Steam Archives - oprainfall https://operationrainfall.com/tag/steam/ Video Games | Niche, Japanese, RPGs, Localization, and Anime Sun, 09 Jun 2024 23:55:43 +0000 en-US hourly 1 https://i0.wp.com/operationrainfall.com/wp-content/uploads/2024/01/cropped-cropped-mi2odycI.png?fit=32%2C32&ssl=1 Steam Archives - oprainfall https://operationrainfall.com/tag/steam/ 32 32 56883004 UNBEATABLE Coming to PC, PS5 and Xbox Series in 2025 https://operationrainfall.com/2024/06/09/unbeatable-coming-to-pc-ps5-and-xbox-series-in-2025/?utm_source=rss&utm_medium=rss&utm_campaign=unbeatable-coming-to-pc-ps5-and-xbox-series-in-2025#utm_source=rss&utm_medium=rss&utm_campaign=unbeatable-coming-to-pc-ps5-and-xbox-series-in-2025 https://operationrainfall.com/2024/06/09/unbeatable-coming-to-pc-ps5-and-xbox-series-in-2025/#respond Sun, 09 Jun 2024 23:55:43 +0000 https://operationrainfall.com/?p=347053 A game where music is illegal

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Publisher Playstack have a new trailer up for D-CELL’s upcoming rhythm game UNBEATABLE. A new trailer showing the characters world and game play has also been released which you can watch below:

The game is schedule to release for PlayStation 5, Xbox Series and Steam in 2025. In the meantime demo sign ups are currently available and a separate side story set in the same world is available on Steam for free.

Follow the Developers here

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Metaphor: ReFantazio – Awaken Trailer and New Showcase Stream https://operationrainfall.com/2024/06/07/metaphor-refantazio-awaken-trailer-and-new-showcase-stream/?utm_source=rss&utm_medium=rss&utm_campaign=metaphor-refantazio-awaken-trailer-and-new-showcase-stream#utm_source=rss&utm_medium=rss&utm_campaign=metaphor-refantazio-awaken-trailer-and-new-showcase-stream https://operationrainfall.com/2024/06/07/metaphor-refantazio-awaken-trailer-and-new-showcase-stream/#respond Sat, 08 Jun 2024 03:04:51 +0000 https://operationrainfall.com/?p=347029 Metaphor: ReFantazio is scheduled to launch for PS4, PS5, Xbox Series X|S and PC this upcoming October.

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Earlier today, ATLUS released a brand new trailer for Metaphor: ReFantazio and they also had a new showcase stream where they showed off a bit more of the game. You can find both the new Awaken trailer on its own and the full showcase stream, down below. Metaphor: ReFantazio is scheduled to launch this upcoming October 11th, 2024 for PS4, PS5, Xbox Series X|S and PC via both Windows and Steam. You’ll find more info about the game, as well as links to where you can pre-order a copy should you be interested, on the game’s official website.

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B-PROJECT RYUSEI*FANTASIA – Release Date Announced https://operationrainfall.com/2024/06/07/b-project-ryuseifantasia-release-date-announced/?utm_source=rss&utm_medium=rss&utm_campaign=b-project-ryuseifantasia-release-date-announced#utm_source=rss&utm_medium=rss&utm_campaign=b-project-ryuseifantasia-release-date-announced https://operationrainfall.com/2024/06/07/b-project-ryuseifantasia-release-date-announced/#respond Sat, 08 Jun 2024 01:35:31 +0000 https://operationrainfall.com/?p=347022 The game will first launch digitally on Steam and in the eShop, and then a little bit later a physical edition will be released for Switch as well.

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PQube and MAGES have finally announced an official release date for B-PROJECT RYUSEI*FANTASIA. The game is scheduled to launch digitally for both Nintendo Switch and PC via Steam, this upcoming July 15th, 2024. Physical copies for Switch will release a little bit later on July 26th, 2024. Feel free to check out the brand new release date trailer down below. Also down below, you’ll find some more info about B-PROJECT RYUSEI*FANTASIA from the latest press release, in addition to some bios for a few different characters. Oh and if you’d like to try the game before it’s out, you’ll find a demo that’s now available on the game’s Steam page.

Press Release:

Become the representative of the famous B-Project in this unforgettable idol Visual Novel. Support a group of 14 idols from their humble beginnings through to stardom. Befriend them, influence their music and help them through their turbulent lives as they follow their dreams. 
  • Sparkling visual novel: Full of brightness and colour, B-PROJECT RYUSEI*FANTASIA is a visual novel which follows the lives and careers of the idol group “B-Project”.
  • Become an idol A&R: Support these idols towards their dreams in the role of an A&R (Artist & Repertoire) where you are their representative and the expert in their artistic development.
  • 14 different idols to represent: Each with different personalities, likes and dislikes, but all with the same dream, pick your bias or stan them all.
  • Original music: Enjoy exclusive B-Project music, unlocking songs and tunes by the very idol boys you represent.
  • Interactive mechanics: Your phone is your gateway to nurturing your relationship with the idols, don’t miss your chance to respond to messages and calls!
  • Voiced and animated: Voiced by famous seiyuu, let the idols beautiful voices take you away and watch their lively animated reactions.
  • Endless magic: With 2 different possible endings, 14 character epilogues to explore and many CGs to unlock, there’s a lot to discover in the world of idol management.
  • Demo Available from today (June 7th) and available through Steam Next Fest (June 10th to June 17th).
  • 10% Preorder Discount on eShop from 7th July to 14th July.
  • 10% Launch Discount on Steam from 15th July.
  • Physical versions releasing on July 26th, 2024.

Do you love boybands, or J-Pop? Have you ever dreamed of being the driving force behind a successful idol group? Well now you can experience it in visual novel form!

Step into the hardworking shoes of Sumisora Tsubasa, an A&R (Artist & Repertoire) to the talented idol group, B-Project. Take these 14 young members under your wing, each with their own personalities and struggles, and support them, help them grow, and let them to flourish!

Discover the beginnings of the different idol groups – KITAKORE, MooNs, THRIVE and KiLLER KiNG. Learn about their trainee days and the struggles they faced on the path to success. Follow the story as they join together to become one group, B-Project, and stand on Japan’s brightest stage.

B-PROJECT | Korekuni Ryuji

Ryuji is one half of Kitakore, and the driving force behind a lot of the business deals of the group. Ryuji take some time to warm up to people, and tends to hide his feelings. He has a smaller build and likes to wear feminine clothes, often getting mistaken for a girl. He dislikes this and thinks everyone should be able to wear any clothes they like. He loves fashion and creative tasks.
Ryuji is voiced by Kishio Daisuke.
B-PROJECT | Masunaga Kazuna

The leader of the five piece group of MooNs, Kazuna is smart and competitive, but the need for success often gets in his own way. Despite everyone seeing him as highly successful and reliable, he has a distinct lack of self-worth that drives him to constantly do better.
Kazuna is voiced by Uemura Yuto.
B-PROJECT | Aizome Kento
The three-man group of THRIVE is known for its professional and dance-inducing songs. Their leader Kento is quite a ladies man with a happy go lucky attitude. Despite his lackadaisical attitude, he will do everything he can for his fans, even the things that he’s not particularly good at. Some see him as narcissistic and he can be very stubborn at times.
Kento is voiced by Kato Kazuki.
B-PROJECT | Fudo Akane
The final group to join B-PROJECT, KiLLER KiNG are a group of four that are juniors compared to the other idol groups.  Akane is the groups leader, and is easy to engage with. He is always willing to help others, but sometimes suffers from low self-esteem. However, his fellow members know how important he is to the group.
Fudo is voiced by Chiba Shoya.

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Dawntrail Media Tour: Dawntrail Shows Promise to be the Best Expansion Yet https://operationrainfall.com/2024/06/06/dawntrail-media-tour-dawntrail-tural-expansion-final-fantasy-xiv-2024/?utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-media-tour-dawntrail-tural-expansion-final-fantasy-xiv-2024#utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-media-tour-dawntrail-tural-expansion-final-fantasy-xiv-2024 https://operationrainfall.com/2024/06/06/dawntrail-media-tour-dawntrail-tural-expansion-final-fantasy-xiv-2024/#respond Thu, 06 Jun 2024 10:15:37 +0000 https://operationrainfall.com/?p=346767 I demoed Dawntrail as part of the Media Tour, and I discovered Tural is a place drenched in color that shows real promise to be the best yet.

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FINAL FANTASY XIV’s newest expansion, Dawntrail, is available for preorder NOW on PC/Steam, PlayStation 4/5, and on Xbox Series X/S.

This article is based on play of an in-development build of FINAL FANTASY XIV: Dawntrail, and content in the final version is subject to change.


“What we want to bring to all of you Warriors of Light is the very best summer vacation a hero could possibly have. I realize this is like a sudden change from the feeling of Endwalker. But I mean, you did save not only all of Hydaelyn, but kind of the whole universe, so we thought maybe we’d give you just a little break.

So, the site of this vacation, and a brand-new adventure, will be what you know as the ‘New World’…what we know as ‘Tural’.”

~Naoki Yoshida (FINAL FANTASY XIV FAN FESTIVAL 2023-2024 Keynote Address)


In my hands-on demo of Dawntrail as part the Dawntrail Media Tour, my mind kept going back to those statements made in Las Vegas. I am veteran of Eorzea. I’ve played since alpha of 1.0, and I have completed every storyline and explored every new region as the story drove itself towards its almost inevitable conclusion that (perfectly, in my opinion) bookended the story that started so long ago for me in the Sixth Astral Era.

Personally, I am incredibly ready for something new and different. And yes, that includes even a summer vacation.

My hands-on Dawntrail demo was not the full expansion, unfortunately. I was limited to exploring the city of Tuliyollal, the field areas of Urqopacha and Kozama’uka, and a new dungeon that comes fairly early on called Ihuykatumu. I did that dungeon both as part of a media group as the Pictomancer job, and I attempted it later on both new jobs solo with Duty Support.

Tulilloyal, looking up a hill.
Looking up the hill that the city of Tuliyollal was built into. © SQUARE ENIX

I won’t spoil what little of the storyline I saw in Ihuykatumu other than to say that the division of the Scions of the Seventh Dawn into different competing camps to determine the new Tural king that was teased in the Growing Light patches is not a pre-expansion gimmick, but it actually looks to be genuine. I am glad about this, as I hate it when intriguing storylines are set up and then immediately discarded afterwards. And honestly, what can be more interesting than having dear friends turned into competitive foes as a narrative hook?

Dungeon in Dawntrail.
Growing Light’s narrative set-up of competing factions, even within the Scions of the Seventh Dawn, to crown a new king of Tural looks to be a genuine plot point for Dawntrail. Gulool Ja Ja is determined to do whatever is possible to gain that crown. © SQUARE ENIX

Final Fight with Starry Muse Ability being utilized.

But let’s talk the landscape and cities of Tural, because what little I got to see of Dawntrail is unlike anything we have seen so far in FINAL FANTASY XIV OnlineDawntrail is FINAL FANTASY XIV’s most beautiful expansion to date, and one that I never stopped discovering new things in during my demo. The place I kept coming back to during my Dawntrail demo, even to just watch the sun rise and eventually set, was Tuliyollal. This city is drenched in vibrant colors and was laid out in such a natural way that I did not feel like I was being bottle-necked into one part or another like I was by the bridges in Stormblood‘s Kugane.

Click to view slideshow.

A Day in the city of Tuliyollal. © SQUARE ENIX

Tuliyollal is built on a hill, with the dock and markets at the foot and the Royal Palace at the top, and the entire cityscape exists out in the open air. Tuliyollal did not feel excessively stretched out over a large map for the sake of making it appear ‘big’ or needlessly complex for the sake of looking complex, and there was something quite magical about being able to look down from a higher elevation and see the city (and a few other members of the media!) bustling down below. There is one certain spot, near the top, that I think will be an extremely popular spot to just people-watch from when Dawntrail launches because you can see so much of the city below it against the backdrop of the sky and ocean.

Sitting high up in Tuliloyall.
This spot turned out to be my absolute favorite to just sit at in all of Tuliyollal. © SQUARE ENIX

True to Dawntrail’s cultural inclusivity lore in Tural, Tuliyollal has a lot of NPCs of different races chatting with each other, sitting at a table, or even demonstrating combat for an adoring crowd. While we were warned there are quite a few NPCs missing in the city to talk to (and all they could say anyway was ‘Welcome to Tural!’), Tuliyollal feels like a real, lived-in city that was built up around the environment it inhabits instead of a place built to spite the environment like Rhalgar’s Reach does.

Different races around a table in Tuliyollal.
Tural is a place where multiple races live together in harmony in a way that would be hard to believe in Eorzea. © SQUARE ENIX

Different races interacting in Tuliyollal.

The two outside areas I could visit, Kozama’uka and Urqopacha, could not possibly be more different and they both were gorgeous in their own ways. Kozama’uka is a colorful, forested area with giant waterfalls that dwarf everything around you, while Urqopacha is mountainous with volcanoes with glowing lava cracked across the surface. While not everywhere in both areas was accessible to us, I was incredibly impressed with how much there was to discover. These photos below really only give a glimpse of everything there is to find there.

Click to view slideshow.

There is so much to see and visit in Kozama’uka and Urqopacha. © SQUARE ENIX

Both of these areas, and the tiny towns that exist inside both of them, are places you’re going to want to explore in depth while flying on a mount, as they are clearly geared towards that. To show just how much there is to find in these areas: it was only towards the end of my hands-on demo that I found a small, out of the way, pathway that had mysterious paintings inside across the walls.

Tunnel in Urpoqacha
Just to give you an idea of how large these areas are: I did not find this small tunnel or these wall paintings in Urqopacha until nearly the end of my Dawntrail Media Tour multi-hour block. © SQUARE ENIX

Wall paintings inside the tunnel.

I believe that I was part of the first non-SQUARE ENIX-employed North American group to clear the Ihuykatumu dungeon, and I did so as the new Pictomancer job. While my thoughts on the job can be seen here, I just want to say briefly that Pictomancer is incredibly versatile, and you will be utilizing both Aetherhue Actions and Motif/Muse Magicks quite a bit. As for Viper, you can see my full thoughts here about that job, but it will be the most complicated job in FINAL FANTASY XIV Online when Dawntrail is released. This is because there are multiple combos you need to execute in different ways in order to maximize your damage output. Once you try it out, you’ll get the hang of it. Trust me.


“Dawntrail is FINAL FANTASY XIV’s most beautiful expansion to date, and one that I never stopped discovering new things in during my demo.”


Ihuykatumu is a level 91 dungeon, and my character was level capped down to level 92 from 100 for it. Presumably, this sets Ihuykatumu as a fairly early dungeon in Dawntrail. One of my biggest questions coming into this expansion, especially with all the new Xbox Series S and X players, and the ability to buy scenario skip items in the online shop for a large discount at the moment, was if Dawntrail would be a good jumping on spot for brand new players.

Based solely upon my experience raiding in the dungeon, the answer is ‘no.’ The boss mechanics at each of the three major fights of that dungeon have Areas of Effect that crisscross the battle area in large patterns, and the enemies have special attack moves and patterns that clearly expect the players to know what to do based upon prior dungeon experience in prior expansions. In other words, this is a strong continuation of the gameplay style and degree of difficulty from Endwalker. If you’ve completed maybe only A Realm Reborn’s basic storyline and you want to jump into Dawntrail, then (based solely upon this dungeon) you’re going to have a hard time as the difficulty level is far higher than even the final ARR fights.

Something else that I wondered about would be if there was going to be a return of dungeon gimmicks/mechanics. I was curious about if this was going to make a resurgence due to another SQUARE ENIX-published title, BABYLON’S FALL, actually introducing the concept of dungeon mechanics during the Tale of Two Ziggurats substory that was released in May 2022.

Lake of Lava
Lakes of lava and lakes of water exist all over Tural, and I could not help but be mesmerized by the beauty of it all. © SQUARE ENIX

Lake of water with colorful mountains behind it.

Naoki Yoshida (Yoshi-P), however, stated that they want to introduce fresh mechanics back into the gameplay during the Dawntrail Day 1 Q&A. Unfortunately, Ihuykatumu did not have that. Ihuykatumu was the fairly standard ‘fight enemies, kill enemies, get to a miniboss, kill that, and repeat two more times’ type gameplay that has been around since the Stormblood expansion.

Personally, I am of a split opinion of this: while the dungeon mechanics do get annoying when you’re running the dungeon for the umpteenth time to try to get the latest Tomes, they do break up the standard dungeon format into something new. I am hopeful that with Yoshi-P’s comments, we can get more dungeon mechanics like firing cannons at Cuca Fera during Heavenswards The Stone Vigil (Hard) dungeon. Therefore, I am hopeful that Ihuykatumu will not be indicative of the entire expansion.

There is a lot of enemy variety in Dawntrail. The enemies throughout the overworld and inside the Ihuykatumu dungeon are both unique and were not barely reskinned from elsewhere in Eorzea with a higher level and a different name (well, except for possibly the Malboros). Whether I am running away from Mountain Bears or even a reimagined Cactuar (yes, they are there, and I need that plush now on the SQUARE ENIX Store for purchase!), I kept gawking at them before dispatching them. I even ganged up with my fellow media Warriors of Light to take down a Rank A hunt, Queen Bee, that had fun new mechanics that required us to work together as a group to kill.

Queen Bee Hunt
The Rank A Queen Bee Hunt. © SQUARE ENIX

Fighting the Queen Bee

The new race option coming to Dawntrail is the female Hrothgar. I spent my entire demo playing as one, and I was more than pleased with how the character model looks. I don’t think it is a big secret that there aren’t a ton of male Hrothgar characters out fighting in Eorzea, but I would be absolutely shocked if we don’t get a lot more female Hrothgars long-term in the game. Everything from the character face to the fur looked detailed and amazing, and I was quite pleased with how the female Hrothgar looked in various job gear.

Click to view slideshow.

There is one more thing that I want to talk about, and this takes place back in Tuliyollal. Towards the end of my Dawntrail demo, I visited what I assumed will be the in-game market area in the city for tomes trade ins, NPC item sellers, and such. If you’ve played FINAL FANTASY XIV from A Realm Reborn through the Endwalker expansion, then there is one thing that you can count on when you visit any NPC shops: they will all be bare-bones cut and paste graphic images of each other’s stalls, no matter where you go in the world. There will be large, stacked bags, generic armor suits, and a few baubles here and there on display. Even at the most lavish lore-wise shop locations in-world, such as the Steps of Nald in Ul’dah and the East/West Balshahn Bazaar in Radz-at-Han, suffer from this generic sameness.

Yet, Tuliyollal’s shops could not be any more different. When started as a quick run through turned into a long, lengthy walk as I kept stopping to gawk at all of the small details the developers placed in. There are so many shops with jewels, individual books, different fish on display, and none of it – even the bookshelves – look to be a copy and paste job between shops. This part of Tuliyollal feels like an actual marketplace that has real, unique, shops in it that is absolutely stuffed to the proverbial Namazu gills with items.

Click to view slideshow.

What I presume to be the NPC shops in Tuliyollal are the most detailed ever in this game.

If you’ve read the past two paragraphs, then you’re probably wondering why in Etheirys I am talking about something like basic NPC shops in such detail. Basic service NPC shop background graphics are the kind of thing that no player ever really has talked about for the past decade-plus of FINAL FANTASY XIV Online. In fact, the development team could have probably just done the same bare bones basic work for it for Dawntrail that was put into every other prior expansion, and no one would have noticed or likely cared.

Yet, the fact that the details of NPC shops is something that’s been changed, that this is something SQUARE ENIX has taken the undoubtedly precious time to improve on, speaks volumes about the care and attention to detail the development team is bringing to Dawntrail. After all, if the development team cares this much about improving such a tiny detail of the game, which also haven’t been talked about at a Fan Festival or in a Producer Live Letter so far, then what other improvements and surprises await all of us Warriors of Light in Tural?

I, for one, cannot wait to find out.

Click to view slideshow.

There is a large variety of new enemies in Tural. 

If you cannot tell just from reading all of this so far, I was seriously impressed by my hands-on time with Dawntrail. This expansion’s hands-on demo, especially coming off of Endwalker, pulled off the equivalent of a Four Kan or Thirteen Orphans hand in Doman Mahjong for me. Tural feels truly like a fresh break from all of the prior expansions, and this expansion has real promise to be the best expansion yet. This opinion comes from having tried out the two new jobs, seeing the care and attention being given to the graphics and intimate, small details of Tural, and just how simply new everything feels.

Oh, and the music.

You cannot forget the music. Masayoshi Soken has composed music that sounds wildly different than anything that has come before in FINAL FANTASY XIV Online while also feeling appropriate to the atmosphere and the summer vacation goal Naoki Yoshida laid out in Las Vegas. I cannot wait to hear Tuliyollal’s theme at a future Distant Worlds: Music from FINAL FANTASY, A New World: intimate music from FINAL FANTASY, or Eorzean Symphony- FINAL FANTASY XIV Orchestra performance.

All of this is very high praise, considering how much I have loved this critically-acclaimed MMORPG. I spent almost ten hours in just a handful of areas, and yet I feel like I have yet to see everything there is out there. Tural feels like a giant, colorful, beautiful world with so much potential present to be the best expansion yet. And so I am just counting down the days until Dawntrail enters early access on June 28 and is fully released on July 2.

Please check out my thoughts on the new Viper job, on the new Pictomancer job, and about Naoki Yoshida’s Media Q&A from Day 1!

If you want more FINAL FANTASY XIV Online-themed content, then be sure to check out my ongoing cooking series, Cooking Eorzea!

Also, check out what eleven FINAL FANTASY XI Online enemies that I think need to be part of the upcoming Echoes of Vana’diel raid series in Dawntrail.



What do you think of Tuliyollal, Urqopacha, and Kozama’uka?

Did you preorder Dawntrail so you can get in during the June 28 early access period?

Let us know in the comments below!

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Dawntrail Media Tour: Viper is a Complicated, and Fun, DPS FFXIV Job https://operationrainfall.com/2024/06/06/viper-dawntrail-media-tour-hands-on-square-enix-ffxiv/?utm_source=rss&utm_medium=rss&utm_campaign=viper-dawntrail-media-tour-hands-on-square-enix-ffxiv#utm_source=rss&utm_medium=rss&utm_campaign=viper-dawntrail-media-tour-hands-on-square-enix-ffxiv https://operationrainfall.com/2024/06/06/viper-dawntrail-media-tour-hands-on-square-enix-ffxiv/#respond Thu, 06 Jun 2024 10:07:31 +0000 https://operationrainfall.com/?p=346728 I tried out the new Viper job as part of the Dawntrail Media Tour, and I found it to be a complicated, but fun, new job for FFXIV.

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FINAL FANTASY XIV’s newest expansion, Dawntrail, is available for preorder NOW on PC/Steam, PlayStation 4/5, and on Xbox Series X/S.

This article is based on play of an in-development build of FINAL FANTASY XIV: Dawntrail, and content in the final version is subject to change.

Introduction to Viper

Viper is the other new DPS job introduced in the upcoming Dawntrail expansion, which uses two one-handed blades that can be combined into a single two-handed weapon to fight with. This job utilizes weapon skills to attack enemies and calls upon the memories of ancient hunters contained within their soul crystal to enfeeble opponents and enhance themselves for a period of time.

Because this job does not have such an obvious inspiration as Pictomancer does from FINAL FANTASY VI, Viper has the opportunity to make its own unique mark on the FINAL FANTASY job canon. I was able to take up this job and spend some serious time with it in Tural as part of the Dawntrail Media Tour, and I found it to be a complicated but incredibly fun job.

Playing as Viper

Viper is a complicated job that focuses primarily around enfeebling foes and enhancing your Viper, pulling off multiple basic combo variations, gaining and using Rattling Coil stacks, and finally using the Reawaken ability to pull off a nine-ability combo sequence that you can then do a second time through the 120 second cool down Serpent’s Ire action.

Please note that I was able to demo Viper at the 100-level cap.

Enfeeblement and Enhancements

The longer I kept killing enemies in Tural, the more I realized Viper’s first priority is to enfeeble your enemies and enhance your own Warrior of Light. Unlike Pictomancer, Viper does not enhance anyone but themselves, and does not increase damage to the enemy for anyone else but themselves. As for what options you have, please look below:

Enfeeblement

Noxious Gnash increases enemy damage received by 10% by the Viper

Enhancements

Hunter’s Instinct increases damage dealt by 10% by the Viper

Swiftscaled reduces weaponskill cast and recast time, spell cast and recast time, and auto-attack delay all by 15%

Swiftskin’s Venom Effect increases potency of Twinblood Bite by 100

Fellskin’s Venom Effect increases potency of Twinblood Thresh by 50

 

Activating Hunter's Instinct
The Viper class activated the Hunter’s Instinct enhancement during combat by using Hunter’s Sting as part of a combo. © SQUARE ENIX

These are not minor enhancement/enfeeblements but are instead quite significant to have in effect during battle. For instance, if you have both Noxious Gnash and Hunter’s Instinct in effect, then you’re doing quite a bit more harm to your enemy than you would otherwise.

Combos

Combining Noxious Gnash, Hunter’s Instinct, and Swiftscaled together significantly increases the amount of damage Viper can dish out by a significant amount by both pure numbers and the reduced cast/recast delay. Thankfully, these can be initiated by the first two steps of the 1-2-3 combo with Dread Fangs > Swiftskin’s Sting or Steel Fangs > Hunter’s Sting. You’ll want to complete out the full 1-2-3 combo to enhance the potency of another combo finisher as well in order to increase the Serpent Ire Gauge by 10 before switching to the other combo. These combos will be your standard combo cycle, and thankfully the 1-2-3 combo rotates through a single hotkey.

AoE combos start off with Steel Maw or Dread Maw, and they also combo out from there like above.

In addition to all of that, there is a lot of combo crossover in order to maximize damage through Swiftskin’s Venom Effect and Fellskin’s Venom Effect. These two effects bolster the damage potential of the third step of the combo, which gives a real incentive to do both combos back-to-back. And if that wasn’t enough, then you can execute Death Rattle or Last Lash on top of all that at the end of each combo.

Dread Fangs Attack
Dread Fangs (above) and Steel Fangs (below) are two different combo starters for the Viper job being released as part of the Dawntrail expansion. © SQUARE ENIX

Steel Fangs Action

Every 40 seconds, you can also fire off Dreadwinder into Hunter’s Coil/Swiftskin’s Coil and then into the other second skill of Hunter’s Coil/Swiftskin’s Coil that you did not use moments before. Furthermore, using Hunter’s Coil/Swiftskin’s Coil as a finisher to that second combo gives you access to Twinblood Bite and Twinfang Bite. Not only does this second combo grant the full array of enfeeblement and enhancements, but it also increases the Serpent Ire Gauge and grants a Rattling Coil. These Rattling Coil stacks appear as the red gems on the Vipersight bar. Rattling Coil stacks can be used to activate Uncoiled Fury, which does significant AoE damage.

I’ve barely discussed some of the combo possibilities here, and so I would urge you to review the action assignable and unassignable charts below to see how everything can be utilized. I promise you: it is a lot.

Finally, when you have 50 in the Serpent’s Ire Gauge, you can use Reawaken. Reawaken does solid AoE damage to surrounding enemies, but more importantly…it grants five stacks of Anguine Tribute. At this point, you can utilize the insanely complicated combo at level 100 of First Generation > First Legacy > Second Generation > Second Legacy > Third Generation > Third Legacy > Fourth Generation > Fourth Legacy > Ouroboros. Each Generation step uses up one Anguine Tribute, and Ouroboros uses up the fifth and final Anguine Tribute. If you then pop the Serpent’s Ire action (120 second timer) immediately afterwards, you not only are granted a stack of Rattling Coil, but you then have the ability to use Reawaken, and all nine other linked actions, in the combo a second time.

Combine that with a Role Action such as Bloodbath, and you’re a walking, damaging, self-healing DPS machine…especially if you have all three major enfeeblement and enhancements active as well. Please check out the end of the YouTube video linked at the top to see this full Reawaken combo in action!

Direction-Oriented Attacks

In what is probably the baffling decision for Viper, Swiftskin’s Coil and Hindsting Strike/Hindsbane Fang does more damage when executed from the target’s rear, and Flanksting Strike/Flanksbane Fang does more damage from the target’s flank. Thankfully, you do get Truth North as a Role Action to negate the directional angling, but it is still something that is quite a surprise to find for this job and it honestly does not fit in as you already have enough to worry about already.

Flankesbane Venom is activated here.
Unfortunately, I could not position myself to gain the extra damage from using Hindsting Strike from behind here, but it did grant me Flanksbane Venom to increase the damage to Flanksbane Fang during my next combo. © SQUARE ENIX

Viper Actions Charts

Viper Actions 1 Chart
© SQUARE ENIX

Viper Actions 2

Viper Unassignable Actions Charts

Viper Unassignable Actions 1
© SQUARE ENIX

Viper Unassignable Actions 1

Viper Role Chart

Viper Role Chart
© SQUARE ENIX

Viper Traits Chart

Viper Traits Chart
© SQUARE ENIX

Final Thoughts on Viper

If you’ve followed along with this all so far, then you’ve probably reached the same conclusion that I have: Viper is a very weaponskill heavy, complicated job. In fact, I suspect that Viper will be the most complicated job in all of FINAL FANTASY XIV Online when Dawntrail is released.

It can be very easy to lose your place in the weapon skill rotation, as both the single target and the AoE rotations have multiple weapon skill paths to go down to complete the combo — and you’ll want to do so in order to max out your enfeeblement and enhancements. FINAL FANTASY XIV Online’s smart AI is a Twelvesended gift, because the hotbar will light up the weapon skill with a higher effect to do next, and this will help you keep pace with alternating between the different combos. For me, this meant I could hit the combos constantly and consistently without remembering exactly what I had already hit. Without this, Viper would be infinitely harder to play and utilize appropriately in combo for anyone but the most skilled of players.

Viper from behind
A female Hrothgar Viper looks down a street in Tural. © SQUARE ENIX

I do think that the directional-oriented bonuses to damage are something that requires quite a bit of movement and makes Viper a bit like Dragoon because of it. Thankfully, True North can negate that need to direct yourself if you don’t want to deal with repositioning every so often during the fight. I frankly don’t care for that mechanic because it feels a bit tacked on, and I am glad that not every combo and weapon skill requires me to be rotating to different positions around the enemy in order to execute effectively.

Finally, you’ll notice that I haven’t talked about single bladed and dual bladed weapons, despite that being what is advertised in the Viper job description. Watching the blades come together and come apart is quite cool looking graphically, but I found myself focusing on enhancing/enfeebling, filling up the Rattling Coil and Serpent’s Ire Gauge, and trying to pull off back-to-back nine-hit combos through Reawaken action and Serpent’s Ire action when I wasn’t utilizing my other combo sets.

Viper is ultimately a lot of fun to play, make no mistake about it. It is also the one job that I am dying to see be utilized in Crystalline Conflict PVP due to simply how much damage it is expected to dish out as quickly as possible. I really think that if players take the time to experiment and learn this job, then they will fall quickly in love with Viper like I ended up doing.

Please check out my thoughts on the new Pictomancer job, and about Naoki Yoshida’s Media Q&A from Day 1, and my opinion on the Dawntrail demo as a whole.

If you want more FINAL FANTASY XIV Online-themed content, then be sure to check out my ongoing cooking series, Cooking Eorzea!

Also, check out what eleven FINAL FANTASY XI Online enemies that I think need to be part of the upcoming Echoes of Vana’diel raid series in Dawntrail.



Are you going to pick up Viper when the upcoming Dawntrail expansion releases?

What do you think about directional-based actions?

Let us know in the comments below!

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Dawntrail Media Tour: Pictomancer Is Far More Than Just Painting-By-Numbers https://operationrainfall.com/2024/06/06/dawntrail-ffxiv-media-tour-pictomancer-hands-on-2024-square-enix/?utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-ffxiv-media-tour-pictomancer-hands-on-2024-square-enix#utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-ffxiv-media-tour-pictomancer-hands-on-2024-square-enix https://operationrainfall.com/2024/06/06/dawntrail-ffxiv-media-tour-pictomancer-hands-on-2024-square-enix/#respond Thu, 06 Jun 2024 10:05:55 +0000 https://operationrainfall.com/?p=346693 I tried out the new Pictomancer job as part of the upcoming FFXIV Dawntrail expansion, and I have a fun time with fighting by...painting?

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FINAL FANTASY XIV’s newest expansion, Dawntrail, is available for preorder NOW on PC/Steam, PlayStation 4/5, and on Xbox Series X/S.

This article is based on play of an in-development build of FINAL FANTASY XIV: Dawntrail, and content in the final version is subject to change.

Introduction to Pictomancer

Out of the two new jobs, I would definitely say that Pictomancer is the easier of the two to quickly grasp and use. As I experimented more and more with this job, I found myself assigning the various actions/role categories across two cross-bars in order to utilize the Pictomancer toolkit to its fullest. This job is debuting as part of the upcoming Dawntrail expansion and draws upon the Pictomancer class first brought to life by Relm Arrowny in FINAL FANTASY VI (that’s FINAL FANTASY III for those of you who are playing on the Super Nintendo Entertainment System, or SNES).

Rainbow Drip in battle.
Here, a female Hrothgar Pictomancer uses Rainbow Drip, a powerful ability that will be discussed further below in detail. © SQUARE ENIX

Playing as Pictomancer

Billed as a magical ranged DPS job, there are two major aspects to Pictomancer, Aetherhue Actions and Motif/Muse Magicks, with a smattering of other abilities thrown in. Each of the two main categories are assigned a different player HUD display: Paint/Palette Gauge and Canvases, respectively. I will first be diving into both of these, and then addressing the miscellaneous other abilities below. Please note there are Role Abilities for this job too, but none of those are unique to Pictomancer.

Please note that I was able to demo Pictomancer at the 100-level cap.

Aetherhue Actions

First up are Aetherhue Actions. Despite what you may think or anticipate, Aetherhue Actions are intended to be the bread-and-butter 1-2-3 combo actions for Pictomancer. Your regular cycle starts off with Fire in Red (single target) or Fire II in Red (AoE). Once that is activated, you next use Aero (I/II) in Green and then finally Water (I/II) in Blue to complete the combo. At this point, you accumulate a White Paint and you get 25 aether on the Palette Gauge HUD. White Paint can be consumed to use the spell Holy in White, which is an AoE attack. If you use Subtractive Palette when the Palette Gauge has 50 points in it, then you gain the effect of Monochrome Tones, which converts a single White Paint into a single Black Paint, and you get three stacks of Subtractive Palette to utilize.

Comet in Black
A female Hrothgar Pictomancer uses Comet in Black during battle. © SQUARE ENIX

Only once Subtractive Palette is active can you use the other 1-2-3 spell combo: Blizzard (I/II) in Cyan to Stone (I/II) in Yellow to Thunder (I/II) in Magenta. These are MUCH more damaging combo attacks than the Fire/Aero/Water combo, but they also grant you a White Paint and Aetherhues. With the converted Black Paint, you can cast Comet in Black, which is a more potent AoE attack than Holy in White. It is important to note that you can only use Comet in Black while under Monochrome Tones, and you can only cast the Blizzard/Stone/Thunder combo while Subtractive Palette is in effect. You can also still fire off Holy in White back to back with Comet in Black or with other Holy in White spells, even under the effect of Subtractive Palette.

This all sounds complicated, but it definitely is not. The majority of your damage is going to come through your Aetherhue Actions, and by doing the Fire/Aero/Water combo until you can swap over into the Blizzard/Stone/Thunder combo while firing off Holy and Comet AoE spells for as many times as you can. It was quite fun to do, and I was surprised at how little that I had to pay attention to the Palette Gauge in order to track my Aetherhues.

Your Aetherhue Actions are directly influenced by your Landscape Motif/Muse Magics, as I will detail below, and are the major reason why you’ll want to be firing off Starry Muse every chance (okay, every 120 seconds) that you get.

Motif/Muse Magicks

The second major half of this job is the Motif/Muse Magicks, and they are what you are thinking about the most when you see this job: A Pictomancer will paint Creature Motifs, Weapon Motifs, and Landscape Motifs on each of three canvases, and then bring them to life with magic.

First up, the Creature Motif. This spell has a 2.92 second cast time, with a 3.90 second recast timer. It also is a constantly changing action that will go from Pom Motif, Wing Motif, Claw Motif, and finally Maw Motif (in that order) when used. Once you use the Pom/Winged/Clawed/Fanged Muse ability (Living Muse Action turns into whatever painting is on the Canvas), it will then add that particular Depiction to the slot above the canvas as well as damage the enemy. Each Muse has a 40 second cooldown as well. When you have both Depiction of Pom and Depiction of Wings active, you create a Moogle Portrait that hangs out at the top of the Creature Canvas and will signal that you can use the Mog of the Ages ability that does significant AoE damage. Additionally, Retribution of the Madeen becomes available at level 100 when you have all four Motifs painted. These two Moogle and Madeen actions honestly really cool, and you will want to fire it off every 40 seconds or so in order to add another Depiction to the Creature canvas so you can build up to bringing out either the Moogle or Madeen to obliterate your foes.

Pom Muse Attack.
Above, a female Hrothgar Pictomancer uses the Pom Muse, and below she uses the Striking Muse. The Creature Canvas is the left-most canvas, and the Weapon Canvas is the middle canvas. © SQUARE ENIX

Striking Muse Attack.

The Weapon Motif is absolutely the most personally useful out of the three. First, you use the Hammer Motif ability, which appears when Weapon Motif is placed on the hotbar, and it paints a hammer on the Weapon Canvas (yes, that is the only weapon available so far). When you have a hammer on the canvas, you can use Striking Muse. This uses up the hammer painting and grants three stacks of Hammer Time. When you have Hammer Time active, you can then use Hammer Stamp to deal critical AoE damage at a large range. Hammer Stamp turns into Hammer Brush, and then into Polishing Hammer to complete the combo. Most crucially, you can still use the Hammer combo even while running away from enemies and it won’t be interrupted…which I found out firsthand during a FATE gone bad.

Finally, there is the Landscape Motif, which paints a starry sky over on the Landscape Canvas through the Starry Sky Motif when that particular action is placed on the hotbar. Every 120 seconds, you can then use the Starry Muse ability. This ability throws down a party AoE buff around the Pictomancer that increases the affected party members’ damage by 5%. It also gives the effect of Inspiration, which reduces the cast/recast timer for Star Prism and Aetherhue spells by 25%, lets you cast back-to-back Rainbow Drip spells, and lets you cast Star Prism. Star Prism restores the health of nearby party members and does AoE damage to enemies. Finally, there is the Hyperphantasia effect. If you perform five Aetherhue Actions or Star Prism spells, you are then granted the Rainbow Bright Enhancement. While that is in effect, Rainbow Drip (discussed in the next subsection) becomes an instant cast spell and has a reduced recast timer. If you can’t tell, Landscape Motif is more of a buff Motif than anything else, but it has a lot of really cool effects to help the party with. The AoE for party members was surprisingly large too, and I kept being surprised at how much I didn’t have to be in the deepest thick of battle to activate it.

Landscape Canvas and Starry Muse.
When you use Starry Muse, it creates a fairly large party-friendly AoE that bumps up attacks by 5% and gives a whole host of other benefits. © SQUARE ENIX

If the Aetherhue Actions are the heart of the job’s mechanics, then the Motif/Muse Magicks are the extra necessary bits you will have to master the timing of in order to really execute Pictomancer successfully, since they simply add so much more damage with each Creature or Weapon cycles you do in combat. Also, because each motif can be recast immediately after battle, any Pictomancer worth their Archon Loaf will be reupping the motif paintings after battle and will be casting them whenever they can between Aetherhue Actions.

Miscellaneous Actions

Besides the Aetherhue Actions and Motif/Muse Magicks, there are a handful other Pictomancer actions. For example, there is the Tempera Coat, which acts like the Stoneskin of yester-era by absorbing damage up to 20% of your maximum HP and Tempera Grassa that absorbs 10% damage for yourself and other nearby party members. There is also Smudge, which lets you dash 15 yalms forward and gives you a very brief movement speed increase. Finally, there is Rainbow Drip. That spell does significant straight-line damage to enemies and also grants a White Paint. If you have Rainbow Bright Enhancement active, that means that you can rapidly stack up White Paints to then cast back-to-back Holy in White spells for even more damage.

Pictomancer uses Tempera Coat.
Above, a female Hrothgar Pictomancer uses Tempera Coat, and below she uses Tempera Grassa. © SQUARE ENIX

Pictomancer uses Tempera Grassa in this photograph.

Tempera Coat and Tempera Grassa are incredibly useful, if you can’t tell, and you will be using Rainbow Drip whenever you can to add that extra bit of damage to the battle — especially if you can cast a Holy in White Spell immediately afterwards with that new White Paint. Smudge is okay, but I found myself wishing that the movement speed boost lasted longer for out of battle purposes.

Pictomancer Actions/Unassignable Actions Charts

Below, I’ve attached collage photos of all of the different Pictomancer actions, roles, and traits that were available during the Dawntrail media tour so you can see it all for yourself.

Pictomancer Actions
Above are the assignable Pictomaner Actions, and below are the Unassignable Pictomancer Actions. © SQUARE ENIX

Pictomancer Unassignable Actions

Pictomancer Role/Traits

Additionally, here are the Pictomancer Role and Traits that were available during the Dawntrail Media Tour for me to try out.

Pictomancer Role
Above are the Picromancer Role Abilities, and below are the Pictomancer Traits that were available during the Dawntrain Media Tour. © SQUARE ENIX

Pictomancer Traits

Final Thoughts on Pictomancer

Female Hrothgar being a Gentlewoman of Light in Tuliyollal.
A Warrior of Light? More like a GENTLEMAN OF LIGHT inside of Tuliyollal. © SQUARE ENIX

If you’ve made it this far, then you’re probably wondering how Pictomancer fits in with all the other jobs available to play. Pictomancer is primarily a magical ranged DPS job that offers limited party support through the Landscape Canvas and through the Tempera Coat and Tempera Grassa abilities. Pictomancer does not approach the support versatility of Dancer or Bard, but the 5% damage increase through the Landscape Canvas and Starry Muse is quite noticeable if it isn’t kept up whenever possible. Instead, Pictomancer utilizes all eight elements of the wheel (before Red Mage got to, surprisingly) to rotate two different color-themed combos with White/Black AoE attacks while simultaneously painting on the Weapon Canvas and Creature Canvas whenever those times are up. Additionally, there are few things more fun that activating Starry Muse, getting that Rainbow Bright Enhancement, and just spamming as many Rainbow Drip and Holy in White spells as possible during that timer window.

Pictomancer is a lot of fun to play, and it was not as difficult as it made it out to be when it was first demoed. The biggest challenge for this job is going to be remembering to use the appropriate Muse whenever the timer is up, so you can keep building those Creature and Weapon combos every chance you get. Finally, while I do not want to tout my own skills too much…I was able to pull enmity off the tank during the player dungeon we did during the Media Tour. It is an absolute BEAST of a job when it comes to doing damage if you can keep up on everything.

Please check out my thoughts on the new Viper job, see what Naoki Yoshida said during the Day 1 Media Tour Q&A, and what my overall thoughts are for the Dawntrail demo.

If you want more FINAL FANTASY XIV Online-themed content, then be sure to check out my ongoing cooking series, Cooking Eorzea!

Also, check out what eleven FINAL FANTASY XI Online enemies that I think need to be part of the upcoming Echoes of Vana’diel raid series in Dawntrail.



What do you think about Pictomancer? Are you excited to try it when Dawntrail is released for pre-order early access on June 28, 2024, and worldwide on July 2, 2024?

Let us know in the comments below!

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New Trailer for REYNATIS Crossover with NTWEWY https://operationrainfall.com/2024/06/03/reynatis-neo-the-world-ends-with-you-crossover-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=reynatis-neo-the-world-ends-with-you-crossover-trailer#utm_source=rss&utm_medium=rss&utm_campaign=reynatis-neo-the-world-ends-with-you-crossover-trailer https://operationrainfall.com/2024/06/03/reynatis-neo-the-world-ends-with-you-crossover-trailer/#respond Mon, 03 Jun 2024 17:03:59 +0000 https://operationrainfall.com/?p=346893 REYNATIS is scheduled to launch for Nintendo Switch, PS4, PS5 and PC via Steam this upcoming September.

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NIS America has put out a brand new trailer for REYNATIS. The press release states the crossover partnership includes characters, locations and enemies from Square Enix’s NEO: The World Ends With You. They also state that this new crossover trailer features a meeting in Shibuya between REYNATIS characters Marin Kinzumi and Moa Fukamachi and NEO: The World Ends With You‘s Shoka Sakurane of the Shinjuku Reapers. Feel free to check out the brand new trailer down below and read a little bit more about REYNATIS from the latest press release. REYNATIS is scheduled to launch for Nintendo Switch, PS4, PS5 and PC via Steam this upcoming September 27th, 2024.

REYNATIS is an atmospheric urban fantasy set in a realistic recreation of Shibuya, Tokyo, where the ultimate clash between magic and order is about to unfold. Seeking freedom through strength, the wizard Marin heads to Shibuya, where he meets Sari, an officer of the M.E.A., an organization dedicated to keeping wizards under control.

In addition to the M.E.A. exists the Guild, an organization formed in 1923 to protect the citizens of Japan with the power of magic. They have invited the wizards of Shibuya to join them, and rumors suggest they are involved in the production of illegal drugs…


If you’d like to know more about REYNATIS, visit the game’s official website.

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KINGDOM HEARTS Series Announced for Steam https://operationrainfall.com/2024/05/21/kingdom-hearts-series-announced-for-steam/?utm_source=rss&utm_medium=rss&utm_campaign=kingdom-hearts-series-announced-for-steam#utm_source=rss&utm_medium=rss&utm_campaign=kingdom-hearts-series-announced-for-steam https://operationrainfall.com/2024/05/21/kingdom-hearts-series-announced-for-steam/#respond Tue, 21 May 2024 18:18:28 +0000 https://operationrainfall.com/?p=346657 Anyone who purchases KINGDOM HEARTS III + Re Mind (DLC) on Steam will get a new platform exclusive keyblade.

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SQUARE ENIX has announced that the KINGDOM HEARTS series will be launching on Steam this upcoming June 13th, 2024. The press release states that two collections will be released, in addition to the KINGDOM HEARTS III + Re Mind (DLC) set. Feel free to check out the brand new announcement trailer down below. Also down below, you’ll find a complete list of the titles that will be available on Steam, a little bit of info about this newest release and a message from the KINGDOM HEARTS series producer, all from the latest press release.

Press Release Info:

New to the Steam release of this title, KINGDOM HEARTS HD 1.5 + 2.5 ReMIX will feature textural updates to its graphics. Users who purchase KINGDOM HEARTS III + Re Mind (DLC) will also receive the new platform exclusive Keyblade “Dead of Night.”

KINGDOM HEARTS | Steam Exclusive Keyblade

“By bringing the KINGDOM HEARTS series to Steam, we’re excited to welcome in new fans to the series by making it more accessible than ever before.  On behalf of the entire KINGDOM HEARTS team, I’d like to share our excitement for so many new players to discover and enjoy the action, magic, and friendship of KINGDOM HEARTS through Steam. Of course, we’re also excited for longtime fans to reexperience these classics in a new way.” – Ichiro Hazama, KINGDOM HEARTS Series Producer

A full list of KINGDOM HEARTS titles coming to Steam is as follows:

  • KINGDOM HEARTS HD 1.5 + 2.5 ReMIX
    • KINGDOM HEARTS FINAL MIX
    • KINGDOM HEARTS Re:Chain of Memories
    • KINGDOM HEARTS II FINAL MIX
    • KINGDOM HEARTS 358/2 Days (HD remastered cinematics)
    • KINGDOM HEARTS Birth by Sleep FINAL MIX
    • KINGDOM HEARTS Re:coded (HD cutscene compilation)

 

  • KINGDOM HEARTS 2.8 Final Chapter Prologue
    • KINGDOM HEARTS Dream Drop Distance HD
    • KINGDOM HEARTS χ Back Cover (movie)
    • KINGDOM HEARTS 0.2 Birth by Sleep – A fragmentary passage –

 

  • KINGDOM HEARTS III + Re Mind (DLC)

 

  • KINGDOM HEARTS INTEGRUM MASTERPIECE (includes all of the above compilations)

The beloved KINGDOM HEARTS franchise was first released in 2002 by SQUARE ENIX, and led by legendary game director Tetsuya Nomura, thus launching the longstanding collaboration between SQUARE ENIX and Disney. Since then, over 36 million copies have shipped worldwide. Steam users, who have eagerly awaited the arrival of the series on the platform will now be able to join Sora, Donald Duck, Goofy, and many other Disney characters on adventures through the “Dark Seeker Saga,” spanning from the original KINGDOM HEARTS to the critically acclaimed KINGDOM HEARTS III + Re Mind (DLC).

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SAMURAI WARRIORS 4 DX is Now Available on Steam https://operationrainfall.com/2024/05/14/samurai-warriors-4-dx-is-now-available-on-steam/?utm_source=rss&utm_medium=rss&utm_campaign=samurai-warriors-4-dx-is-now-available-on-steam#utm_source=rss&utm_medium=rss&utm_campaign=samurai-warriors-4-dx-is-now-available-on-steam https://operationrainfall.com/2024/05/14/samurai-warriors-4-dx-is-now-available-on-steam/#respond Tue, 14 May 2024 17:09:17 +0000 https://operationrainfall.com/?p=346634 This is a complete edition version of the game and thus comes with a ton of DLC included.

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KOEI TECMO and Omega Force have announced that SAMURAI WARRIORS 4 DX is now officially available for Windows PC via Steam. The press release states that this complete edition of SAMURAI WARRIORS 4 includes over 150 pieces of DLC such as costumes, weapons, editable parts, scenarios, background music and more. Feel free to check out the brand new launch trailer down below and read more about the game from the latest press release.

Press Release:

SAMURAI WARRIORS 4 DX includes everything fans have been craving to play in one complete edition. In addition to the main “Story Mode” featuring “regional stories” and the “story of unification”, the DX version allows players to choose from a variety of different modes, including “Chronicle Mode”, a mode that enables players to travel around the SAMURAI WARRIORS world, accomplishing quests in various regions while meeting officers and collecting items. In addition, players can now discover over 50 playable officers in SAMURAI WARRIORS 4 DX along with exhilarating action systems such as “Hyper Attack” and “Rage” as they journey to the heart of Japan’s Sengoku period.

SAMURAI WARRIORS 4 DX features:

Over 150 downloadable pieces of content – Downloadable content initially available on other platforms at the original release of SAMURAI WARRIORS 4 has been integrated, including scenarios, costumes and weapons.

Optimized for PC – The graphics settings can be adjusted to match the PC specifications of each player. Mouse and keyboard controls are supported and key assignments can be changed. Most controllers are supported.

SAMURAI WARRIORS 4 DX is now available in English in addition to Japanese. The language can be changed in the settings.

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PAX EAST 2024 INTERVIEW: Seth Fulkerson on Arzette: The Jewel of Faramore https://operationrainfall.com/2024/05/10/pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore/?utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore#utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore https://operationrainfall.com/2024/05/10/pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore/#respond Fri, 10 May 2024 23:59:26 +0000 https://operationrainfall.com/?p=346602 I interview Seth Fulkerson, the man behind the CD-i inspired game Arzette: The Jewel of Faramore, and we talk about the game at PAX East 2024.

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At PAX East 2024, I sat down with Seth Fulkerson, who is the director, writer, programmer, and designer for Arzette: The Jewel of Faramore. During our time together, we talked about his background with remastering CD-i titles as a personal project, developing his own spiritual successor CD-i game in Arzette: The Jewel of Faramore, about how Limited Run Games got involved in publishing the game, and more.

You can check out more about Arzette at the game’s official website.

Arzette: The Jewel of Faramore is available for purchase NOW: Nintendo SwitchPlayStation 4PlayStation 5Xbox Series X/SPC

Finally, you can check out my impressions of a hands-on demo here.

Arzette | Logo


This interview has been edited for content and clarity.

Operation Rainfall: My name is Quentin H. with oprainfall, and you are?

Seth Fulkerson: Seth Fulkerson, developer and creator of Arzette from Seedy Eye Software.

OR: Can you tell us a bit about Arzette: The Jewel of Faramore?

SF: It is a spiritual successor to a pair of infamous fantasy-adventure games from the early 90s, like CD-ROM era. The game has full motion cutscenes, is full of crazy animation, hand-painted backgrounds, and it is done in a familiar [and] beloved style.

OR: What is your personal history with the Phillips CD-i?

SF: So, a few years ago, I made a fan remaster of Link: The Faces of Evil and Zelda: Wand of Gamelon. I did that to fulfill an in-joke with friends, but also to explore the potential of ‘Well, what if those games were cleaned up a little bit, they might be a little better?’. The response to that was a lot better than what I thought. I was lucky enough that I had a lot of animators and artists that are my close friends. So, we were always sort of kicking around doing our own take on those games. And the time was right, so yeah, it was where the genesis of Arzette started. My producer, Audun Sørlie, got in contact with me and we started working together to make Arzette to what it is.


“I know a lot of people looked at Arzette and thought ‘Why is he making this? Is he making this as a joke?’

No, I wouldn’t spend three to four years of my life making a joke- I want to make a good game.”


OR: You mentioned a little bit ago, and in a prior interview in a January 2024 interview with Game Developer, you said that you took on the challenge of remastering two CD-i Zelda games: Link: The Faces of Evil and Zelda: The Wand of Gamelon as an in-joke. What kind of in-joke makes you want to develop a game for four years?

SF: So, in 2016, that’s around the time that Twilight Princess HD came out, me and some friends were literally joking ‘What if that, but The Faces of Evil?’. And so, I started trying to scope it out, and I’ve been making games for a long time – mostly really small stuff like game jam type stuff. But I had a hard time finishing projects – especially that were not bigger scope, but along the lines of that.

So, it was a dual purpose: ‘Hey, I’ll finish the joke but also finish a game.’ And in the course of developing those [remastered CD-i The Legend of Zelda games], I learned how to make a game for real and I also learned the development history behind the games and the circumstances that lead to them being the way they were. I found it really inspiring, and it really had a profound effect on me and how I wanted to approach future projects and also what I wanted to do with Arzette.

OR: CD-i aficionados will tell you that there is a third CD-i title out there – Zelda’s Adventure. Why did you not take on remastering [that] game as well? Did you use that particular third game any when creating Arzette: The Jewel of Faramore?

SF: Basically, the duology of games – The Faces of Evil and Wand of Gamelon – they share the same engine, they are almost the same game. Zelda’s Adventure is a lot different; it is a top-down game. But personally, it is going to sound controversial, but I do not care for Zelda’s Adventure. I know it has a lot of its fans, but for a game, basically The Faces of Evil and Wand of Gamelon, for all their flaws, had a pretty solid gameplay loop – especially for Western games released in 1993.

It’s very prototypical Metroidvania – multilayer levels – you collect items through people or collect powerups, you go back through levels with new powerups. Zelda’s Adventure does not really have that at all. In fact, there are lots of items that are red herrings – it’s a very mean game to the player. I do not like it.

OR: Let’s follow up on the gameplay loop. You’re taking gameplay from games published in 1993, and putting it into a 2024 gaming atmosphere. We have had at least two generations of gamers come up during that time period. How do you take that and make that relevant to a modern-day audience while still staying true to the original 1993 releases?

SF: So, right away, when I was prototyping, I identified a lot of elements that I knew I would include in Arzette. The gamefeel, how it looks – a lot of things. For instance, if someone were to look at Arzette from a distance, they would say ‘Oh, I know what that is’ or ‘That looks familiar’ and pick it up. Maybe they will get the feeling that this is like a CD-i like game, but they aren’t aware that they are getting the five-star hotel treatment of CD-i. There’s a lot of lives, there’s generous checkpointing, the gameplay’s a lot faster, there’s certain design elements that are intended to be more player friendly.

For instance, keys are always found in the same area if there is a locked door. But in the original game, keys could open whatever door they wanted across the entire world, [and so] it was a lot more obtuse. So, take the essence of those original games and apply a lot of modern sensibilities – ‘cause I don’t want to frustrate the player, I don’t want them to want to give up or think this is poorly designed on purpose.

I know a lot of people looked at Arzette and thought ‘Why is he making this? Is he making this as a joke?’ No, I wouldn’t spend three to four years of my life making a joke – I want to make a good game. It is a delicate balance of jumping, how you attack – it has to feel a certain way and [I] sort of dial it in. Because if I give too many lives, then I can go too far in the opposite direction. But, if you try to stay true to what those games were while polishing off the rough edges, then that is the sweet spot.


“Part of me being sincere and serious about making this a spiritual successor was to get some of the legacy staff on board.”


OR: How did you develop Arzette: The Jewel of Faramore‘s story, and keep the game from falling into an awful parody of the classic CD-i games instead of paying an earnest homage to it?

SF: From the beginning, I knew that I didn’t want to make a wink wink, nudge nudge meme game that was mean-spirited. This was an earnest homage to those games. I wanted to make sure the writing was sincere – it is a strange world with strange characters, but they don’t know that. They are just kind of living their lives. It was important to me and my co-writer to make sure that the atmosphere was Saturday morning cartoons. Sometimes the humor didn’t land, but for the most part, it was a good-spirited world with a good-spirited antagonist.

To me, Arzette would never work if it was mean to itself. It’s a loving homage, and everyone that worked on the game – they all knew what we were doing, they all have the same sort of strange fondness for the [CD-i] games.

OR: About how many minutes of cutscenes are there in this game?

SF: There are 45 minutes of animation in the game.

OR: How do you decide when to use an animation to tell the story and when not to use animation in developing your story?

SF: The original games, for all their flaws, they had a really clever way of delivering player information – and that was through the cutscenes. A lot of the scenes in Arzette deliver gameplay information, like it might seem nonsensical at first, but the drunk guy at the bar is actually telling you that you can reflect projectiles by stabbing them, even though it seems like he is just going on a drunk rant. We added a few minor quests in the game that don’t have animation, but for the most part, I wanted to make sure that the entire thing was fully voice acted and animated.

Arzette sliding down a rope.
A lot of Arzette: The Jewel of Faremore’s story is told through animated cutscenes that invoke the art style of The Legend of Zelda CD-i games. (Images courtesy of Limited Run Games.)

Arzette | Cutscene Character

OR: Did you direct the voice acting?

SF: I had a professional voice director that worked alongside me while voice casting for the game.

OR: And I think you brought back some classic voice actors from the CD-i era. Can you tell us about that?

SF: Part of me being sincere and serious about making this a spiritual successor was to get some of the legacy staff on board. I managed to network and find contact info for some of the original voice actors and one of the original artists that worked on The Faces of Evil and Wand of Gamelon, Rob Dunlavey – he did the world map for Arzette and one of her levels. He was one of the background painters for Faces of Evil and he did the world map for the game as well.

Jeffrey Rath, who voiced Link in the original games and Bonniejean Wilbur who voiced Zelda – I explained the project, and that yes, it’s been 30 years [but] I promise I’m not crazy. I outlined that it’s an homage, right? They understood, because they’re fully aware of the reputation that the games have. I think for them, it’s really rewarding to see people wanting to revisit their work. They were very receptive [to this], and a joy to work with.

OR: Can you tell us about your partnership with Limited Run Games to publish this title?

SF: After I decided that I wanted to do this game, I started pitching it to various publishers. I sat down with Josh Fairhurst, the CEO of Limited Run, to pitch a physical version of the game. He saw approximately 30 seconds of an early version of the shopkeeper scene, and he decided this was a game they wanted to do. Limited Run seems to want to take risks on games that nobody else would, because Zelda CD-i spiritual successor is certainly a risk. But I think he knew exactly what I wanted to do and how it would be a special game. The game has been a success, so it certainly has been a wonderful relationship with Limited Run Games.

Arzette | Platforming in a level
Even though the game is designed with a heavy CD-i influence, the gameplay itself is better suited for modern day gamers. (Image courtesy of Limited Run Games.)

OR: In a 2020 interview with Eurogamer, you mentioned that it took you about four years to develop the remasters of Link: The Faces of Evil and Zelda: The Wand of Gamelon. Did any of that experience play into developing Arzette: The Jewel of Faramore?

SF: Absolutely. I learned a lot more about programming, project management, and how to structure a game from those. They also share the game engine – Gamemaker Studio 2 – I’ve been using Gamemaker since I was 12 years-old, so a fairly long time and I’m fairly familiar [with it].

But it’s learning lessons from those games as well. Even remastering those games – I learned what works and what doesn’t for Arzette to give a modern gameplay experience for players.

OR: There is also a new CD-i controller that was released through Limited Run Games. Can you tell us about that and why would you want to do that yourself?

SF: That was one of the things that we had a discussion about, was doing that controller. It’s just one of those silly, fun things that Limited Run loves to do. For the authentic homage, you can pick up one of those retro controllers. It’ll work on any Switch game. I would not recommend players playing through Arzette the first time with the controller, but it is certainly playable. I’ve played through the whole game with that.

Arzette | CD-i inspired controller
I tried this CD-i inspired controller out at PAX East to try to play Arzette: The Jewel of Faramore. It was…difficult to play with, to put it mildly. (Image courtesy of Limited Run Games.)

OR: And how was that experience playing with the CD-i controller?

SF: I will say…interesting. I will say, interesting.

OR: That is a loaded statement.

SF: Yes, it is.

OR: Now with Arzette: The Jewel of Faramore released, what’s next? More CD-i inspired titles? Are you going in a different direction entirely? Or what are you planning on doing in the future?

SF: I would love to keep exploring lesser-loved games and everything else. But really, a lot of it depends on the success of Arzette for where I would go next. But yeah, I’m pretty much up for anything.

OR:  Thank you.

Arzette: The Jewel of Faramore is available for purchase NOW: Nintendo SwitchPlayStation 4PlayStation 5Xbox Series X/SPC



Have you ever played either of the classic The Legend of Zelda CD-i titles?

What do you think about the new retro-style controller?

Let us know in the comments below!

The post PAX EAST 2024 INTERVIEW: Seth Fulkerson on Arzette: The Jewel of Faramore appeared first on oprainfall.

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GDC 2024 IMPRESSIONS: Teatopia https://operationrainfall.com/2024/05/04/gdc-2024-impressions-teatopia/?utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-teatopia#utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-teatopia https://operationrainfall.com/2024/05/04/gdc-2024-impressions-teatopia/#respond Sat, 04 May 2024 13:00:29 +0000 https://operationrainfall.com/?p=346512 I go hands-on with Teatopia at GDC 2024, and I find a farming simulation game with a lot of potential and gorgeous graphics.

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Publisher(s): Thermite Games
Platform(s): Steam
Release Date: TBA

Website

Teatopia | Heading

Teatopia is one of those games that feels absolutely peaceful and a bit like a slice of life game. The basic premise is that you inherited land from your grandfather, and you have to build your own farm up and integrate your life into the community at large. While the demo I played was a bit limited in content, I really enjoyed what I found and it made me want to see everything Teatopia has to offer.

The graphic art style is absolutely gorgeous. Quite frequently, Chinese-inspired slice-of-life games will go for a paint-and-brush art style that seeks to invoke calligraphy in the gamer’s mind. Teatopia instead uses vibrant colors that pop off of the screen with clearly defined art to bring its world to life — and I kept commenting on how beautiful everything was during my demo. The character models are 3D and the world itself is 2D, which helps to really make the NPCs stand out among everything else going on. Teatopia is truly a very cozy world to exist in.

Teatopia | Farming Lifestyle
Farm the land, make tea, raise animals, gamble, build a life…there is a lot to do in Teatopia. (Images owned by Thermite Games.)

Teatopia | Making Tea

Of course, gameplay is what makes or breaks a game. Thankfully, I was able to try out a handful of activities in Teatopia ranging from fishing, breaking rocks, and planting crops.  The gameplay mechanics for farming and clearing land thankfully aren’t out of the ordinary. I also was able to try out the fishing mechanics — and while they were a bit rough (it is a minigame experience!), I was pleased with that too. After GDC 2024, I popped over onto the official Teatopia account, and I saw there are other gameplay mechanics such as building a waterwheel connecting the local stream to your crops to help irrigate them. This game simply oozes creative potential for gameplay and exploration.

Teatopia | Exploring the City
While you will undoubtedly spend time in the city when you’re not planting crops (above), you will also visit places like Guishi – a supernatural place where mortals are not expected to ever be (below). (Images owned by Thermite Games.)

Guishi, a supernatural city.

Teatopia, which has a Kickstarter that will eventually be launching, honestly has a lot of potential. During my demo, there was a lot of talk about being able to cook all sorts of dishes, raise animals, make tea, play gambling games like Cee-lo, and more in the world. I checked out all of the videos the development team has put out, and I was more than a little impressed with how they are committed to making sure even tiny details like having the plants sway when you walk past them are included in Teatopia. We unfortunately do not have an officially confirmed date for the Kickstarter to go up. However, just from my brief time with the game? I think it is something worth keeping an eye on as it heads ultimately towards release.



Are you excited to make tea and raise animals? What about gamble and fish?

Let us know in the comments below what you want to see in Teatopia!

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GDC 2024 IMPRESSIONS- The World of Kungfu: Dragon and Eagle https://operationrainfall.com/2024/05/02/world-of-kungfu-dragon-eagle-gdc-2024-impressions-steam/?utm_source=rss&utm_medium=rss&utm_campaign=world-of-kungfu-dragon-eagle-gdc-2024-impressions-steam#utm_source=rss&utm_medium=rss&utm_campaign=world-of-kungfu-dragon-eagle-gdc-2024-impressions-steam https://operationrainfall.com/2024/05/02/world-of-kungfu-dragon-eagle-gdc-2024-impressions-steam/#respond Thu, 02 May 2024 16:00:39 +0000 https://operationrainfall.com/?p=346470 I went hands-on with a demo of The World of Kungfu: Dragon and Eagle at GDC 2024 and discovered a fun TRPG game based around martial arts.

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Publisher(s): Chillyroom
Platform(s): Steam (Currently in Early Access)
Release Date: Q2 2024

Website

The World of Kungfu | Logo

The longer I kept playing The World of Kungfu: Dragon and Eagle, the more I kept thinking “this is so cool!” and the more I wanted to keep playing and wanting to get it when it is released. The World of Kungfu: Dragon and Eagle bills itself as “an old-school wuxia turn-based RPG set in the chaotic times of ancient China,” and it has you start off as a no-named individual who has to learn martial arts as you shape the fate of Wulin.

While the game’s website claims it is a turn-based RPG, the demo I played at GDC 2024 was more like a grid-based tactical RPG game with up to five combatants on your side at once instead. During battle, you can move your characters a certain number of squares around, and you can also attack only within a certain number of highlighted squares too. This isn’t a knock against The World of Kungfu: Dragon and Eagle whatsoever, but I do think it is important to be clear what this game is and is not.

The World of Kungfu | Combat square map
The combat in The World of Kungfu: Dragon and Eagle is a grid-based tactical style. (Images owned by Chillyroom.)

The World of Kungfu | Combat damage

What sets The World of Kungfu: Dragon and Eagle apart from any other RPG of its genre is the combat move pool itself. Every attack is drawn from a pool of over 200 styles of martial arts, and so you will get to experience a lot of different moves. As you use moves over and over again, they will get stronger and level up over time. In other words: you’re literally practicing martial arts in the game and getting stronger and better for it. You can also learn new moves through manuals you collect throughout the world. I hardcore geeked out over all the ingenuity in combat, as I practice kendo in my spare time and it honestly reminded me of walking along the Avenue of the Stars by the Victoria Harbour waterfront in Tsim Sha Tsui, Hong Kong.

Skills learned in the menu
The kung fu moves you know levels up as you use them more and more in combat. (Images owned by Chillyroom.)

Kung Fu Styles level ups

The enemy AI felt fairly fleshed out and intelligent, and I was impressed that I had to use tactical thinking in order to win my fights (bouts?). While I did not get to experience much of the storyline, as I had to skip a lot of the dialogue to fit the whole demo into my timeslot, I was entertained by what I saw of the wuxia and historically-based atmosphere. Finally, the graphics are detailed pixel-art with vibrant colors. While I was playing my demo, the developer told me that The World of Kungfu: Dragon and Eagle is supposed to be 30-plus hours and it has multiple storylines for you to complete. I am honestly excited for when this game comes out, as I want to play it, and I think you should consider picking it up too if you like the demo/early access that is currently out on Steam.

Storyline text
The story behind The World of Kungfu: Dragon and Eagle is historically-based with a wuxia flavor to it. (Image owned by Chillyroom.)


What martial arts style do you hope makes it into The World of Kungfu: Dragon and Eagle?

Do you plan on picking the game up?

Let us know in the comments below!

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PAX East 2024 IMPRESSIONS: Bread & Fred https://operationrainfall.com/2024/05/02/pax-east-2024-impressions-bread-fred/?utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-impressions-bread-fred#utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-impressions-bread-fred https://operationrainfall.com/2024/05/02/pax-east-2024-impressions-bread-fred/#respond Thu, 02 May 2024 13:00:06 +0000 https://operationrainfall.com/?p=346360 I try out Bread & Fred at PAX East 2024 before the new race content and the Nintendo Switch launch happens, and I find a fun co-op time.

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Publisher(s): Apogee Entertainment
Platform(s): PC, Nintendo Switch, TBA
Release Date(s): PC (Out Now), Nintendo Switch (May 23, 2024)

Website

Bread & Fred | Logo

Bread & Fred is deceptively simple: two people, each controlling a penguin, have to work together to climb higher and higher in the snowy mountain environment until you reach the top and finish the game. Oh, and you’re tied to each other by a rope. However, Bread & Fred is anything but simple in practice. During my hands-on demo during PAX East 2024 with one of the developers as my co-penguin, I found a brutally difficult — yet incredibly fun — game that required us to count in unison to time jumps, swings, and wall grabs.

The pixel art is beautiful, and I loved how the colors popped off of the screen. The controls were also incredibly fair, and every time we fell down, it was absolutely deserved. The gameplay though? Brutal. A lot of the jumps and rope swings have almost no room for error, and everything has to be perfectly timed in order to climb further upwards. If you and your partner do not have excellent communication and a willingness to plot the next several jumps ahead of time, then you won’t get far in Bread & Fred. This game is incredibly challenging in gameplay execution versus mechanics, and I think that really works to show off Bread & Fred’s strengths to force people to cooperate to succeed. As you climb higher and higher, the terrain can get more and more difficult with environmental hazards, such as the blowing wind, that can derail even the most calculated of jumps.

As a side note, I did not try the single player mode — Bread & Fred is clearly meant to be a co-op experience.

Bread & Fred | Exploring
Bread & Fred is a hard, but rewarding, co-op experience as you work together to climb a mountain. (Images courtesy of Apogee Entertainment.)

Bread & Fred | Swinging in a map

During my PAX East 2024 Bread & Fred demo, I also was able to try out the new race content. In this, you and your partner penguins are competing against a polar bear in a closed map environment to see who can get to the end first. During the race I tried out, it felt like it was more complicated than the gameplay environment I was previously in, and it was less forgiving with how far you ‘drop’ if you miss a jump. The polar bear also repeatedly fell, surprisingly, and so it did not make me feel like the race was over the moment I or my partner miscued a jump or swing from platform to platform. Ultimately, I think it is a nice little add-on to Bread & Fred.

Click to view slideshow.

New content for Bread & Fred includes competitive races on new maps!
They are harder than they look. (Images courtesy of Apogee Entertainment.)

So, I’ll be honest: I loved Bread & Fred and the new race content, but it definitely isn’t for those who cannot communicate with their partner penguin well. It took me and one of the developers (who made the game!) time to connect well enough to get our penguins partway up the mountain and to try to (but fail at) crushing the polar bear during the race. Bread & Fred’s already out now, so definitely give it a try!



What do you think of difficult co-op games? Have you tried out Bread & Fred?

Let us know in the comments below!

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PAX East 2024 IMPRESSIONS: TEST TEST TEST https://operationrainfall.com/2024/04/30/test-test-test-pax-east-2024-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=test-test-test-pax-east-2024-impressions#utm_source=rss&utm_medium=rss&utm_campaign=test-test-test-pax-east-2024-impressions https://operationrainfall.com/2024/04/30/test-test-test-pax-east-2024-impressions/#respond Tue, 30 Apr 2024 20:46:32 +0000 https://operationrainfall.com/?p=346312 I went hands-on with TEST TEST TEST, an Alternate Reality Game, at PAX East '24, and I found an amazing puzzle game that shouldn't be missed.

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TEST TEST TEST | Logo

Publisher(s): Toge Productions
Platform(s): PC
Release Date: January 17, 2024

Steam Link

TEST TEST TEST is probably one of the wildest, most unique and thought provoking games I played throughout all of my time at PAX East 2024. The concept is simple: you are an office employee who has to finish different tasks within 15 minutes or be executed and have your day start over again. The art style is hand-drawn pixel-art that I think is meant to invoke the 32-bit era, and it frankly looks gorgeous.

Where TTT really shines though is the puzzle solving. As you go through more and more time loops, carrying over real life-knowledge of what you’re experiencing, you will start to get quicker and quicker at doing things that lead up to where you inevitably failed (and you will repeatedly fail) during the prior time loop. Each time I did a time loop, I felt myself uncovering more and more of the story — and the Alternate Reality Game (“ARG”) elements kept surprising me in more and more ways.

TEST TEST TEST | Waking up in your home
You start each time loop at home (see above), and you will inevitably end up taking the train (below) to get to the office. The timer in the upper right corner tracks how much time you have left until noon and when the loop ends. (Images owned by Toge Productions.)

Riding the Subway.

You will have to think incredibly creatively in order to beat TTT and make it through to the end. I am being purposefully vague about the ARG elements, as I do not want to rob any player from figuring it out and experiencing it for themselves. I promise you there will be multiple moments when it will all click together in your head of what you need to do next, as TTT does a brilliant job giving you just enough to figure out what to do if you think about it while not being purposefully obtuse like 2007’s Zack & Wiki: Quest for Barbaros’ Treasure. Fascinatingly, the game also peels back the underlying storyline during each loop you play through — and you will want to figure out what the heck is going on.

Opening a Folder.
There are a lot of puzzle elements that require real-world interactions to complete as you unravel the complete story. (Image owned by Toge Productions.)

If you’ve got several hours to set aside to play a game, and you want to really work your brain in a great way, TEST TEST TEST is the perfect game for you. I will say that I got pretty far in it with my hands-on demo (with some help from the developer sitting next to me!), and I loved how well-crafted this game is. It was released back in January of this year, and I think it is worth picking up — especially because it is free on Steam.



What do you think of ARG games?

Are you going to give TEST TEST TEST a try?

Let us know in the comments below!

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Fate/Samurai Remnant – Yagyu Sword Chronicles DLC is Out Now https://operationrainfall.com/2024/04/18/fate-samurai-remnant-yagyu-sword-chronicles-dlc-is-out-now/?utm_source=rss&utm_medium=rss&utm_campaign=fate-samurai-remnant-yagyu-sword-chronicles-dlc-is-out-now#utm_source=rss&utm_medium=rss&utm_campaign=fate-samurai-remnant-yagyu-sword-chronicles-dlc-is-out-now https://operationrainfall.com/2024/04/18/fate-samurai-remnant-yagyu-sword-chronicles-dlc-is-out-now/#respond Thu, 18 Apr 2024 23:33:22 +0000 https://operationrainfall.com/?p=346371 Solve this murder mystery alongside Yagyu Munenori!

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Fate/Samurai Remnant | Yagyu Sword Chronicles Key Art

The second major DLC for Fate/Samurai Remnant, “Record’s Fragment – Yagyu Sword Chronicles”, is available to download now. In this new content, Miyamoto Iori and Saber must investigate and solve mysterious murders taking place in the streets of Edo. Players will get to work together with a new Rogue Servant, Yagyu Munenori (CV. Chikahiro Kobayashi), to find the one responsible for these killings and bring peace back to Edo.

In order to access the DLC, players must reach Chapter 3 “My Mind Bides on the Battlefield”. You can select the new content once you’re able to move freely on the Edo Map.

You can check out the DLC’s trailer and some screenshots below.

 

Fate/Samurai Remnant | Screenshot 1 Fate/Samurai Remnant | Screenshot 2 Fate/Samurai Remnant | Screenshot 3 Fate/Samurai Remnant | Screenshot 4 Fate/Samurai Remnant | Screenshot 5 Fate/Samurai Remnant | Screenshot 6 Fate/Samurai Remnant | Screenshot 7 Fate/Samurai Remnant | Screenshot 8 Fate/Samurai Remnant | Screenshot 9 Fate/Samurai Remnant | Screenshot 10 Fate/Samurai Remnant | Screenshot 11 Fate/Samurai Remnant | Screenshot 12

Fate/Samurai Remnant DLC Vol. 2 “Record’s Fragment – Yagyu Sword Chronicles” is available to purchase now for $14.99 USD in PlayStation Store, Nintendo eShop, and Steam. The DLC is also a part of the game’s season pass which can be purchased for $39.99 USD (PlayStation Store, Nintendo eShop, Steam).

Fate/Samurai Remnant is available now for PlayStation 4, PlayStation 5, Nintendo Switch, and PC via Steam.  The game is developed by Omega Force and published in North America by KOEI TECMO America. It is a spin-off of TYPE-MOON’s popular Fate franchise. For more information, you can check out the game’s website and KOEI TECMO America’s social media channels (Facebook, X Account)

If you’re interested in trying out the game, a demo is currently available for multiple platforms (PS4, PS5, Steam, Switch). You can check out our review of the main game HERE.

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GDC 2024 IMPRESSIONS- Shantae Advance: Risky Revolution https://operationrainfall.com/2024/04/18/gdc-2024-impressions-shantae-advance-risky-revolution/?utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-shantae-advance-risky-revolution#utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-shantae-advance-risky-revolution https://operationrainfall.com/2024/04/18/gdc-2024-impressions-shantae-advance-risky-revolution/#respond Thu, 18 Apr 2024 13:00:22 +0000 https://operationrainfall.com/?p=346282 I went hands-on with the GameBoy Advance version of Shantae Advance: Risky Revolution, and I found a game that fits right in with 2024.

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Publisher(s): WayForward
Platform(s): GameBoy Advance, Nintendo Switch, PlayStation 4/5, PC
Release Date(s): 2024

Website

Shantae Advance: Risky Revolution has been billed by WayForward as the ‘lost chapter of the Shantae saga’ that went into development for the Game Boy Advance in the early 2000s, but was shelved indefinitely until now. Set between the original Shantae game and Shantae: Risky’s Revenge, Shantae Advance: Risky Revolution has the half-genie Shantae protecting Sequin Land from another evil plot by Risky Boots, and I found myself loving a retro – yet incredibly modern-styled game – that fit right in with 2024.

I grew up playing Game Boy Advance games, and so I was extremely happy to be able to go hands-on with Shantae Advance: Risky Revolution on an authentic Game Boy Advance console before shifting to a modern-era handheld replica device. Even though the GBA uses a D-Pad, I was surprised at how well Shantae’s controls worked, and it did not feel like a step backwards from Shantae And The Seven Sirens with the quality of gameplay. Fighting with the hair whip, jumping and dodging, and even the dive mechanics all are beautifully done – and most crucially, when I died, I knew that it was clearly my fault and not the game or the console’s fault. The enemies were also challenging, and while I did die on the one boss fight I had available in the demo, it was absolutely a blast to figure out the combat pattern and then absolutely obliterate it. There are even gravity-based mechanics in this game for diving into the water in order to get deep enough to glide to the next area through a water-filled tunnel.

The graphics are also gorgeous. The Shantae team clearly pushed the Game Boy Advance hardware to its limits to make Sequin Land pop off of the screen as much as possible. During the demo, I was able to check out one of the towns, and I was impressed with how active the character models were and how detailed even minor NPCs were. The game’s colors are also incredibly vibrant, and I was just impressed with how much attention went even into the background graphics of each area.

Shantae Advance: Risky Revolution | Shantae outside a house.
Shantae Advance: Risky Revolution is simply a gorgeous game that really pushes the limits of the Game Boy Advance hardware in 2024. (Images owned by WayForward.)

Shantae Advance: Risky Revolution | Transformation into a monkey.

The detailed background art is incredibly necessary to have, thanks to the gimmick for Shantae Advance: Risky Revolution. In this adventure, Shantae can go through portals and jump between the background or foreground of each area ala Virtual Boy Wario Land. Jumping between the background and foreground effectively doubles the amount to explore in each area and makes you think about how to get to your goal. It also meant that sometimes I would see something in the distance on the other layer, and I wanted to get to it. I unfortunately did not get to experience the full potential of how this would play out in a variety of levels, but I loved what potential I could imagine for it. The other gimmick that Shantae Advance: Risky Revolution has, where Risky Boots can flip the gameplay world upside down, was unfortunately not something I was able to see during my demo.

Shantae Advance: Risky Revolution | Portal Door on top right.
There are multiple gimmicks in Shantae Advance: Risky Revolution. On the top right corner of the above photograph, there is the portal that allows Shantae to jump between the background and foreground of an area. And below, Risky Boots is presumably twisting the half-genie hero’s world perspective upside down. (Images owned by WayForward.)

Ultimately, would modern-day Shantae fans be pleased with Shantae Advance: Risky Revolution? I think the answer is absolutely ‘Yes.’ While this does feel like a throwback game, it controlled neatly and precisely like a modern-day title. It also had that fun gameplay the Shantae series is known for. While preorders through Limited Run Games are closed for the Game Boy Advance version, this game will still make its launch on Nintendo Switch, PlayStation 4 and 5, and on Steam later this year.



Are you excited for Shantae Advance: Risky Revolution? Did you pre-order the Limited Run Games version in time?

Let us know in the comments below!

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PQube Announces Partnership as Publisher for Panzer Knights https://operationrainfall.com/2024/04/17/pqube-announces-partnership-as-publisher-for-panzer-knights/?utm_source=rss&utm_medium=rss&utm_campaign=pqube-announces-partnership-as-publisher-for-panzer-knights#utm_source=rss&utm_medium=rss&utm_campaign=pqube-announces-partnership-as-publisher-for-panzer-knights https://operationrainfall.com/2024/04/17/pqube-announces-partnership-as-publisher-for-panzer-knights/#respond Thu, 18 Apr 2024 00:01:04 +0000 https://operationrainfall.com/?p=346335 Steam sale too.

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Panzer Knights Screen

It was announced that PQube has partnered up with Joy Brick for their tank battle title Panzer Knights. The game is set during WWII and features battles in France and the Eastern front. The game features over 20 tanks and over 40 other types of vehicles from the period. There are also 30 different members of crew to assist you in the battles. Each with their own personalities and skills to complement your style of play. Additionally, on Steam the title is currently discounted at 50% off.

Source: Press Release

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ATLUS Announces Metaphor: ReFantazio Livestream https://operationrainfall.com/2024/04/16/atlus-announces-metaphor-refantazio-livestream/?utm_source=rss&utm_medium=rss&utm_campaign=atlus-announces-metaphor-refantazio-livestream#utm_source=rss&utm_medium=rss&utm_campaign=atlus-announces-metaphor-refantazio-livestream https://operationrainfall.com/2024/04/16/atlus-announces-metaphor-refantazio-livestream/#respond Tue, 16 Apr 2024 15:52:31 +0000 https://operationrainfall.com/?p=346322 This special livestream will be taking place later this month. Click here for more details.

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ATLUS has announced that they’ll be holding a special Metaphor: ReFantazio livestream later this month. The press release states that the livestream will take place on April 22nd, 2024 at 3 p.m. Pacific / 6 p.m. Eastern. You’ll be able to watch on the ATLUS YouTube channel as well as on Steam. According to the press release, viewers will be guided through never before seen gameplay by Studio Zero director Katsura Hashino. There will be English subtitles for the stream and dubbed audio. Metaphor: ReFantazio is scheduled to launch sometime this Fall 2024 for PS4, PS5, Xbox Series X|S and PC via Windows and Steam.

Metaphor: ReFantazio | Livestream Announcement

Metaphor: ReFantazio is a full-scale fantasy RPG from the creative minds of the Persona series. Players will write their destiny and rise above fear as they step into a fantasy world unlike any other.

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SAND LAND – Sandstorm Trailer https://operationrainfall.com/2024/04/15/sand-land-sandstorm-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=sand-land-sandstorm-trailer#utm_source=rss&utm_medium=rss&utm_campaign=sand-land-sandstorm-trailer https://operationrainfall.com/2024/04/15/sand-land-sandstorm-trailer/#respond Mon, 15 Apr 2024 17:22:34 +0000 https://operationrainfall.com/?p=346303 The game is scheduled to launch for PS4, PS5, Xbox Series X|S and PC via Steam this upcoming April 26th, 2024.

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Bandai Namco has put out a brand new trailer for SAND LAND. The press release states that SAND LAND is an upcoming action RPG which is based on the classic manga by Akira Toriyama. Feel free to check out the brand new trailer down below. SAND LAND is scheduled to launch for PS4, PS5, Xbox Series X|S and PC via Steam, this upcoming April 26th, 2024.

In a desert world where demons and humans suffer from extreme water shortages, Beelzebub, the Fiend Prince, and Rao, a small-town sheriff, form a tag team and set off on an adventure in search of a hidden water source.

If you’d like to know more about SAND LAND, visit the game’s official website.

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GDC Preview: Empire of the Ants is a Crazy Fun RTS Title https://operationrainfall.com/2024/04/09/gdc-preview-empire-of-the-ants-is-a-crazy-fun-rts-title/?utm_source=rss&utm_medium=rss&utm_campaign=gdc-preview-empire-of-the-ants-is-a-crazy-fun-rts-title#utm_source=rss&utm_medium=rss&utm_campaign=gdc-preview-empire-of-the-ants-is-a-crazy-fun-rts-title https://operationrainfall.com/2024/04/09/gdc-preview-empire-of-the-ants-is-a-crazy-fun-rts-title/#respond Tue, 09 Apr 2024 22:28:16 +0000 https://operationrainfall.com/?p=346139 I went hands on with Empire of the Ants at GDC 2024, and I found a great RTS title with a satisfying and fun gameplay loop and extremely realistic graphics.

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Developer: Tower Five
Platform(s): PlayStation 5, Xbox Series X/S, PC
Release Date: 2024

Steam Wishlist


Empire of the Ants, based upon a novel written by Bernard Werber, is a photorealistic real-time-strategy game where you play the role of a general in your own personal army of ants as you direct them over a battlefield comprised of leaves, fallen branches, water, and more. Empire of the Ants also has one of the most satisfying RTS gameplay loops I have encountered yet, and I honestly struggled to believe that was not a finished product being presented to me at GDC instead of an early version of the game. My demo was a PC build played via a regular home console controller.

Instead of a top-down god-eye view of the entire environment, you are in the thick of the effort as an ant who can jump, run, and cling to any and all surfaces on the environment as you run around. Interestingly, you can only direct your troops around to where you can see it in your area. This ended up making me constantly run around to check on all the different war efforts I had going on in order to make sure the different efforts were going well.

I started off with a single ant hill to summon from, and I ended up summoning regular warrior ants. As I marched to war against other ant hills and directed my ants to subsequently conquer them, I would summon additional worker ants that I would send off to collect materials to supplement my war effort. As I conquered more and more ant hills, slowly spreading my Empire of the Ants (the name makes sense!) across the map, I gradually summoned aphids to help heal up my units and even ants that would shoot from a distance! And all the while, the worker ants became the backbone of my war effort by helping me summon additional units faster and faster through their material gathering. This all felt extremely intuitive to figure out, and I did not really need the (extremely kind!) development team to hold my hand in figuring out how to build up my forces appropriately. Ultimately, I took on the final boss in the area, termites, and I CRUSHED them using all the attacking forces, defensive forces, and assisting forces that I had built up in my demo playthrough. If anything, it made me hunger for more, larger, and harder foes to defeat.

Empire of Ants | Ant army
In Empire of the Ants, you play the role of a general of an ant army that you build through resources and conquered hills. (Images courtesy of Microids).

Empire of the ants | Gameplay screenshot

I used a controller to play my Empire of the Ants demo, and I was surprised at how well the game worked with it once I got the hang of it. I am used to using a mouse for RTS games, and so I was curious how it all would work. You can split and combine different units into two (or more, presumably) larger battalions with a couple button presses, and then direct each battalion off to do a different task — as long as that end goal is within eyesight of the ant you control. The wedged circle design of selecting each unit was slightly clumsy, as I found myself wishing I had a way to ‘snap’ between wedges more easily than what I had. With Empire of the Ants coming to the PlayStation 5 and Xbox Series X|S later this year, it is honestly important that these controls work for more than just PC — and honestly? I like how Tower Five made it work.

If I had only one kind-of complaint, it would be that this game is sometimes too photorealistic. More than once at the beginning of the demo, a cutscene would end and I would just be…standing around…because I was not aware the cutscene had ended, since graphics looked just that good and the game transitioned that seamlessly from the story back to the gameplay. More than once, the development team would have to gently tell me that I could start playing again. I will also say that if you have Entomophobia – fear of insects — then Empire of the Ants would not be a good game for you, because the graphics are just that real in Unreal Engine 5. There is also a day/night cycle, but I unfortunately did not get to see it in my demo.

Empire of the Ants | Spider
While I did not get to fight anything harder than termites in my demo, I am excited to see how I fare against creatures like spiders in the final game. (Image courtesy of Microids).

So, what’s the verdict on my GDC demo of Empire of the Ants? One of the biggest keys to making an RTS game fun to play is figuring out how to balance encouraging players to build troops and gather resources while also making sure players can figure out how to expend those resources in a way that keeps the gameplay going instead of being just a resource building sim. And frankly, Empire of the Ants absolutely succeeds in that. I genuinely want to play this game when it is released later in 2024, and you should too.



Are you excited for Empire of the Ants? What kind of natural creatures would you want to fight with your own ant army?

Let us know in the comments below!

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