate to say it, but I’m worried we’ll see this become another War Thunder (opens in new tab) situation. Fans in the military will just start posting classified (opens in new tab)documents (opens in new tab) in order to support their favorite piece of equipment and also win (opens in new tab)internet (opens in new tab)arguments (opens in new tab).
You can check out Broken Arrow and its demo on Steam (opens in new tab). You can watch a full presentation about Broken Arrow, from earlier this year, on YouTube (opens in new tab) and embedded below.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676160299_Broken-Arrow-is-a-convincing-attempt-at-a-modern-warfare.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-11 23:05:252023-02-11 23:05:25Broken Arrow is a convincing attempt at a modern warfare RTS
A young swordsman is caught up in a feud between rival martial arts families, and must take to the road in order to improve his skills and become a hero. It’s the delightful plot of so many fantasical wuxia stories, and Wandering Sword, a forthcoming tactical RPG from Chinese developer The Swordman Studio looks to create that rich world in beautifully-lit 2.5d style.
Wandering Sword will be an open-world game about exploring, making friends, and learning mystical kung-fu techniques in a fantastical world reminiscent of ancient China. Building friendships with NPCs will be a key way of both recruiting new characters to your party and learning new martial arts. In true wuxia style, of course, the developers say that you “may even fall in love!”
We first saw Wandering Sword back in early 2022 (opens in new tab), when it was announced, but it has definitely come a long way since then. The demo, released as part of the current Steam Next Fest, has a lot to recommend it if you’re skeptical of the aesthetic and premise.
For my part it has the diversity and strange techniques you expect from the genre. There are planned to be hundreds of martial arts forms and weapons to master and wield, each of which has a tree of skills and powers laid out over a skill tree shaped like acupuncture meridian points on a human body. The fights play out in either turn-based or real-time on a combat grid, letting you take your time on tough fights or plow through weak foes in real time.
The demo has lots of this to play around with, and is about three hours long. It’s a pretty neat system. Even if the tactical movement isn’t too deep, I think the design space is there for it to become interesting and complex over the playtime of a full RPG.
As a fan of the fantasical wuxia and taoism-inspired xianxia stories of people like Jin Yong, I love the idea of a video game world based on the idea of mythical martial artists fighting for supremacy of both techniques and moral code. Here’s to you, practitioners of 18 Dragon Subduing Palms.
You can find Wandering Sword and its demo on Steam (opens in new tab). The English translation is a bit flat, for now, so hopefully a good editor and translator can beat some personality into it before release later this year.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676156650_Wandering-Sword-may-be-the-wuxia-RPG-Ive-been-waiting.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-11 22:18:062023-02-11 22:18:06Wandering Sword may be the wuxia RPG I’ve been waiting for
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