What if one day you were given the power to establish and build up a guild of adventurers, made up of brawlers, cat burglars, mimes and other misfits, purely for the thrill of attaining valuable loot? Guild of Dungeoneering answers this very question in a very fun, if minimalistic way through a dungeon crawling, turn-based card game.
The mechanics of GoD are rather simple; Send your adventurers across different locations to slay monsters, obtain loot and level up, all while gaining Gold. That Gold is then used to purchase new rooms in your guild, which will unlock different classes with varying mechanics, as well as new items you will be able to obtain while adventuring. It's a fun routine that for the most part always has something new for you to unlock. With three separate tiers of unlocks, with the first costing 50 Gold, the next 500 and the last one costing a whopping 2000, you'll have a lot of dungeoneering to do before you unlock them all.
Once you pick your adventurer and go out on a quest, the game then turns into a roguelike where your little guy or gal will explore on their own, being driven to rooms that contain monsters to defeat and loot to pick up. This opens up a very interesting style of gameplay, as you're given a hand of five cards each round, which not only let you place down various rooms, but monsters and loot as well. That means you can essentially coerce your adventurer to take routes you'd rather have him take, avoiding rooms with more powerful monsters until they're powerful enough to take them on. Granted, your turn will always be reliant on the cards you draw, meaning you might not have a monster or loot card to place down, and your adventurer will just go toward the closest monster or loot they can see, or directly into a trapped room. I really love this mechanic as it's a brilliant way to make playing each quest unique. Even repeating failed quests can make them play out completely differently based on the cards you draw during your turns.
So why place down monsters at all? There will be many instances where powerful monsters will be waiting in rooms that block your progression, or sometimes even roaming the map. By placing monsters down of your own, you can then battle them, level up, which in turn makes you more powerful, and also give you powerful loot you can immediately equip, which will give you new cards into your battle deck.
Battling is pretty fun as well, especially for those that love card games. It's pretty basic when it comes down to it, but there's definitely strategy involved in each battle. The battles are turn-based, and each turn you're shown what card the monster will play. That gives you an advantage to play a counter card to either negate damage, heal yourself up, or simply do more damage yourself. However, you're always given three cards to choose from each turn, meaning you might not have a card that adequately protects you from an attack. Sometimes you'll have a guard card that blocks two damage but your opponent is only throwing a single damage spell on you, so it might be worth it to take that damage in favor of saving that card when the monster tries to attack you with a 2-hit spell. It's surprisingly tactical, given the game's otherwise minimalistic gameplay approach.
The developers made a smart choice of making your character always start at level 1 at the start of any quest, as it encourages you to play around with different classes, and not just pick a single favorite class and stick with it for the rest of the game.
Card game enthusiasts will most likely have a bigger issue with the game not having any sort of deck building component. The dungeon cards (comprised of rooms, monsters and loot) are always randomly given to you, so you can't specifically build out a deck of exploration cards. However, the bigger issue is with class cards. You can't tailor your deck with specific cards. Instead, you always start with the classes base cards, and earn more as you move through each dungeon and defeat enemies.
However, my biggest issue was not having any sort of indication what each class does or what its cards were. Hovering over the Cat Burglar room before buying it doesn't indicate what kind of class it is, what its strengths and weaknesses are, and what focus the cards have. Even when buying it, clicking on your dungeoneer doesn't reveal anything either. Only after you actually go into a dungeon with a chose class, can you actually see what cards you have in your deck. It's a pretty backwards process since it means you have to take a risk with taking a class into a dungeon that it might not be suited for. Sure, this problem becomes moot once you unlock each class and take it in a dungeon at least once, but the possibility of failure due to a wrong class choice is certainly annoying.
I do tip my hat to the whimsically minimalistic art-style. The whole game is presented on graph paper with rooms drawn what looks like in pencil or pen. The characters themselves have a bit of personality too, and what's even better is that each new gear piece they equip actually shows up on them.
Guild of Dungeoneering is definitely a unique hybrid of game mechanics, but they all work really well together. Fans of games like Card Hunter or Card Dungeon will certainly find a lot to like in Guild of Dungeoneering, though the gameplay is quite different. From what I gathered, the team is still working on improving the game, meaning my complaints might at some point be resolved, but even with them, the game is certainly worth the $14.99 asking price.
Fans of card games and roguelikes will find a lot to like in this unique hybrid. It's not without a few flaws, but overall it's a dungeon worth delving into
Ant-Man is a movie that could have gone real bad, real easy. The film was originally the pet project of Edgar Wright (Shaun of the Dead, Spaced), who not only wrote the initial script, but was also set to direct. Last year, Wright dipped out, citing creative differences between himself and the studio and leaving Marvel to pull in Peyton Reed, director of the greatest sports movie of all time, to fill the void and bring the project to life.
After Age of Ultron, I went into this one with pretty low expectations. Mind you, Ultron wasn’t a bad movie, but it wasn’t a perfect one either and seeing how Ant-Man is the final dot on the sentence that’s been Phase Two of the MCU, I was ready to side-eye it. But guys, I was seriously impressed. Ant-Man is fun, it’s cohesive, there’s personality in it as much as there’s whimsy. It’s all balanced out really well and damn it, I now want a giant ant-puppy.
I think it was a really smart move to frame the story around the second Ant-Man, Scott Lang, since this set us up for more of a redemption tale. Those are a great way to hang a narrative and it still pulled in the first Ant-Man, Hank Pym in a big way. Lang is just a ex-con looking to do right by his kid and is trying to go at it clean this time. That includes the hell that is the service industry. We’ve all been there, whether it’s retail or food service, and we all can wince in sympathy at the chuckle-headed customers and bosses he has to deal with just to make a couple of bucks to put towards child support. Of course, that goes to hell in a hand basket pretty early on and he’s right back to a life of crime.
I think my favorite element of this movie was just how cohesive it was to the rest of the MCU. It showed us so many of the connections in the universe we’ve seen constructed over the last seven years as well as pulling from actual canon (Ant-Man 47, To Steal an Ant-Man). Early on we get to see my girl, Peggy Carter appear, now aged and in the 1980s as Pym discovers that his research is being utilized for unethical reasons. The movie also brings in the Avengers and shout-outs to old Jack Kirby Astonishing Tales, which I thought was a great touch for old school comic fans.
The film also did a great job of exposing the fact that all of these fantastic superheroes do not necessarily get along or agree with each other. One of Pym’s biggest concerns was letting his shrinking tech get in the hands of “cutesy” Tony Stark, this is one of the best things about Earth-616 and to see it included in Earth-199999 was a smart move. It even brought in our first legitimate glimpse at the Quantum Zone. This is really what Phase Two has needed, something to tie everything together and make all the movies feel more like equal slices of the same pie.
Of course, I think a lot of people are going to be talking about Michael Peña’s character, Luis. We all have a friend like Luis, who will give you 10lbs of information when you ask a 2lb question and the voiceover flashback scenes were hilarious every time they appeared, stealing the scene. That brings me to another favorite about this entire project, the balance of the humor to action was really well maintained and you can definitely feel the echoes of movies like Shaun of the Dead from the original script.
The fight scene between Lang and Falcon was fantastic, as were all the action scenes and really showed off exactly what Ant-Man was really all about in terms of combat. From everything we’ve seen so far, his style is definitely the most unique of any of the Marvel lineup. Jumping from full sized to insect mode created something that was really fun to see. Even the ants that assist Lang in his missions come across great.
That said, my only real complaints focus on two items. First, who the hell picked Evangeline Lilly’s SAHM can-I-speak-to-your-manager hair? That just wasn’t cute, and aged her so far past her actual 35. It seems like a stupid thing to focus on, but it really distracted me every time she was in a scene. That hair was terrible.
The other, more legitimate concern I had is really one that I’ve had with a lot of the MCU so far, and that’s the villain. While Darren Cross was a lot less McGuffin feeling than past bad guys, he still doesn’t quite make it past the plot coupon feeling all the way. This is something that keeps occurring in these films and I think the reasons are two fold, Marvel doesn’t currently have the rights to some of its best villains and, the biggest reason, we’re being guided towards the ultimate battle with Thanos. Don’t get me wrong, Corey Stoll did a great job in the role, I’m just getting fatigued on the idea of a megalomaniac who is in it for the monies.
But honestly, those lone complaints are not enough to make people not go see this. It’s seriously fun. It has all the charm of Guardians, but it doubles down on embracing the source material. As a lifelong comic reader, that’s something I really appreciated seeing.
Also, when you go see this one, keep in mind there’s not one, but TWO stingers after the film and both are good stuff.
If you haven't had your eye on I Am Setsuna, and you are a fan of classic JRPG's, you really should put this game on your radar. Square Enix announced today that the game will be releasing in the West this summer on July 19th for PlayStation 4 and PC on Steam.
Here is Square Enix official description of the game:
A great homage to JRPG masterpieces of yesteryear, using the latest technology to develop a truly memorable story and player experience and bring the authentic JRPG style to current hardware.
A new battle system inspired by the timeless JRPG classic, Chrono Trigger.
An emotionally impactful and memorable story which immerses players in the narrative of Setsuna, whose story portrays heartrending sorrow.
Beautiful character designs and varied in-game locales evoke nostalgia for classic RPGs.
Square Enix hosted a live stream on I Am Setsuna on their official Twitch channel, so if you are interested in seeing more of the game, head over here.
Bethesda created a fairly large map for Fallout 4 and some gamers might have experienced difficulties in navigating it, especially after discovering most of the locations the game has to offer.
However now, one gamer has found a rather smart way of making it easier to use. Instead of scrolling your way around a jam-packed 2D map with icons all over the place, why not just make it 3D!
Reddit user KidaXV posted a few pictures of Fallout 4's map onto the r/fo4 subreddit, taking up a Google Earth-styled design. As you can see in the photo above, the map looks a lot smaller and maybe even easier to use too.
If you would like to check out a larger version of this 3D map, click here.
The upcoming Ghostbusters reboot has had more than its fair share of opinions on the internet (to say the least). But one thing everybody should agree on to be excited about is the return of Hi-C's Ecto Cooler which, according to Coca-Cola, will make its official comeback on May 30th about a month and a half before the film launches on July 15th.
The drink was previously leaked on eBay a couple months back before the auction ended suddenly. Bidding began at $0.99 FYI.
Hi-C's Ecto Cooler will come in 10-packs of 6-ounce juice boxes as well as 6 and 12-packs of 11.5 oz. cans. The cans will also have a special thermal ink that turns the can slime green when it's chilled.
Details have been in no short supply about the film with images from the set of the movie and the reveal of the film's main villain being some of the more recent highlights.
The president's ATCU (Advanced Threat Containment Unit) begins hunting down inhumans across the country. Meanwhile, Simmons begins her rehabilitation after her extended stay on the alien world.
A Most Wanted (Inhu)Man starts off pretty fast-paced. We meet back with Lincoln, who is being chased by a small military squadron. They pursue him through the woods until he escapes after creating a blinding wall of sparks via some steel towers. He continues throughout the episode in a similar fashion, having to give the slip from the ATCU using his powers. Eventually, he seeks refuge with his old friend, John, but he ends up turning Lincoln in after seeing a news report falsely exposing him as a fugitive. Despite distrusting Daisy after S.H.I.E.L.D. placed a tracker on him, he was left with no choice, but to call them for help.
While Daisy attempts to convince Lincoln to come along, Coulson meets with Rosalind Price. He's attempting to find the reason her task force is hunting inhumans, particularly Lincoln. While her response is inconclusive, Coulson's focus shifts when he informs her that he's aware she knows about Daisy, who happens to also be on her hit list. Realizing neither side will get anywhere if they keep attacking each other, instead of focusing on the bigger struggle at hand, Coulson suggests a temporary partnership with Price.
May finally decides to team up with Hunter in their mutual pursuit of Grant Ward. They make their way to Boston to meet with an old friend of Hunter's who is in league with a mysterious arms dealer, suspected to be the new Hydra. After a few rousing rounds of lager, Hunter agrees to fight his way up the pecking order…literally. Turning down May's insistence to participate, he engages in an underground fight club meant as a proving ground to meet with the boss. Somehow managing to withstand a pretty hefty beating, he finally decides to go by Hydra's rules to play as dirty as possible, pulls out his knuckle dusters, and reigns in his victory. Barely able to keep himself upright, he's taken to finally face the man he set out to kill.
Finally back home, Simmons is having some trouble adjusting to her surroundings. She spent months in an alien atmosphere. The difference in gravity, air supply, etc. is proving very jarring for her body to re-acclimate. Fitz is doing his best to rehabilitate her, but she's startled by any sudden move and slightly audible disturbance. Besides her physical limitations, needless to say, she's suffered some emotional distress. The team assumes its because she was clearly traumatized by her unexpected exile, causing her to break down and withdraw from everyone. When Bobbi finds Simmons still analyzing the fragments of the Monolith, she tries telling her its been completely disabled and she has nothing to fear anymore. Much to Bobbi's surprise, Simmons tells her she's not afraid of being sent back, but for some reason, actually needs to go back.
Between the ATCU moving in on Lincoln and Hunter placing himself in a fight club just to get closer to Ward, the episode was pretty entertaining with a decent amount of action. It feels like certain hidden plots about Simmons are starting to come to fruition, particularly that she may be an inhuman. In the last episode, Professor Randolph made it clear the Monolith isn't active at random and in fact needs to be triggered. So far, it has only reacted when any inhuman or being of a higher form has been near it…with the exception of Simmons. Now that Simmons is back, she's expressing some kind of desire to return to the alien world. There's no explanation as to why, but she definitely has some kind of drive to return, even though she claims she was being hunted the whole time. There's a decent amount of evidence to go by, but time will tell if the team ends up with another superpowered ally if Simmons ever meets a greater destiny.
Yoshi’s Woolly World is Nintendo’s latest attempt to recapture the magic of the original Yoshi’s Island. It follows the same 6 worlds, 8 levels, and special stages format, and has the same moves as before. Yoshi can swallow enemies to produce eggs (or yarn balls in this case), throw said eggs, flutter jump (almost infinitely if your timing is good), and ground pound on his way through the game. There are also several fruit based power-ups and yarn based transformation sequences.
The story of Yoshi’s Woolly World is simple and explained as soon as the game begins: Kamek appears out of the blue and begins deconstructing all of the Yoshis into bundles of yarn for some unexplained purpose. Fortunately, he misses both green and red Yoshi, who proceed to give chase in an attempt to find and reassemble their friends. It’s not a very complex story, but it gives you a reason to go out and collect as much as possible in your pursuit of the magikoopa menace.
The Wii U is awash in 2D platformers, so Yoshi’s Woolly World tries to stand out with a one-two punch of nostalgia and saccharine cuteness via its next level yarn tech. Is this a crutch or can this game stand on its own? Let’s break it down.
The Gears of War 4 multiplayer beta was previously only available to those that purchased and played Gears of War: Ultimate Edition prior to April 11th. The code distribution for the Ultimate Edition had been intended release on April 18th, but hit a snag during distribution.
After the codes went out, the limited beta was available until April 24th. Today, the multiplayer beta has opened up to everyone that is subscribed to Xbox Live Gold.
The #Gears4Beta is now open to all Xbox Live Gold Members! Search for 'Gears of War 4 Beta' on the Xbox Dashboard. pic.twitter.com/DJm8vDAtDH
— Gears of War (@GearsofWar) April 25, 2016
If you participate in the beta, you will receive a number of 'Vintage' skins, a unique bounty card and a vintage emblem to use in the full version of the game. Gears of War 4 is set to release on October 11th exclusively on the Xbox One. However, it has been rumored that the game will make an eventual jump to PC via Windows 10 as Microsoft progresses with their initiative to expand on the PC platform.
After a year from its original PlayStation 4 launch, Axiom Verge has finally received its PS Vita release date.
Axiom Verge will be hitting the Vita later this month on April 19. The game will be cross-buy which means if you already purchased the game for PS4 you get the Vita counterpart absolutely free.
The man solely behind the indie title took to the PlayStation Blog to give a little context on why the port took so long, here's what he had to say:
I’d like to give a little bit of context on what took so long. When I started development of Axiom Verge, I was using a development framework called XNA. Support for XNA was abandoned, so the community created an open source version of XNA called MonoGame. Sony told me they were working to get MonoGame supported on both PlayStation 4 and PS Vita. I knew that Axiom Verge would be great on a handheld, so I jumped at the opportunity.
Tom Spilman from Sickhead Games was in charge of the porting process. Porting an engine to a new platform is an incredibly complicated task, yet he was able to pull it off easily for PlayStation 4. After the PlayStation 4 version was done, however, porting it to Vita turned out to be a lot more challenging. Optimizing an engine is slow and painstaking work. As the months ticked by, Tom was feeling a great deal of pressure to get MonoGame working.
In addition to the Vita port, players can also expect a Xbox One and Wii U version in the months to come. No details on a release date or release window were revealed.
Axiom Verge released last year leaving its mark on the gaming community, for those who have yet to try the game, check out our review right here.
Metroid Prime Federation Force has finally received its official release date. The title will be released this Summer for the US on August 19 and September 2 for Europe, missing its expected Spring release.
The European release date was confirmed via the official European Nintendo Twitter account, which you can see down below. While the US version was announced via a PAX East press release which also notes that the game will be available for hands-on impressions this weekend.
Metroid Prime: Federation Force arrives on Nintendo #3DS on 02/09 pic.twitter.com/erlPGMXPNe
— Nintendo of Europe (@NintendoEurope) April 20, 2016
"Also playable at the Nintendo booth is the Metroid Prime: Federation Force game," it reads. "The sci-fi shooter that finds a squad of up to four players working together to combat space pirates launches exclusively for Nintendo 3DS on Aug. 19."
Metroid Prime Federation force was originally announced back at E3 2015. Despite severe backlash from Nintendo fans, particularly over the Blast Ball game mode, the company is going forward with the much-maligned game, confident that it will be "fresh and appealing" in the end.
The outcry became so severe after the game's announcement, that a petition was started in an effort to get the company to cancel the game.
Are you excited to get your hands on Metroid Prime Federation Force this Summer? Let us know in the comments below!