XBox Archives - oprainfall https://operationrainfall.com/category/channels/xbox/ 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 XBox Archives - oprainfall https://operationrainfall.com/category/channels/xbox/ 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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Sky Oceans: Wings for Hire Gets New Trailer https://operationrainfall.com/2024/06/06/sky-oceans-wings-for-hire-gets-new-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=sky-oceans-wings-for-hire-gets-new-trailer#utm_source=rss&utm_medium=rss&utm_campaign=sky-oceans-wings-for-hire-gets-new-trailer https://operationrainfall.com/2024/06/06/sky-oceans-wings-for-hire-gets-new-trailer/#respond Fri, 07 Jun 2024 02:45:30 +0000 https://operationrainfall.com/?p=347004 Time to take to the skies.

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Sky Oceans: Wings for Hire Screen

A new trailer has been released for the upcoming RPG, Sky Oceans: Wings For Hire. The game follows Glenn and his crew of sky pirates as they set off on a journey. Set in a world where the surface of the planet was decimated, humanity has gone on to survive on pieces of land that were launched into the sky. The game features turn-based dogfights and the ability to upgrade and expand your airships.

Sky Oceans: Wings for Hire is currently set to be released for PlayStation 5, Steam, Switch, and Xbox Series S|X. Physical editions of the game are available for pre-order for the PlayStation 5 and Switch. A demo will be released during Steam Summer Next Fest on June 10.

SOURCE: Press Release

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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: Media Day 1 Q&A with Naoki Yoshida https://operationrainfall.com/2024/06/06/dawntrail-media-tour-media-day-1-qa-with-naoki-yoshida-ffxiv/?utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-media-tour-media-day-1-qa-with-naoki-yoshida-ffxiv#utm_source=rss&utm_medium=rss&utm_campaign=dawntrail-media-tour-media-day-1-qa-with-naoki-yoshida-ffxiv https://operationrainfall.com/2024/06/06/dawntrail-media-tour-media-day-1-qa-with-naoki-yoshida-ffxiv/#respond Thu, 06 Jun 2024 10:12:05 +0000 https://operationrainfall.com/?p=346907 Naoki Yoshida answers questions from the Media about Dawntrail and other aspects of FINAL FANTASY XIV Online at the end of Media Tour Day 1.

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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.

At the conclusion of Day 1 of the Dawntrail Media Tour, members of the media were permitted to submit questions for Naoki Yoshida, the producer and director of FINAL FANTASY XIV Online, to answer over an hour block of time. The gamut of questions ranged from suggestions for gameplay about Materia to whether or not Dawntrail is the start of a new saga for FINAL FANTASY XIV Online.

Below is a summary of that Q&A for all of the questions asked.


This Q&A has been edited for content and clarity.

Are there any examples of “improved reward” as shown in previous PLL [OR Note: Producer Letter Live] and also today’s presentation? Is it more tomestones cap over 7.x patches? Is it more gear drops from 8man/24man raids or existing contents? Or simply just more rewards like cosmetic purposes (minions/mounts)

Yoshida-san made it clear the tomestones cap will not be increasing. [OR Note: It was announced earlier this week that new tomestones will be released and others will be discontinued, however.] Some of the feedback they’ve received is that the rewards are lacking (including in amount) for a lot of the dungeon content, especially for the variant dungeons. They did not have the resources to allocate towards having player-fulfilling rewards for offered content, and so they want to improve upon the rewards given and to increase the reward amounts for dungeons. This does not mean just for minions and mounts, but gear and weapons.

Another factor is they want to bring in different content than what has been offered before, and those rewards will be to fill in gaps – the gear drops may not provide maximum iLvls, but they will still raise average iLvl to midlevels. Yoshida-san admitted it is hard to explain in words, but to look forward to Patch 7.1 for more information. He did reiterate they will increase the amount of gear given as a reward.

I would like to know if there are plans to create a central Party Finder since many raiders DC travel to Aether for NA if they want to find groups. We could even tie in the Oceanic region as well!! This leaves players without access to FC buffs, mail, retainers, etc while they are trying to fill groups. Also, since we are getting many graphical and system updates in Dawntrail, are there plans for a modernized friends list similar to Blizzard’s Battle.net or Steam friends?

Yoshida-san said they are aware players want this, but he said traveling between different physical data centers and having different party finders will need a separate system to manage. If they had this in place, it would solve a lot of problems, but it would be nice. It would take two to three years of work to make happen, and so they wonder if there is an alternative method that would work. They are currently focusing resources on 7.0 at the moment. Once that has settled down, they will talk more about this subject. Yoshida-san said that he does want to solve this, he isn’t giving up on it, but they have to talk about it more.

As for the friends list and improvements, there has also been a lot of feedback for it. But they are improving the blacklist first, and once that has settled down, they are looking at adjusting the friends list as well. Yoshida-san noted that Battle.net, etcetera, are things companies have put their full resources into. They will try to do their best.

Pictomancer job
Pictomancer and Viper are the two new jobs being introduced in the Dawntrail expansion. © SQUARE ENIX

Viper

In terms of new player experience, can we see more skills becoming available to players at low levels (as has been done in the past) to refresh that starting experience?

Yoshida-san said with the level cap growing to 100, the team had to review each job’s available actions and their level distribution. He said they tried to keep a good balance across the levels, but they aren’t completely sure about the lower levels, and they do welcome specific feedback on the forums.

It does raise a question about striking a good balance, because people expect they will get new actions when the level cap goes up. They can always increase the number of available actions, but there can be too many and it will be cumbersome. He pointed out that conversely, if you learn it all at lower levels, then what is the purpose of leveling at the higher levels? Furthermore, they don’t want to decrease back to, say, level 50. They said they do think about this, and they are trying to do their best too.

If you could recommend any quests (job, side content, etcetera) to complete before Dawntrail, which would you recommend for players really into FFXIV lore?

Yoshida-san pointed out that if people are really into lore, then they would have already done a lot of the side content. He said he doesn’t want to give away too much, but the most recent alliance raid, Myths of the Realm, would give background information. He also referenced the names of all 14 seats of the Convocation. He said that is a good place to start to get into FINAL FANTASY XIV Online lore.

What were some of the inspirations for Dawntrail?

Yoshida-san referenced what he said during the Fan Festivals, and that one of the inspirations was giving a summer vacation for players. He stated they previously went to the edge of existence in Endwalker and to the Thirteenth in more recent patches. He said what they were doing started to feel all narratively similar, and so they wanted to bring in a new perspective in the Source with a new adventure and new lands and diverse cultures and people with different values. The theme is more uplifting and with adventure – to bring that kind of vacation feel.

Yoshida-san drew a comparison to the real world and all the sad news about war and chaos taking place. He stated with FINAL FANTASY XIV Online, they want to focus on relationships between people for both in-game people and real-life players with different values. They are showing this through the history of Tural and the cultures they represent and how they interact. He hopes it brightens the real-life future as well. Additionally, Warriors of Light wouldn’t be excited with just relaxation, and so there are exciting battles and content ahead, and Yoshida-san encouraged people to play all the way through 7.0.

Dawntrail | Different races enteracting together in Tural.
During my brief hands-on time with Dawntrail at the Media Tour, it was evidence that different races were getting along inside Tuliyollal. © SQUARE ENIX

With the introduction of Viper, there are now six melee DPS. Within these six jobs there are: Striking, Scouting, and Maiming left-side gear as well as Slaying and Aiming right-side accessories. As you can imagine, these make managing gearsets and Materia melds (specifically for skill speed) very hectic. Are there any plans moving forward for either consolidation of melee gearsets and/or Materia loadouts?

My suggestion to fix this easily would be to have players meld material onto their job stones or a skill tree instead of directly onto gear which is being shared across multiple jobs.

Yoshida-san said he is always wondering what direction they want to take simplifying into and how much they should support that. He stated how they wanted to bring a more fulfilling gameplay experience from 7.0 into the 7.x patches, and they talk about how to make more robust content that will challenge players. They looked at more recent content, including battle content, and it started to feel more similar to each other. They have used unique mechanics in the past where parties had to get creative about it. Over the years though, the development team has gotten more conservative about those mechanics, and the player feedback has been harsh about it too. The development team therefore included less unique dungeon elements.

He said they want to address any ‘pain’ points for players – and he described the targeting circle sometimes being as big as the entire field as an example of that. They are trying to shift focus into more robust gameplay, such as the main tank and off tank having specific tasks to be doing or removing one of the DPS and having them fighting a different enemy. They want to introduce fresh mechanics into battle. They’ve also heard comments about how a lot of the content feels similar. He also pointed out that there is feedback from players about how one job has a particular action and yet another job does not. They are not saying that player feedback is bad, but they want to make sure that players are having fun with the game.

Yoshida-san feels, though, that they have gone a bit too far. They would love to go into the various jobs and make them all individual but won’t do it at the same time as they are adjusting gameplay content, because doing it all at once would be a problem. Their current goal is to work through 7.x series to improve on content and then bring a fresh a new perspective to players. Yoshida-san then said that it comes down to different jobs and how much do they accommodate that kind of support on the developer side. He explained that with the different jobs available, if they make it simpler to manage melded Materia for gear – like making it one-button clickable to replace the Materia – the question becomes if it will contribute to a fulfilling gameplay experience.

They are serious about the adjustments and the choices they make but the team does feel they have introduced too many types of Materia, and they should revise that system. Yoshida-san stated this was a good idea that was put forward in the question, and that he may talk with the team about among the other discussions.

How is Dawntrail shifting away from the single player orientation brought about during Shadowbringers to encourage collaborative play [among] the Warriors of Light?

Yoshida-san said that he, and other core team members, wanted to emphasize they are watching your streams and that they want feedback. He said it is not a shifting away, per se. The development team have a long-term goal to accomplish – and this is part of it. The biggest reason people hesitate to play an MMORPG is because people don’t want to play with other players. He wanted to change that hesitation, and he said that one advantage they have is that the story is so good. He wanted to pull people into FINAL FANTASY XIV Online without them having to deal with the pressure of working with others. If he got those people who hesitated to jump in, then that increases the number of players who are available to play together. They decided to make solo-focused gameplay because of it.

Yoshida-san further explained this solo-based content built a playerbase that allows them now, with Dawntrail, to go back to the MMORPG elements to play together in a new stage of the game. He said he is sure that people will find out that the FFXIV community is kind and helpful, and he said if a Sprout fails a mechanic, then they aren’t going to be yelled at or anything. He further explained the solo runs are used by some people as ‘practice runs’, so that when they are grouped with other people, they will have knowledge of the dungeon so it will go more smoothly.

Ihuykatumu Dungeon Combat as a Pictomancer
While spending time in the Ihuykatumu dungeon, I found that a lot of the miniboss fights require familiarity with dungeon mechanics that are homed in from prior expansions. That said, in my personal experience, the player community is always welcoming to new players who are tackling new content. © SQUARE ENIX

Ihuykatumu Dungeon Combat as a Pictomancer

In the future, are [there] plans to rehaul the iLvl sync system? Currently, the calculations are very convoluted and confusing for new players when syncing for various contents, including high level raids, where the higher iLevel gear may not actually be best in slot. For example, this is in part due to Materia stats not being included in syncing.

My suggestion would be to include Materia stats, in addition to the base stats, but also put a cap on them.

Yoshida-san said that calculations for iLvls are quite complex, and it does put a load on the servers. He said they are aware there is a misalignment with Materia. The iLvl system comes from FINAL FANTASY XI Online and the formula for it was developed solely by Mitsutoshi Gondai. [OR Note: iLvl was introduced in 2013’s Seekers of Adoulin expansion.] With the iLvl sync system in FINAL FANTASY XIV Online, they got Gondai-san to program it in. He was also the first battle director for FFXIV. He is still involved with FFXIV, and he is a very dedicated team member.

Yoshida-san further explained that iLvl system in FFXIV was rather rushed, because they were trying to get the game ready for launch. He said it was a good idea and they will take it back and discuss it further while trying to also keep a lower load on the servers.

In Producer Live Letter 81, you stated that the discussions for the next expansion -8.0- had already started. Is Dawntrail the start of a new saga that will be continued into further expansions, or is it intended to be a standalone story?

Yoshida-san opened by saying that whether or not they want to make Dawntrail an ongoing saga or not has not been determined yet. He said that this is because when they released Heavensward, they did not know it was going to be one long saga. At the time, they were focused on rebuilding FINAL FANTASY XIV Online after the harsh 1.0 launch, that they wanted to just make sure to continue the game and that it would continue to exist. He said that at that time, it was just one step at a time, and they didn’t have a mind to go to SQUARE ENIX and tell them that it would be just one long saga because they would just call it crazy.

He said that around the time of Stormblood, they started to say it looks like it is just one continuous story for them to tell. He said that there was some foreshadowing in Heavensward and Stormblood in the hopes they would be able to depict a larger overarching story. In similar fashion, there will probably be some foreshadowing that might lead to something throughout Dawntrail’s story.

Yoshida-san said he has to wait to see how players react to Dawntrail’s story and the finale of the expansion. But they do have several ideas in their pocket about where to go to. They have something incorporated into 7.0 that is exciting that they can’t say quite yet. Yoshida-san said that they will wait and see what the future holds. He said in his mind, there are storylines for the next two expansions, and so he hopes that players will continue to be excited over FINAL FANTASY XIV Online and he will see the players reactions to Dawntrail. He said Dawntrail is all about a summer vacation, so next time may be all ice and frozen. He concluded that rather than worrying about it all being one long saga or not, he wants to bring excitement, new exploration, and new elements to players for them to enjoy in Dawntrail.

Please check out my thoughts on the new Viper job, on the new Pictomancer job, 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 new features would you like to see in Dawntrail and in future expansions?

Are you ready for a summer vacation in Tural?

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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oprainfall Week in Gaming: May 5 – 11 https://operationrainfall.com/2024/05/13/oprainfall-week-in-gaming-may-5-11/?utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-week-in-gaming-may-5-11#utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-week-in-gaming-may-5-11 https://operationrainfall.com/2024/05/13/oprainfall-week-in-gaming-may-5-11/#respond Mon, 13 May 2024 17:10:19 +0000 https://operationrainfall.com/?p=346625 Check out what the crew has been playing in our downtime!

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While we here at Operation Rainfall love covering the latest in gaming news and sharing our reviews of titles new and classic, we also just enjoy playing games in our downtime. So with that, sit back, relax, and check out what the oprainfall gaming crew have been up to this week!


Riichi City | Whale Cup Tournament Match Screenshot

Lately, I’ve been playing a ton of mahjong and hopping between a couple of other games. A few weeks ago was the Whale Cup tournament in Riichi City, which I joined last year and yet again signed up for this year. I feel like I possibly did even worse than last year. However, Riichi City‘s helpful tip features, dora tile highlights, winning tile wait hints, etc., being turned off for the tournament, I didn’t find much of an inconvenience at all this year. Last year, that was a bit odd for me and I more significantly felt that change from how I usually play. This year, it didn’t really matter to me much at all. So I suppose in some ways I’ve improved. Although, I have been having horrendous luck in mahjong overall, all year.

Mahjong Soul | Jenae's Current 4-Player Ranked Stats

Not only did I do miserably in that tournament for the second year in a row, but I’ve also managed to recently lose my rank in Mahjong Soul. I went from an Adept 3 star rank, back down to 2 star. I wasn’t even a high rank to begin with, but I just haven’t had much luck lately. Some of it is my own fault. Nonetheless, these last couple weeks I’ve been using the efficient discard method to try and rank back up and I haven’t been making significant progress without eventually losing it all simply due to bad luck. Sure, occasionally I’ve taken a risk or two and those losses have been my fault, but in the majority of my matches I’ve been making myself play efficiently and it’s been going extremely slow. I already felt like Expert 1 star and the gold ranked rooms were quite far away, now I feel like I won’t even ever rank back up to where I was. I’ve pretty much been losing all my points this year in both Mahjong Soul and Riichi City.

Endless Ocean Luminous | Game Screenshot

Other than mahjong, I’ve done a smidgen of console gaming here and there, but not a lot lately. Finishing up Like a Dragon: Infinite Wealth, has been going a bit slow. I’m nearing the end, but also trying to finish up various side adventures. I’m attempting to not simply rush through the end like I did Gaiden, back when I wanted to finish it and be ready for Infinite Wealth right at launch. I mostly want to finish Infinite Wealth simply because it’s been months now, in addition to the fact that I finally got my hands on Persona 3 Reload a while ago during a sale and have been anxious to start that. Persona 3 was always my favorite Persona. Also, this past week I managed to get my hands on Endless Ocean Luminous as well, thanks to Nintendo. I’m playing that with the purpose of reviewing it, so I won’t say too much about it now. I’ve gone on some solo dives, made a bit of story progress and have done some online dives as well, plus I checked out the first online event this past weekend. But once again, if you want to hear more about my thoughts on Endless Ocean, you’ll have to wait for my future review. – Jenae

What games have you been playing this week? Let us know in the comments!

You can read previous Week in Gaming entries here!

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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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REVIEW: Like a Dragon: Infinite Wealth https://operationrainfall.com/2024/05/07/review-like-a-dragon-infinite-wealth/?utm_source=rss&utm_medium=rss&utm_campaign=review-like-a-dragon-infinite-wealth#utm_source=rss&utm_medium=rss&utm_campaign=review-like-a-dragon-infinite-wealth https://operationrainfall.com/2024/05/07/review-like-a-dragon-infinite-wealth/#respond Tue, 07 May 2024 13:00:06 +0000 https://operationrainfall.com/?p=346485 Ichiban and Co. take on a new adventure, this time with the Dragon of Dojima himself.

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Like a Dragon Infinite Wealth Title Like a Dragon: Infinite Wealth Developer Ryu Ga Gotoku Studio Publisher Sega Release Date Jan 25, 2024 Genre RPG Platform PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PC Age Rating Mature Official Website

I’ve made little secret about my love of the Yakuza games (and their spin-offs). It’s one of my favorite series, so I was ecstatic to have the chance to review Like a Dragon: Infinite Wealth, the second of Ryu Ga Gotoku Studio’s RPG offerings and a continuation of Ichiban Kasuga’s story. Joined by new friends and in a completely new setting, will this adventure charm me as much as Ichiban’s first?

Infinite Wealth Story

Like a Dragon: Infinite Wealth | Ichiban and Saeko

We pick up three years after the events of Like a Dragon and the Yokohama crew have settled back into society as productive, working adults. Kasuga Ichiban is at Hello Work trying to find jobs for the displaced yakuza following the Great Dissolution of the Tojo Clan and Omi Alliance. Masumi Arakawa’s dream for the yakuza was for them to reintegrate into proper society, and Ichiban has made it his dream to make sure Arakawa’s vision comes to fruition. Yu Nanba found a job working in a medical warehouse, and Koichi Adachi is starting up his own security business. Saeko Mukoda is running her own club. Everything is going well, but it’s about to go downhill fast. Ichiban finally builds up the courage to take Saeko out on a date, and it ends disastrously – so much so that we skip one year into the future and she’s left the poor man on read. Not only that, but a VTuber released a hit piece on Ichiban that went viral, leading to him being canned from Hello Work. Adachi and Nanba get the ax, as well.

Freshly unemployed once again, the gang learn all the ex-yakuza Ichiban spent years trying to help were also targeted by this VTuber. Hisoka Tatara has it out for the yakuza in general and Ichiban in particular, it seems, dedicating multiple live streams to our hero. With nowhere to go, the yakuza turn to the Seiryu Clan in Yokohama, which has been filling its ranks in recent months. Acting captain Masataka Ebina claims he’s recruiting the former yakuza to work at his legitimate waste disposal business as he plans to enact the Second Great Dissolution. To gain legitimacy among veteran yakuza and prove his commitment to Arakawa’s vision, Ebina pulls strings to get Jo Sawashiro out of jail early, drawing in more former Tojo and Omi in the process.

Like a Dragon: Infinite Wealth | Hisoka Tatara

It’s here Sawashiro drops a bombshell: Ichiban’s mother, Akane, is still alive, and she lives in Hawaii. Would Ichiban like to go meet her? Ichiban of course takes Sawashiro up on his offer, though unfortunately his bad luck follows him across the Pacific. Ichiban arrives on American soil and is immediately held up at gunpoint, then drugged and left naked on the beach. He’s arrested for indecent exposure and used as a scapegoat for multiple cold cases, until he escapes and runs into Kazuma Kiryu, who is coincidentally in Hawaii on a job for the Daidoji. The two eventually make their way back to Akane’s house, encounter a local yakuza named Yutaka Yamai – who is also looking for Akane – and make a new friend in Eric Tomizawa, one of Yamai’s men and also the man who held Ichiban up the day before. Ichiban is nothing if not forgiving to a fault, after all. Once the trio are safe, Kiryu then drops the games’s second bombshell: He’s dying of cancer.

So begins Like a Dragon: Infinite Wealth. In true RGG fashion, the game takes tons of twists and turns, bringing together an eclectic cast of misfits in a story that tackles finding a new beginning in life, closure in the life you’ve lived, and atonement for the mistakes you’ve made. The game takes aim at a number of issues, not the least of which include police corruption, overly burdensome and retributive laws, online dogpiling and how easily someone’s life can be destroyed by rumors, religious faith versus zealotry, economic disparity, homelessness, balancing urbanization and environmentalism, and bodily autonomy with regards to illness.

Like a Dragon: Infinite Wealth | Kazuma Kiryu

Ryu Ga Gotoku narratives have always had go big or go home energy, and that’s no different here, for good and for ill. Staging the majority of the story in Hawaii was a big hit, using this new location to explore themes that have been ever-present in this series, but to also highlight unique issues to Hawaii itself, as well as adding an international bent.

Ichiban and the gang from Like a Dragon return, and this time they’ve made some friends. The newest additions to the cast are Eric Tomizawa, a Hawaiian cabby caught up with local gangster Yutaka Yamai; and Chitose Fujinomiya, the daughter of a powerful Japanese magnate who is attending school in Hawaii. Old friends Adachi, Nanba, Zhao and Han Joongi join newly playable Seonhee and the Dragon of Dojima himself to round out the playable cast for this sprawling, dual protagonist story.

Let’s break it down a little more, as unlike previous games in this series, both Ichiban and Kiryu take top billing here. Infinite Wealth is as much a story about the search for Ichiban’s mother as it is closure for Kiryu, and the way the game handles each is at least partially reflected in their supporting casts.

Like a Dragon: Infinite Wealth | Eric Tomizawa

Ichiban’s story takes up the bulk of the game, with the front half devoted entirely to his time in Hawaii. One of the first people he meets is Tomizawa, a down-on-his-luck cabby who holds Ichiban up at gunpoint just hours after our hero touches down on American soil. The son of an Hawaiian native and a Japanese national, Tomizawa straddles two cultures and acts as Ichiban’s liaison and interpreter as one of the few bilingual characters in the game. (This is, unfortunately, an aspect of the game that gets dropped pretty quickly, but I’ll discuss that later.) Chitose is the daughter of a big time Japanese business magnate and has been attending school in Hawaii. Stifled by her upbringing, she’s an interesting civilian foil to the yakuza families of older games. She’s also the most tech savvy of the crew, and ends up helping Ichiban widen the search for his mother by utilizing her ‘Net know-how to gather information. Ichiban’s crew is eventually rounded out by Adachi and Han Joongi, who bring with them familiarity but also new perspectives on life in Hawaii. Having old friends and new mingle was a nice reflection of Ichiban’s relentless optimism and drive to expand his world.

Click to view slideshow.

Kiryu’s party is made up entirely of familiar faces from Like a Dragon (which I’ll also refer to as RGG7), which feels appropriate as his story focuses more on the past. What’s new is who is playable, though. Seonhee joins the fray this time around, stepping out from her web of shadows in the Geomujul to take to the streets alongside her hero. Despite her connections to the underworld, she does not have immediate access to information the way the Florist did in previous games, instead helping Kiryu unravel the mysteries surrounding the Seiryu Clan’s connections with Hawaii and how VTuber Hisoka Tatara plays into everything. Nanba comes along as Kiryu’s physical and mental support, with Saeko and Zhao rounding out the crew. Having Ichiban’s friends pal around with Kiryu gives the cast a chance to discuss Ichiban in ways they could not when he’s present, as well as contrast the differences between both former yakuza – in particular, addressing Kiryu’s insistence on doing everything himself. Ichiban has always been a proponent of the Power of Friendship, and that is on full display here, demonstrating how he’s impacted those around him and how they, in turn, are lending their strength to Kiryu when he needs it the most.

Gameplay

Like a Dragon‘s turn-based combat returns here with some welcome tweaks. The battle system still relies heavily on exploiting weapon type and elemental weaknesses in your enemies, but has now added a free-moving aspect that allows for back attacks and team combos. In RGG7, your characters would run across the field to attack whatever enemy you chose, but you had no free range of movement. In Infinite Wealth, you now have a small area in which you can reposition your characters to either hit enemies on the back for added damage, or line up attacks to shove enemies into your friends for a bonus follow-up attack. You can also position your character near an ally and trigger a combo attack, where both will attack the enemy at once. It’s a small change with a big impact since it introduces some strategy, especially when dealing with enemies who use shields or are otherwise heavily armored. The higher the bond with a character, the more damage these combo attacks will do, and the more often follow-up damage will trigger.

Like a Dragon: Infinite Wealth | Ichiban in battle

Ichiban and Kiryu can also do Tag Team attacks with their crew once they build up their Hype Meter. This is represented by an infinity symbol next to each character’s combat portrait, and the more damage a character takes, the faster the gauge fills. Once it’s fully charged, Ichiban and Kiryu can then “tag” that character to perform a special combo. For instance, Ichiban and Kiryu’s Tag Team is the two of them rushing an enemy and punching them in the face; Tomizawa and his partner hurl wheel wrenches through the air; and Chitose ballroom dances with her partner to hit multiple bad guys in a line attack. Each of them are pretty interesting in their own ways. Ichiban can also use an Ultimate Tag Team that depletes all party member’s gauges but does massive damage to every enemy.

Characters have access to various jobs, which must be bought by taking part in vacation packages at Alo-Happy Tours. Each job can learn skills up through level 30, after which point levels only increase stats. These skills can be “inherited” by other jobs, giving you the opportunity to mix and match and craft your favorite possible job. Do you want your Samurai to also spray bubbly in your enemy’s faces the same way a Host can? Well, now that’s possible. Even ultimate abilities can be inherited, though you only have five total inheritance slots, one of which is for an ultimate ability. You earn inheritance slots as you increase your bond with other characters, and these inheritances will carry over to every subsequent job until you manually change which skills you’re sharing. This ends up being an excellent way to equip characters to exploit the weakness system and ensure you’ve got versatility.

Like a Dragon: Infinite Wealth | Ichiban as a Desperado

Infinite Wealth has a wide assortment of jobs available. Host, Breaker, Chef, Idol, and Night Queen return from RGG7, so I want to focus briefly on the newcomer jobs: Action Star, Aquanaut, Desperado, Pyrodancer, Samurai, Geodancer, Housekeeper, and Kunoichi. Action Star is a heavy damage focused job with mostly single-target skills. Aquanaut is a magic-focused job with a decent mix of ranged attacks and healing. Desperado is a ranged attack job that mixes elemental-based damage between single and group attacks. Pyrodancer is a magic job with an emphasis on support and debuffing. Samurai is a strong physical job with a mix of single target and AOE skills. Geodancer, like Pyrodancer, focuses on magic support and debuffs. Housekeeper has a mix of physical and debuff attacks. And Kunoichi is a strong physical job. Ichiban can also access the Sujimancer job, which lets him call forth Sujimon to perform an assortment of magic-based attacks. Much like in RGG7, your unique jobs tend to be the most well-rounded, though it doesn’t matter as much here since you can mix and match skills with inheritance, so it’s really just going with the aesthetic you like the most. I would say the only exception is Sujimancer, which felt underwhelming even with high-level Sujimon.

As the Dragon of Dojima, Kiryu’s combat comes with its own flourish. He fists are his weapons, and his ability list is a what’s what of classic Komaki-style attacks. He can also access three different fighting stances at will throughout a fight: Brawler, Rush, and Beast. Much like in his own titles, each of these styles comes with its own pros and cons. Brawler is Kiryu’s default stance, and the only one in which he can use Heat Actions. You can also counter enemy attacks if you perfect guard. In Rush mode, Kiryu’s attacks deal less damage, but he has a wider range of motion, and he gets two turns, which makes this ideal for cleaning up low HP enemies or capitalizing on back attacks. Beast mode is Kiryu’s defensive stance, offering an increase in attack power, but at a significant hit to speed and range. While in Beast mode, Kiryu can break enemy guard stances without using special abilities, which makes this style invaluable against large groups of heavy types and enemies with shields.

Like a Dragon Infinite Wealth | Kiryu and Seonhee in battle

When the going gets tough, Kiryu can also dig deep and harness the dragon within, unleashing the full strength of the legendary yakuza by literally breaking free of the game’s turn-based combat to wail on enemies freestyle. Rather than performing a Tag Team attack, by holding R2 when his Hype Meter is full, Kiryu can access Dragon’s Resurgence, giving him free range to pummel any enemy regardless of distance. Once the Resurgence meter runs out, Kiryu will rejoin his teammates in turn-based combat. Deciding between Resurgence and Tag Team can be the difference between winning or losing a battle, and I liked the versatility this offered.

Like every other character in the cast, Kiryu can also use the generic jobs (I quite liked him as a samurai, myself). But the Dragon of Dojima is honestly the strongest job in the game – absurdly so at times – and is a nice gameplay reminder that, despite the events of the story that have Kiryu significantly weaker than during his own standalone titles, he earned his Legendary Yakuza title for a reason.

Like a Dragon: Infinite Wealth | Ichiban status screen with Adachi, Tomizawa and Chitose

Poundmates return with some enhancements this time around. Like in RGG7, you can call in support from a variety of colorful characters, many of whom you unlock through subquests. They range from the hard-hitting Chitose Holmes (not to be confused with Chitose Fujinomiya), to mainstay Nancy and her new friend Olivia, the lead singer of a visual kei band, one half of a manzai group who serves coffee, and even the Bartender from Survive. New this time around is the fact that most Poundmates you obtain will fight alongside you for three turns, rather than one-and-done moves. Those are reserved for the highest level Poundmates, most of which you won’t see until nearing endgame. For instance, Chitose will follow up all of Ichiban’s attacks with her own flurry of furious blows, sticking around the battlefield for three turns until she finally bids farewell. Having this bonus damage or healing can make or break early fights, and was a nice addition to the Poundmates system. The more money you spend on Poundmates, the higher your rank with the service, and once you max out your contributions you can unlock With Benefits options, which double the cost of a Poundmate, but also exponentially increases their base attack power. This addition was indispensable during endgame.

Along with Poundmates, Sujimon return, this time bigger than ever. Rather than just being a glorified bestiary, Sujimon now have an entire mini-game devoted to their capture and subsequent battles. Infinite Wealth makes no real effort to hide the Pokémon influence here, and if you’re at all familiar with those games, capturing Sujimon will feel old hat. After battle, Ichiban has the chance to “recruit” one of his enemies. To do so, you need to offer a gift (think Pokéballs) and then prostrate yourself to demonstrate your resolve. The sincerity of your attempt to woo the enemy is represented by a scale at the bottom of the screen, and the further along you time your button press the better your chances (though I highly recommend checking out the low sincerity). If you’re successful, the Sujimon will join you and can be used by Ichiban’s Sujimancer unique job, or fight in Sujimon Battles. They can also take part in Dondoko Island. I’ll touch on both of these aspects a little later.

Like a Dragon: Infinite Wealth | Ichiban attempting to capture a Sujimon

Read on for Dondoko Island, Sujimon Battles and more! ->

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PAX EAST 2024 IMPRESSIONS- Arzette: The Jewel of Faramore https://operationrainfall.com/2024/05/03/pax-east-2024-arzette-jewel-faramore-impressions-limited-run-games/?utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-arzette-jewel-faramore-impressions-limited-run-games#utm_source=rss&utm_medium=rss&utm_campaign=pax-east-2024-arzette-jewel-faramore-impressions-limited-run-games https://operationrainfall.com/2024/05/03/pax-east-2024-arzette-jewel-faramore-impressions-limited-run-games/#respond Fri, 03 May 2024 16:00:13 +0000 https://operationrainfall.com/?p=346430 I went hands-on with Arzette: The Jewel of Faramore at PAX East 2024, and I found a gorgeous and charming CD-i inspired title.

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Publisher(s): Limited Run Games
Platform(s): Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X/S, PC
Release Date(s): February 14, 2024

Website

Arzette | Logo

When I played a demo of Arzette: The Jewel of Faramore at PAX East 2024, the biggest impression I walked away with was that Seedy Eye Software had done the impossible: they created a game that invoked the heart and soul of the CD-i console platform and made it into a quality gaming product for 2024. Set in the land of Faramore, Arzette: The Jewel of Faramore has the titular hero go out on a quest to stop the evil Daimur.

The creator behind the game, Seth Fulkerson, has repeatedly stated that Arzette: The Jewel of Faramore is inspired by The Legend of Zelda CD-i games, and I certainly believe that. The gameplay is a 2D adventure where you jump and slash your way through enemies towards the end of the level. The gameplay itself fits well in 2024, and I was happy to find out that the enemy hitboxes were on point, and the platforming controls worked well. Even as I killed enemies and fought a boss at the end of the demo, I found myself becoming thoroughly engrossed by the gameplay itself. The game bills itself as Arzette being able to unlock more abilities as it progresses, and I am personally curious to see what all she can do when she is fully unleashed. During my demo, I was able to try out the bombs, and I ended up using them to great effect to help destroy the stage-end boss.

Arzette | Platforming in a level
Platform and swing your weapon through multiple levels as you try to stop evil. (Image courtesy of Limited Run Games.)

Of course, the hallmark of the CD-i was the animated cutscenes, and Arzette: The Jewel of Faramore does not disappoint. The distinct, low quality art style of the CD-i games has been lovingly recreated for Arzette: The Jewel of Faramore. The voice acting is over the top, and the cutscenes pop up to tell the story more frequently than what you would expect. The world levels themselves are beautifully done, and you can tell that a lot of care went into them. The more I kept playing, the more it reminded me of Working Designs’ Popful Mail in terms of gameplay quality and charm.

Arzette | Cutscene Character
Arzette: The Jewel of Faramore took pains to recreate the cutscene art style of the CD-i games of yesterday. (Images courtesy of Limited Run Games.)

Arzette | Cutscene Character

There is one other important note to mention: I tried the game with both the 2024 controller option and the remade CD-i controller option that was released through Limited Run Games. Unfortunately, that CD-i controller is awful, and I found it difficult to control Arzette with it. Using that controller really made me appreciate joysticks and other video game innovations in the past 20-plus years.

Arzette | CD-i inspired controller
Limited Run Games released a CD-i remade controller earlier this year. (Image owned by Limited Run Games.)

Ultimately, the PAX East 2024 demo I played of Arzette: The Jewel of Faramore takes inspiration and heart from a long-dead, barely remembered home console, while simultaneously transcending it into a final product that is far better than its inspiration. The final product was released back in February, and I think it is well-worth trying it out if the demo is any indication of the final game…and thankfully, it is out now!

Arzette | Gameplay level
Can you save Faramore? (Image courtesy of Limited Run Games.)


Did you ever play any CD-i titles? Are you planning on picking up Arzette: The Jewel of Faramore?

Let us know in the comments below!

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GDC 2024 IMPRESSIONS: Flint- Treasure of Oblivion https://operationrainfall.com/2024/04/17/gdc-2024-impressions-flint-treasure-of-oblivion/?utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-flint-treasure-of-oblivion#utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-flint-treasure-of-oblivion https://operationrainfall.com/2024/04/17/gdc-2024-impressions-flint-treasure-of-oblivion/#respond Wed, 17 Apr 2024 13:00:46 +0000 https://operationrainfall.com/?p=346268 I watched a hands-off preview of Flint- Treasure of Oblivion, and I found a gorgeous comic book-inspired tactical RPG with plenty to enjoy.

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Publisher(s): Microïds
Platform(s): PlayStation 5, Xbox Series S|X, PC
Release Date: Q4 2024

Website

During my hands-off showcase of Flint – Treasure of Oblivion, the part that stuck with me the most was how unique the Savage Level development team tells the game’s story of searching for a legendary treasure that promises freedom and fortune for Captain Flint, his second-in-command Billy Bones, and his crew. Inspired by Robert Louis Stevenson’s classic novel Treasure Island and set during the golden age of piracy, Flint – Treasure of Oblivion tells its story through comic book panels that will pop on and off the screen in the Franco-Belgian bande dessinée style. These comic book panels help to bring life and attitude to the different characters in a way that mere pixels on the screen cannot, and they are used for everything from opening a treasure chest to major story beats. If there is one thing that separates Flint – Treasure of Oblivion from every other tactical RPG game on the market, it is that story telling mechanic because it truly is that stunning.

Flint - Treasure of Oblivion | Comic Book panel cutscene
All of the bande dessinée art panels in Flint- Treasure of Oblivion were made by French artists who are well experienced in the comic book industry. It was seriously something to behold in person at GDC 2024. (Image courtesy of Microïds).

The gameplay for Flint – Treasure of Oblivion was fun to watch as well. You can have up to 15-on-15 pirate battles, and there are over 50 different weapons that all have different effects on the battle and have their own durability. The battle system itself reminded me a lot of Dungeons & Dragons. When you take an action in battle, you spend points. When you attack, you will then roll in-game dice that determine the amount of damage you can do – and it can be influenced by weapon effects and other things. Additionally, you can have multiple weapon attacks to use at once – meaning you don’t fall into the ‘one weapon’ archetype, but instead can make each of your pirates more flexible for combat. Additionally, each pirate has their own attribute cards that allow them to affect combat and gain an advantage over opponents. If all of that complexity already wasn’t enough, there are environmental factors such as being able to roll a barrel across the ground to damage whatever is in your pirate’s way. All of these elements, including the sheer number of potential fighters, really makes the gameplay more than just a one-tone effort with a high degree of customization.

Flint- Treasure of Oblivion | Combat
Multiple weapons to use per character, attribute cards, destructible environments, and stats that come from the weapons you use all add a lot of variety to the battles of Flint- Treasure of Oblivion. (Image courtesy of Microïds).

Flint- Treasure of Oblivion | Combat Dice Rolls

I know that I’ve talked about the story telling mechanics already, but what I glimpsed of the story was enjoyable. During my demo, the story was set up that I needed to build my own pirate crew and there were multiple goals gradually set for me to accomplish it. The writing was both enjoyable and witty – especially with the accompanying comic panels. From what I saw, I was drawn into the world of Flint – Treasure of Oblivion, and I wanted to see where this story was going to go over the 15 to 20 hour gameplay time.

It says something about an off-hands presentation of a video game that it makes me want to pick it up and try it for myself as soon as the developer was finished. And with Flint – Treasure of Oblivion, that is absolutely true. I wanted to build out the pirate crew, and I wanted to try out a variety of weapons and try out the isometric battle mechanics itself. Personally, I cannot wait until Flint – Treasure of Oblivion is released later on this year.

Flint - Treasure of Oblivion | Build your crew
Build your crew up, and then go out and seek a treasure in the Golden Age of Piracy. (Image courtesy of Microïds).


Are you excited for Flint- Treasure of Oblivion?

What kind of pirates would you want on your crew?

Let us know in the comments below!

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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 2024 IMPRESSIONS: SunnySide https://operationrainfall.com/2024/04/14/gdc-2024-impressions-sunnyside/?utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-sunnyside#utm_source=rss&utm_medium=rss&utm_campaign=gdc-2024-impressions-sunnyside https://operationrainfall.com/2024/04/14/gdc-2024-impressions-sunnyside/#respond Sun, 14 Apr 2024 14:00:19 +0000 https://operationrainfall.com/?p=346168 I went hands-on with SunnySide at GDC 2024, and I found a cozy farming sim title set in a delightful world.

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Publisher: Merge Games
Platform(s): Xbox Series X/S, PlayStation 5, PC
Release Dade(s): May 24 (PC), June 10 (Console)

Website
PC Demo

SunnySide has a special charm to it that is honestly hard to describe, despite me having an opportunity to go hands-on with it at GDC 2024, but I found myself wanting to spend more and more time in this world. The plot setup is straight forward: you purchase a plot of land in the Japanese countryside, and you have to build your own life in it. You can use technology to build up a farm, you can participate in local community life by falling in love, buying from businesses, and meeting people in the world around you.

During my hands-on time with the game, my biggest surprise was that I didn’t feel ‘pressured’ to go do anything. Sure, I had goals set up for me to do, but if I wanted to not bother doing all that and instead run off into the SunnySide countryside to see what I could find, then I felt like it was perfectly okay to do so. The graphic style is fairly unique here, too. Your fully customizable character exists in a 3D world that really pops with color, and it had a solid anime feel to it, too. A lot of the more well-known farming sim games rely upon throwback pixel graphics, and it was nice to see that SunnySide took a different approach to it. The music was also very relaxing and charming, and I was surprised to find out that you can access the playlist on your in-game phone to play what you want.

SunnySide | Your character exploring the local community.
One of the focuses of SunnySide is to interact with the characters and the community around you, instead of solely on your farm. (Images courtesy of Merge Games).

SunnySide | Talking with an NPC

As for the farming itself? Planting takes place on a grid. You select the spot you want to plant, you dig, and then you plant. It is surprisingly simple to do, and it didn’t require me to select the type of soil I wanted to use, or to water the plant, or do anything else if I did not want to — though I assume it is certainly an option if you want. Additionally, setting up structures also took place in the grid system and you can shape it however you want it to look. To assist with your own master farm layout, SunnySide has a drone feature available that you can activate through your phone in order to see your plot of land overhead. It was a surprisingly helpful tool, and it was a clever way to naturally integrate an overhead viewpoint when you need to have a ‘big picture’ view of the world.

SunnySide | Planting
Farming in SunnySide is done through a grid-like system where you can plant and shape your fields how you want. (Images courtesy of Merge Games.)

SunnySide | Farming on a grid system

During my demo, I unfortunately did not get the in-game combat or visit the nearby big city. However, I was told that the combat is a turn-based, card-based combat system and that there is a lot to do in the cities. I was also told there are around five years of in-game story content to complete, that there are 28 days in a season, and there are 20 real-life minutes in a day.

SunnySide | Character Customization Screen
There is also a robust character customization screen available in SunnySide! (Image courtesy of Merge Games).

So what does all this say about SunnySide? Even though I was only able to play it for a brief time, SunnySide is clearly meant to be a cozy, gentle, farming simulator title that wants you to just lose yourself in that world. I’m curious to see what SunnySide looks like when the full game is available on May 24 for PC and for Xbox Series X|S and PlayStation 5 on June 10. If you cannot wait until then, there is a PC-only demo currently available for download, and I would recommend you check it out!



Are you excited for SunnySide? What would you want to grow in your garden?

Let us know in the comments below!

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Beyond the Ice Palace 2 Heads to Consoles and PC Later this Year https://operationrainfall.com/2024/04/11/beyond-the-ice-palace-2-heads-to-consoles-and-pc-later-this-year/?utm_source=rss&utm_medium=rss&utm_campaign=beyond-the-ice-palace-2-heads-to-consoles-and-pc-later-this-year#utm_source=rss&utm_medium=rss&utm_campaign=beyond-the-ice-palace-2-heads-to-consoles-and-pc-later-this-year https://operationrainfall.com/2024/04/11/beyond-the-ice-palace-2-heads-to-consoles-and-pc-later-this-year/#respond Fri, 12 Apr 2024 04:01:47 +0000 https://operationrainfall.com/?p=346242 Physical editions coming to Switch & PS5.

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Beyond the Ice Palace 2 Screen

It has been announced that Beyond the Ice Palace 2 will be coming to consoles and Steam later this year. The game is a sequel to the Commodore 64 game and puts you into the role of the Cursed King. Using the chains that restrained the Cursed King, you will take on demons to reclaim the throne. If you are interested in a physical copy, you can pre-order either the Switch or PlayStation 5 version of the game.

Beyond the Ice Palace 2 will be coming to PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, and Xbox Series X|S later this year.

SOURCE: Press Release

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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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oprainfall Week in Gaming: Mar 31 – Apr 6 https://operationrainfall.com/2024/04/08/oprainfall-gaming-week-mar-31-apr-6/?utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-gaming-week-mar-31-apr-6#utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-gaming-week-mar-31-apr-6 https://operationrainfall.com/2024/04/08/oprainfall-gaming-week-mar-31-apr-6/#respond Mon, 08 Apr 2024 21:21:12 +0000 https://operationrainfall.com/?p=346118 Check out what the crew has been playing in our downtime!

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While we here at Operation Rainfall love covering the latest in gaming news and sharing our reviews of titles new and classic, we also just enjoy playing games in our downtime. So with that, sit back, relax, and check out what the oprainfall gaming crew have been up to this week!


It’s been a while since I’ve gamed, as the urge to play just hasn’t been there for me lately. I’ve been reading less manga too, but have read a few more LNs here and there. However, I had a chunk of time this weekend and decided to replay Aria of Sorrow. I really needed to just turn my brain off and I know I can easily blitz through this game in a sitting or two effortlessly.

Castlevania - Aria of Sorrow (Week in Gaming 1)

Hardly any story to be had, Aria of Sorrow follows exchange student Soma Cruz as he finds himself transported from Japan to Dracula’s Castle, which is currently bound within an eclipse. To find a way out, he must traverse the castle and reach the throne room, utilizing his newly awakened ability to collect the souls and copying the abilities of enemies.

Castlevania | Aria of Sorrow (Week in Gaming 2)

Anyway, having replayed this many times, I know which weapons and souls to go after to mow down everything in the least amount of time. And, well, it’s kinda satisfying, in that it’s a game I can quickly get into, while also being quick for me to complete without feeling guilty for playing it over something in my ever-growing backlog.

After this, I may revisit Dawn of Sorrow, as I’ve only played that twice or thrice, though I distinctly remember enjoying it far less than Aria due to gimmicky touch-screen nonsense and powers that felt lame. Thinking about it as I write this, maybe I’ll do the Julius mode for that so I can play as Alucard instead. – Drew D.


The Alliance Alive | Azura, Galil and Friends

So I’ve been waiting ages for The Alliance Alive HD Remastered to go back on sale in the eShop. I loved the game on 3DS and have been wanting to replay it on Switch. Unfortunately, I missed out on the Switch physical copy before it went out of print and I also missed out on the last eShop sale over 10 months ago, not realizing it would be so long before it went on sale again. Anyway, it finally went on sale again a few days ago and I’ve spent this past weekend beginning my replay. I always loved The Alliance Alive. Back when it came out on 3DS, I do believe I had already bought my PS4 and played a little bit of some more recent console games I missed out on for years. But it really hadn’t been that long since the newest RPGs I played and had access to, were all on the 3DS. I was still pretty behind on current console stuff and hadn’t played all that many modern games. I spent so much time on the most wonderful 3DS games for years, which I might not have even noticed if I was distracted by a bunch of fancier and larger console titles at the time.

The Alliance Alive | Early Cinematic Scene

Replaying it again for the first time in years, now having played tons of flashier RPGs and other games on both Switch and PS4, I see now how simple The Alliance Alive is. The visuals are very basic and the cinematic scenes almost seem like they couldn’t make them quite as HD as the rest of the game in this port, they’re somewhat more blurry. Also, there is no voice acting. However, despite all this, I still find it to be an extremely charming little RPG so far. I don’t think I would pay full price for it today, but I still think it’s a fantastic game to pick-up and get into during a sale.

The Alliance Alive | Yellow Duck

The Alliance Alive has always felt like it was the answer to the various complaints people had about The Legend of Legacy, its predecessor. Now, I personally enjoyed the time I spent with The Legend of Legacy, but thinking back, it was definitely an even simpler game and the story was something subtle you had to piece together for yourself. Nonetheless, Cattle Call seemed to add all of the features “missing” from The Legend of Legacy when they came up with The Alliance Alive. You’ve got charming characters, a much more present and significant story and a whole world to explore in typical RPG fashion. I’m quite enjoying the time I’ve spent so far replaying the game. I do think they could’ve added a speed toggle on cinematic scene dialogue, it skips ahead a bit quick sometimes. But other than that, I like the simple charm of the game and it’s still a pretty great game. I definitely think it’s an underrated gem a lot of people missed out on, possibly due in part to people’s fear of it being just like The Legend of Legacy and also simply because many people haven’t heard of it before.

SaGa Emerald Beyond | Battle

Before The Alliance Alive finally went back on sale, I also checked out the Switch version of the SaGa Emerald Beyond demo. Honestly, I didn’t find myself eager to finish it after playing for about an hour or two. My main issue with the game, is it seemed ridiculously cheesy. I think a significant part of what makes it feel so cheesy, is the English dub. For example, in the early game this narrator voice is constantly cutting in during battle to explain basic mechanics, and the way they voice their lines makes it sound like they’re trying to explain to a child how awesome and exciting all of the game’s basic battle features are. Also, the overall game seemed very simple and like it didn’t have a lot going on. Although, it is the very early game, so maybe I judged it too quickly. But typically if it’s a game I would normally play and is actually good, the demo sucks me in relatively quickly and I find myself impatiently anxious to experience the full game. SaGa Emerald‘s Switch demo did not do that for me, at all. Plus, I felt like battles moved a bit slow and I just really didn’t enjoy my time with it. – Jenae

What games have you been playing this week? Let us know in the comments!

You can read previous Week in Gaming entries here!

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Freedom Planet 2 is Now Available on Consoles https://operationrainfall.com/2024/04/04/freedom-planet-2-is-now-available-on-consoles/?utm_source=rss&utm_medium=rss&utm_campaign=freedom-planet-2-is-now-available-on-consoles#utm_source=rss&utm_medium=rss&utm_campaign=freedom-planet-2-is-now-available-on-consoles https://operationrainfall.com/2024/04/04/freedom-planet-2-is-now-available-on-consoles/#respond Thu, 04 Apr 2024 16:53:12 +0000 https://operationrainfall.com/?p=346093 The game will be 10% off for the next week.

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XSEED has announced that Freedom Planet 2, developed by GalaxyTrail, is now officially available digitally for PS4, PS5, Xbox One, Xbox Series X|S and Nintendo Switch. The game will normally cost you $24.99 but there’s currently a special 10% launch discount available on all platforms through April 10th. The press release also states that exclusively in the eShop is a special bundle which includes both Freedom Planet, the first game, and Freedom Planet 2 for a total of $34.99. However, that bundle also contains a 10% launch discount for the next week. Also, starting April 11th in the eShop there will be a special owner’s discount, where if you already own the first game, then Freedom Planet 2 will permanently be available for 10% off whenever you choose to purchase it. Feel free to check out the new launch trailer down below and read more about the game from the latest press release.

Freedom Planet 2 launches on consoles with all features from its original PC release including the expansive Adventure Mode, as well as newly added ‘Boss Rush’ mode challenges, delivering a content-rich experience for retro platforming fans old and new.

Return to the world of Avalice to battle an ancient threat in Freedom Planet 2, the long-awaited sequel to the beloved 2014 action-platformer. In the years since the events of the original game, the three returning heroes have refined their signature abilities, making them more formidable than ever before. Take advantage of Lilac’s speed with her Dragon Boost, reach new heights with Carol’s Jump Disc or motorcycle, or take a more measured approach with Milla’s shield. And all-new playable character Neera won’t be left out in the cold, as she can use her powerful Frost Arts to punish foes. Like its predecessor, this fast-paced combat-driven platform adventure gives players the flexibility to take on each stage exactly how they want. With a carefully tuned balance of speed and exploration, and gorgeous 2D visuals featuring refined character sprites, Freedom Planet 2 expands on everything that made the original a modern classic for a bigger, better, and more enriching retro experience.

Freedom Planet 2 Key Features:

  • More Ways to Play: Explore Avalice in Adventure mode, meeting over 100 NPCs along the way. After saving the world, zoom straight into the action in Classic mode or challenge your fiercest foes in the new Boss Rush mode.

  • Heroines to the Rescue: Foe-turned-friend Neera joins the bombastic cast of all-female protagonists, each with their own unique abilities and perspective on a story reminiscent of a Saturday morning cartoon adventure.

  • The Brave and the Bold: Stage too hard? Too easy? Customize the difficulty with the new equippable item system that will let you change the rules of the game—try summoning a helpful shield orb at the start, transform all item boxes into bombs, or any of the numerous other ways to dial the challenge up or down.

  • Fight Smarter, Live Longer: The new Guard button lets you parry enemy attacks—sometimes with added benefits—and the new Revival system lets you risk an extra life for a chance to make a comeback and eke out that tough victory.

If you’d like to know more about Freedom Planet 2, visit the game’s official website.

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oprainfall Week in Gaming: Mar 24 – 30 https://operationrainfall.com/2024/04/01/oprainfall-gaming-week-mar-24-30/?utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-gaming-week-mar-24-30#utm_source=rss&utm_medium=rss&utm_campaign=oprainfall-gaming-week-mar-24-30 https://operationrainfall.com/2024/04/01/oprainfall-gaming-week-mar-24-30/#respond Mon, 01 Apr 2024 17:24:04 +0000 https://operationrainfall.com/?p=346055 Check out what the crew has been playing in our downtime!

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While we here at Operation Rainfall love covering the latest in gaming news and sharing our reviews of titles new and classic, we also just enjoy playing games in our downtime. So with that, sit back, relax, and check out what the oprainfall gaming crew have been up to this week!


I spent most of this week finishing up Unicorn Overlord. I will have a full review coming very soon, and despite the last battle being a bit crazy it was still pretty fun. I’m playing one very familiar game for review on a console I never thought I would see it on. It feels very strange, and I’ll have more to say on this one shortly as well.

I started playing Azur Lane again as well this week. I left cause I felt the designs were getting very boring with every boat being huge tiddy bunny girls, but they added some fantasy skins and new girls to the mix I thought looked very nice. I mean she’s a cute maid, it’s like a moth to a flame! I’m hoping to dig into Yohane the Parhelion – NUMAZU in the MIRAGE later this week. I do love a good card game and Yohane as well so I think I’ll really love it! – Steve 


Princess Peach Showtime | key art

Last week I finished Stranger of Paradise and had a great time with it but wanted to follow it up with something lighter. Princess Peach Showtime! fit that bill perfectly. This game was oozing with charm and creativity with every level featuring Princess Peach as the lead actor in a play. From decorating cakes to becoming a martial arts master or saving the world from an alien invasion, Peach was allowed to express herself in ways we rarely get to see. The variety here was incredibly welcome even though I can see some of the slower paced plays like the detective one not being as engaging on a replay. Still, it’s refreshing to see her exist without Mario or even Bowser for that matter. They even managed to throw in some platforming sections so the game can still feel like it belongs in the greater Mario series. Princess Peach Showtime! was not an especially long or challenging game, but it was one that had me hooked from start to finish and left me wanting more. Despite there being some decent post game challenges, I do wish there a couple extra unlockable plays or a two player mode as I can see this game being a great one to play with friends or kids. – Justin


Stellar Blade | oprainfall gaming

This week I dug my teeth in the Stellar Blade demo for the PlayStation 5. The first thing that hit me when booting it up was how Nier: Automata it felt, to the point I started naming all the similarities that cropped up in just the opening sequence to my husband. Scantily-clad female androids? Check. Disastrous decent that leaves most of your squad dead? Check. Trying to reclaim Earth from an alien threat so that humanity can return? Check. Floating drone sidekick? Check. Music? Check. This is not in and of itself a problem – lots of games lean into their inspirations, and Shift Up was pretty open about Nier being one of several influences for this game. But it did end up veering just this side of derivative. The caveat here, of course, is that the demo is just a slice of the game so how derivative it pans out to be remains to be seen, but it constantly tickled the back of my thoughts as I played.

Stellar Blade | EVE | oprainfall gaming

That being said, I found the character and enemy designs quite appealing. EVE is lovely, and I’m a fan of the blend of human skin and cybernetic prosthetics. The fanservice itself isn’t even all that in-your-face, at least during gameplay (unless you want it to be), though I did find it borderline distracting during a couple cutscenes. I don’t necessarily need to see an android’s ass jiggle while she’s being impaled, that just comes across as silly and undercuts the horror of what’s going on. It’s not deal breaking or anything, but I do find it a touch crass. (Ogling EVE’s ass while she swings from an overpass is whatever, you do you fellow nerds. Goodness knows I had fun with the camera.) EVE feels great when she’s running around and swinging over obstacles, but water sections were a chore. She’s difficult to redirect when swimming and because she does not latch onto items you need to move in the water, directing them is a struggle. EVE also feels super sluggish in combat, at least when it comes to parrying and perfect dodging. I am not going to completely rule out user error here, but inputs felt incredibly laggy, and Shift Up’s cheeky Tweet about making sure your TV is set to Game Mode was unhelpful. (Mine is, and it didn’t help.)

Overall I enjoyed what I played of the Stellar Blade demo, though I still haven’t done everything it has to offer. I’m concerned about input lag and the game borrowing too heavily from other titles, but I’m also excited to see how the total package comes together. The monster designs are fantastic and I think there’s some really neat worldbuilding to be had here. The lack of a Japanese voice track in the American demo is annoying, but you can download the JP version and not have an issue. Imports of the game will also include English text so if you want the entire package there are options. I’ll be playing the game with Korean VO so it’s not a particular issue for me outside principle, but JP VA contracts are weird.  If you’ve got a PS5 this one is at least worth checking out the demo for. – Leah

What games have you been playing this week? Let us know in the comments!

You can read previous Week in Gaming entries here!

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Tekken 8 Eddie Gordo Gameplay Trailer https://operationrainfall.com/2024/03/31/tekken-8-eddie-gordo-gameplay-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=tekken-8-eddie-gordo-gameplay-trailer#utm_source=rss&utm_medium=rss&utm_campaign=tekken-8-eddie-gordo-gameplay-trailer https://operationrainfall.com/2024/03/31/tekken-8-eddie-gordo-gameplay-trailer/#respond Sun, 31 Mar 2024 16:31:11 +0000 https://operationrainfall.com/?p=346040 Watch Eddie Gordo in action before he launches this week.

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Tekken 8 | Eddie Gordo

Bandai Namco have released a new trailer featuring Eddie Gordo one of the upcoming DLC characters for Tekken 8. He will be available on April 4th but will be available tomorrow for players who have purchased the Character Year 1 Pass. Eddie will be added to the game alongside the 1.03.01 update containing various tweaks to the game. You can read about those here.

Tekken 8 is currently available for PlayStation 5, Xbox Series and PC.

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