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By Jonathan Balofsky On 17 Feb, 2017 At 01:13 PM | Categorized As Featured, News, PlayStation, Reviews, Reviews, ROG News | With 0 Comments

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Nioh has had a long road to get to where it is now. Originating as a film project by the late Akira Kurosawa it eventually became a game by Koei ( later Koei Tecmo) but it was filled with development problems from the start. Finally, the game was given to Team Ninja who not only completed it, but crafted a fine experience. Nioh tells the story of William Adams, based on the real life sailor of the same name who went to Japan and was appointed a samurai by the Shogun. Adams was a fascinating man in real life, and his visit to japan had longstanding ramifications for the country, but that is not what we are here to talk about.

Nioh, the game, is a beautiful piece of work. This was evident from the first taste of the game people received, but Team Ninja just kept making it better. While some call this a Dark Souls clone, that is not fully accurate. It does take some influence from those games, but it also borrows elements from other series like Onimusha and Team Ninja’s own Ninja Gaiden. This is a very story driven game and that is apparent from the start. Before I played, I wondered why the developers made William an Irishman in the game, considering the historical Adams was English and there was cultural tension between the groups. But upon playing the game, I realized that the game takes not only from Japanese lore and mythology but also from elements of Celtic lore and myth. The similarities between the two cultures are played up and that was a nice touch.

But enough about that, let’s get to the gameplay. This is indeed a difficult game much like everyone says, but it is also extremely rewarding. You have to plan your every move and factor in your ki, but there are times where the game brings in some action elements unlike other similar games. It helps give Nioh a unique identity and feeling and that is appreciated.  The different weapons and armor systems as well as the spirits must be balanced properly and this can be a struggle at first. But if you keep at it and realize what the game has to offer, this becomes one of the most enjoyable games ever played.

Visually the game is stunning and you can choose to have better visuals and a locked at 30 framerate or try for 60 fps but lose some visual quality at the expense of other visual enhancements. I do not have the PS4 Pro so I cannot comment on the boost the game gets from that hardware. I can comment that Nioh has some haunting music and excellent battle themes.

All in all, Nioh is amazing. With numerous historical domain characters including Yasuke, the historical black Samurai, who encounters William, to Hattori Hanzo and even more, the game weaves an excellent tale. It even takes the time to throw you for a loop more than once and shows that the developers did their research into history and mythology.

In conclusion, I give this my highest recommendations. This game is just absolutely excellent!

By Jonathan Balofsky On 17 Feb, 2017 At 06:01 AM | Categorized As Featured, PC Games, Reviews, ROG News | With 0 Comments

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Lately I find myself playing games more outside my comfort zone. I do this because I want to expand my field and experience more of what gaming has to offer. Thus when given the chance to review Neo Atlas 1469, I jumped at the opportunity.

To begin this game is not what I was expecting. I thought it would be like the Uncharted Waters series, but it is actually closer to a mix between visual novel and RPG, with strategy elements blended in. This can be a little strange to adjust to at first, but once you get used to it, you will find this to be an enjoyable play session. The protagonists are likeable, even if they aren’t fully 3 Dimensionally developed, and the gameplay is just a charm to behold. What makes this stand out though is the sheer amount of what you can do. The game makes numerous different quests available and there are several ways to proceed.

I do have to say that the visuals are lacking and this can be annoying, even though the game does try its best. It doesn’t make the game that much worse but I did feel the immersion break a few times. That said, I still had a lot of fun, and as someone who has been reading up on nautical history and folklore, I love all the little details this game has within. I don’t say this about many games, but this is one I can see myself coming back to time and again. It just feels right, and that is without mentioning the music even. The music just gives the game a true feel of adventure and helps bind the experience together in a way that just feels complete.

In the end, I had a great time with this game, and must recommend it. You will not regret playing this at all.
Disclaimer: A digital copy was provided for this review.

By Jonathan Balofsky On 12 Feb, 2017 At 10:12 PM | Categorized As Editorials, Featured, News, NINTENDO, Nintendo Switch, ROG News | With 0 Comments

No GravatarI am a massive fan of fighting games and truly hope the Switch will be home to many. We know Ultra Street Fighter II is coming, as is Blazblue title and Dragonball, but there are so many fighting games that would be good for the system. There are many classics like Rival Schools or Power Stone that would be great, but there is one from Capcom that stands out as a perfect fit for the system.

 

Pocket Fighter, or Super Gem Fighter Mini Mix as it was also known, was a fighting game like no other. It was A Capcom crossover game featuring characters from Street Fighter Alpha, Street Fighter III, Darkstalkers Red Earth and more. It featured chibi versions of the characters as seen in Super Puzzle Fighter, which gave it a kiddie appearance, but it had an incredible amount of depth, and was great for people new to fighting games. The game used different types of characters, such as all around, skill, and power types, and it also used a unique gem system ( not like in Marvel vs Capcom Infinite). The game was whacky and zany and characters would have transformations such cosplaying as other characters in their moves . For example, Chun Li as Jill Valentine, and Felicia as Mega Man among others.

Even more than most fighting games, Pocket Fighter was fun and extremely energetic, earning it the approval of longtime Capcom fans and new fighting game players alike. It is my opinion that theSwitch would be the best place for the game to receive a new incarnation. The console has a strong emphasis on co-op which and with the unique button system used in the game, the Joy Cons would be amazing for two player action. If there is a new entry, we could see more Capcom characters join the fight, as well as more cosplay, such as newer characters from fighting games or non fighting games, as well as characters that haven’t appeared in years.

A big reason I feel this is a good fit for the Switch is due to it being a hybrid type game. It is both for experts who can play it competitively in a hardcore fashion, but at the same time, it is great for newcomers and offers much to both groups. This is the exact type of game Nintendo seems to want on the Switch, so it just feels right. The art style would look amazing in either docked or handheld mode and not suffer due to its stylized nature. Best of all, is that this would be a good way to bring people back to fighting games, especially on Nintendo systems. It would also be great to have for modern eSports, just for how insane it is.

I truly hope Capcom considers this. It would be a perfect move for all.

No GravatarThe Elder Scrolls V: Skyrim received a remaster last year, with a  Switch port coming this fall, and ESO is getting a new Morrowind expansion. But what does the future hold for the series? I have some hopes for the next game and I would like to share them here.

1)  Continue The trend of Morrowind and Skyrim: The 3rd and 5th game, unlike the first 2 and 4th, had a very distinctive setting that was wholly unique. They really showed off the distinct cultures the games wanted to show, and I would love for the 6th game to continue this trend. While I would love the rumors of the game being set in Valenwood to be true, I would be fine if it wasn’t, as long as the land of the setting has a distinct feel.

2)  Refine the combat: Elder Scrolls combat is typically a low point for the series, and comes off as a cross between action and hack n slash while not feeling at home in an RPG. A better combat system can be done without sacrificing too much of the series identity and traditions. It just needs to be touched up for a bit.

3) Test out a game with the new engine before Elder Scrolls VI: Every Bethesda game launches with bugs and glitches of some kind. I would like to see Bethesda test out the new engine they will make, on another game before the next Elder Scrolls. that way it can launch with less bugs and less rushing, especially if the engine is better understood.

4) Give us some information about the previous protagonists: We know very little of what happened to the previous protagonists of the series. The Eternal Champion has been the subject of debate among fans, and the Agent of Daggerfall is assumed to have died due to the Warp but we don’t truly know, and the Nerevarine hasn’t shown up again despite being immortal. In fact, only the Hero of Kvatch has shown up in a later game and we don’t have an answer as to what will be of the Dragonborn. Some insight into the past protagonists would be nice.

5) Better marriage and children system: In Skyrim you could get married but it was a very basic system with nothing really to it and it felt lacking. Adopting children was a neat touch but it too missed something. There is a lot that can be done to improve this mechanic for the next entry and make it a part of the game that truly makes it stand out.

6) Continue some plot threads: Skyrim left a lot of lot threads unresolved, such as the Thalmor issue. While the Dragonborn’s tale is done, the next hero can take on the task of helping restore Tamriel to its former glory. if the Bosmer will be the focus of the game, then this is a great way to make the war with the Thalmor a focal point. there can even be conflict among the Bosmer themselves over who to side with. This isn’t the only plot thread, but it is the one that stands out the most, and the one I will use as an example.

7) Expand the cast and design team: Skyrim had limited voice actors and as such, many characters shared an actor/actress. As well, the dungeons were designed by a  small team of people, and this made the game feel very repetitive at times. A bigger cast, and a large design team can do wonders to create a more diverse atmosphere for the next game, so that it does not have that some problem of feeling repetitive and too much the same.

8) And lastly – Experiment with something out of the box: Morrowing and Skyrim are often felt to be the best in the series, and both tried something very different and ended up becoming big successes. Sticking to conventional ideas is okay, but as with Oblivion, it feels too similar to fantasy ideas in general. Do something different and stand out more. Give your game a unique identity and character.

I hope you enjoyed this piece and thank you for your time.

Disclaimer: The above was solely the opinion of the author and does not necessarily reflect the views of Real Otaku Gamer or its staff.

By Jonathan Balofsky On 8 Feb, 2017 At 04:46 PM | Categorized As Featured, PC Games, Reviews, ROG News | With 0 Comments

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Retro games are becoming more and more common these days, but for every Shovel Knight, we get ten that just fall flat. With that in mind, I was worried about Alwa’s Awakening and did not know what to expect. I had seen the images and videos but it didn’t give me a sense of what the game would be like.

I have heard this game be compared to Shovel Knight in terms of a throwback to the NES days, but I do not feel that is an accurate assessment. To me, this game is much more of a throwback to the games of the Turbo Grafx 16. The look and sound of the game just feel like a game one would find on the system and as someone who still loves to play Turbo Grafx 16 games on an actual Turbo grafx 16, this is a great thing.

The game’s plot starts off as a very simple one, to set things off and then you get into a great metroidvania adventure. As you progress further and further, you feel more and more like you are in a timewarp. You feel like you have gone back to the past, to play those awesome games that kicked ass ( sorry cinemassacre). The music is absolutely amazing right from the beginning, and never lets up at any single point. It is just pure audio bliss and a feast for your ears. The art is amazing and looks like something straight out of the 80’s/very early 90’s and just feels fun.

The gameplay is spot on, combat and controls, for the most part anyways. There are some issues, as the game feels slow at times but it isn’t. I realize how awkward that sounds but it is just how the game feels. Jumping can feel stiff yet work perfectly. I don’t know how else to say this other than the game replicates the feel of awkward controls, while having excellent controls. This may sound like a fun but, but it really threw me off for a while. As well, the hit detection is almost perfect but there are times where hitting the enemy doesn’t connect and you can get hit by the enemy instead.

Those issues aside, this is a great game and I had a lot of fun with it. The game feels like a throwback to one of my favourite systems and eras in gaming, and I cannot stop smiling while playing it. I must recommend it, as it is a game you will not regret playing at all.

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Recently I had the chance to have a discussion with Brian Diamond and Stephen Froeber of the Materia Collective, regarding their upcoming project ZODIAC: Final Fantasy Tactics Remixed. We talked about how the project came about and what was involved. Have a read below.

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JB: This is a very interesting project, how did it come about?

Brian Diamond (BD): Stephen can probably answer this question more fully than me as a life long fan of the Tactics franchise. I came onto the project as an assistant producer a few weeks after it started, to help with organisational grunt work, though I quickly took on more responsibility as the project took shape. Tactics is a very popular game among members of The Materia Collective, with many chomping at the bit to put their musical mark on the world of Ivalice.

Stephen Froeber (SF): Final Fantasy Tactics was actually the second game that I played in the franchise. I was one of the “late bloomers” that caught the FF series starting with VII and the PlayStation era. I later went back and played all the originals.

Tactics was special to me because of how much more mature it was. The storyline was much darker and more serious, and the gameplay itself was more cerebral.What ultimately grabbed me, of course, was the music. It was so atmospheric and really fit the world so well.

When Materia Collective started with the first album covering VII, I knew it was only a matter of time before Tactics had to be done. I was thrilled to be able to produce the album with Brian. 

JB:  How has the response been for the project so far?

SF: We’ve had a lot really positive feedback, to include a nice comment from Yasumi Matsuno himself, which was a huge, unexpected honor! 

BD: The response has been extremely positive, with many praising the size of the album, its eclectic mix of styles and high quality of arrangers remixes. Everyone has a different favorite and I think that’s a testament to the all the talented individuals who poured their hearts into this project. We even had Tactics Creator Yasumi Matsuno retweet and buy a copy of the album.

JB: Was there any special selection of the musicians for the project?

SF: Many of the arrangers are veterans of the Materia Collective’s previous albums, but we always have new people with each project that request to join. We are continually impressed with the quality of work that arrangers put into each piece.

Each arranger has discretion on using their own musicians for their song, and many times, that is how many people end up getting involved long term.  

BD: Not really, the process of the majority of our projects involves our would be arrangers pitching proposals for the tracks they want to remix. We often ask that they pitch multiple tracks in case they don’t get their first preference. As with all soundtracks there are really popular tracks and hidden gems, and sometimes we have 7 proposals for one track. In that situation we might allow 2-3 versions of a track but we give priority to the first to submit and make sure the multiple submissions are stylistically different enough e.g. (a) Dubstep Remix, (b) Solo Piano and (c) Full Orchestral. It’s important for us to try and cover as much of the original soundtrack as possible, so we try and keep the number of repeated tracks to a minimum.

JB: What kind of future projects do you anticipate?

SF: We anticipate many future projects. 😉 

If you take a look at our current discography, you can probably take some good guesses as to things that are in the pipeline. 

BD: I can’t go into details yet (mainly because I don’t know myself), but would love to do more Final Fantasy albums, maybe some remix albums of Indie Games, I’m really looking forward to Materia Collectives Kickstarted Hero of Time orchestral album – the art work and vinyl design for it looks gorgeous and the work that Producer Eric Buchholz has done with Legend of Zelda Symphony of the Goddesses is stellar.

JB: What kind of approval process was there for the songs recorded?

SF: We have a pretty wide variety of skillsets and experience levels within the Collective. It’s always a delicate balance between being inclusive, and keeping our quality level consistently high. 

We have periodic check-ins throughout the production process for us to give feedback on demos and mixes. By the time the final tracks were submitted, they were pretty polished. 

BD: Outside of the initial proposal process, we try and get our arrangers to check in periodically with updates on how their tracks are doing, whether they’re having any problems, making sure they submit stuff on time. The most important thing we strive for is making sure that everyone involved give the best that they can give and that they can look back on the project with pride.

JB: There are a lot of tribute albums to video game soundtracks, how will this one stand out?

SF: One thing that makes all of the Materia Collective albums unique is that you really don’t know what you’re going to get from one track to the next. We have such a diverse range of musical influences, and you can hear that front and center in the music…. and yet, in spite of that, the album stays surprisingly unified and consistent. There’s something musically for everyone. 

BD: One thing about Materia releases that I have always enjoyed has been the sheer size of them and eclectic mix of styles – ZODIAC: Final Fantasy Tactics Remixed has 63 tracks and 4 hours long. And that isn’t even the largest one – our Undertale tribute album FALLEN that we released last September was 97 tracks 

JB: Have there been any difficulties in the making of Final Fantasy Tactics remixed?

SF: All large projects have challenges, and this was no exception. Life still happens even when you’re making awesome music. 

We had some artists that had to drop out of the project, as well as some growing pains with project management tools.

We try to take each problem as a point of learning to bring into the next album.

BD: I found it surprising how smoothly it went considering Stephen and I were dealing with 60 odd arrangers and by extension 100+ musicians throughout the process. Sometimes working with musicians can be like herding cats (speaking from past experience) however I’m delighted that we had very few issues on this album and all the musicians and vocalists were wonderful to work with.

JB: What is it about the music of Final Fantasy Tactics that stands out the most to you?

SF: Tactics, more so than the other FF series, was much more focused on atmosphere. There are several ambient, dissonant, haunting tracks all throughout, as well as some large orchestral pieces. 

I initially thought that would make this a challenging album to cover…. but when I started hearing the renditions of each track, I couldn’t wipe the smile off my face. It breathes new life into an already amazing soundtrack. Many times, it put a unique spin on a piece that gives it a whole new meaning.

BD: For me it’s the rich and luscious scores of Sakimoto and Iwata, the interweaving themes, the tapestry of storytelling conveyed through their music. My first experience of Sakimotos wonderful composition style was with the music of FFXII – I grew up on Uematsu sans gorgeous arrangements from the mainline Final Fantasy entries of the 90s and early 2000s. I came late to Final Fantasy Tactics playing it more recently on Android devices, but I had heard the soundtrack long before playing the game, and it’s unique style has stayed with my ‘til this day.

JB: Do you have anything you would like to say to the readers of Real Otaku Gamer?

SF: The one thing that I really enjoy about the VGM cover scene is the deep passion for the source material. 

These albums give us a chance to connect with fellow fans of these amazing games, and (hopefully) add something personal to the conversation of how we experienced the music that other people can connect with.

BD: Even though we’ve just released ZODIAC: Final Fantasy Tactics Remixed – Materia Collective has got a lot of cool projects coming out this year; so if you want to keep up with all our goings on – follow Materia Collective on Facebook, Twitter, Spotify and Bandcamp for updates on all our releases and general VGM goodness.

 

JB: Thank you again for doing this.

By Jonathan Balofsky On 3 Feb, 2017 At 01:47 PM | Categorized As Comics You Should Read, Editorials, Featured | With 0 Comments

No GravatarThis edition of Comics You Should Read is a little different. Normally I discuss individual collections of comics, but this time I am discussing an entire series.

Usagi Yojimbo is a legendary comic series by creator Stan Sakai about Miyamoto Usagi, a ronin in Edo era Japan. But there is one thing very different about this comic. Almost all the characters are anthropomorphic animals. Usagi is a rabbit for example and there are characters like Gen, who is a rhino. But do not be fooled by this, as this is not just a comic for kids but one that can be enjoyed by everyone.

The stories contained in the comic range from funny to epic to tragic, as Stan Sakai presents a look at the life of the Samurai, albeit with some fantasy elements. The stories pull no punches with how the culture worked, with numerous examples of deliberate values dissonance between Edo era Japan and the modern west. There are amazing characters like Tomoe Ame, Lord Noriyuki and Usagi’s nemesis, the demon spearman Jei, the blade of the gods.

The series has been going on since the 80’s and has crossed over with the Teenage Mutant Ninja Turtles more than once, but new readers do not need to be worried. All the stories have been collected by both publishers Fantagraphics and Dark Horse Comics and are available for all to read. I suggest starting from the beginning though, so you will understand just who these characters are.  Some disappear a bit into the comic, as others make their debut, but all are unique in their own way.

There have been video game adaptations of Usagi in the past, including one way back on the Commodore 64, and one recently on mobile devices. The latter is one I am actually familiar with and has mostly hack n slash elements but also an original story. I suggest checking it out if you are curious.

Usagi is a comic I will be discussing a lot more in the future but wanted to just give a brief overview of first. The stories are amazing, whether they be about Usagi stopping criminals, defeating bandits, transporting a sacred sword to a shrine, or even just making a pot. They all have that special something about them that many comics lack. Usagi is an incredible character, but by Stan Sakai’s own admission, he is an unusual samurai in how he interacts with people. But this isn’t just an idealized storytelling, and the comic makes it very clear why Usagi is who he is when it shows his mentor Katsuichi, This is a comic that has all the pieces fit together just right and even years after being read, it will stick with you.

I suggest checking it out.

By Jonathan Balofsky On 1 Feb, 2017 At 10:12 PM | Categorized As Featured, PC Games, Reviews, ROG News | With 0 Comments

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I am a major fan of the work of Robert E Howard, the creator of Conan the barbarian. His stories felt alive and full of sparks that cannot be matched, and this has led many to create works based off his stories. From comics, and movies to video games, there has been Conan adaptations in multiple fields.

I didn’t know what to expect when I started playing Conan Exiles, but I was pleasantly surprised with what I saw.  The game is immersive and allows a wide range of creation methods, and allows you to familiarize yourself with the universe of Conan. For a survival game with crafting elements, the game does a very good job and explains things to you well, without getting in the way at all.

It isn’t a perfect game however, but that is to be expected as this is not complete yet. The visuals need a lot of work and full bland and unalive. When choosing my character, there were a number of glitches I experience, and the control scheme did not interact properly all the time. That said, I did have a good time playing this. The multiplayer components are well established, and this feels like a much more concise version of Age of Conan, one that is good for single players.

I think the combat needs some work as the hit detection as way off, and some elements such as saving, were not exactly smooth. The big issues I have is that the game could have a more detailed start and feel less derivative of other works. There is so much that can be done with the Conan universe that, while they are exploring it well, it feels like the developers are only scratching the surface of what is available.

There is a lot of potential in this game and I will continue to follow it as it progresses, this is early access after all. I think it could end up as a major addition to gaming in general if it is polished properly. I just hope the developers take the criticism to heart.
A review code was provided for this review.

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Note: The author wishes to thank Real Otaku Gamer for allowing him to write this piece on the website, given its personal nature.

This is one of the more personal things I will be writing for this site. This is because I will be discussing some things that affect me on a personal level. I like many others in the world, suffer from depression and anxiety. I have had bouts of depressive periods and anxiety struggles for a number of years now and they take their toll on me.  An escape has always been video games, but video games don’t always work. I often feel scared, lost and confused. That is until one series ended up helping me in more ways than I could have imagined.

When I first played The Elder Scrolls V: Skyrim, I was not expecting much. I knew the game had a strong reputation, but felt I would be underwhelmed in comparison to the amount of hype its fans had built up around it. What I found instead was a therapy for my troubles. Skyrim, and the other games in the series, provided not just an escape, but an outlet. When I was at my low points, I could slip into the games and feel better. That may sound like escapism, but it wasn’t. And it wasn’t, because after I would play the games I would feel more confident in my life. It helped me deal with my anxiety and I could manage better as a result.

I used to write a lot of poetry, and had a desire to publish a collection. However, when depression nd anxiety took its toll on me, I began to lose all motivation to continue writing. Playing around in the world of Tamriel helped return that motivation to me. The way it did that was not conventional either. I had discovered game modding and was amazed at what I could do to the games. It seemed like the games had become more than games, they had become a canvas for creators. Bethesda always made the games open to modding and that generosity they showed the fans, ended up helping me rediscover my love of writing. Since playing the games I have resumed writing poetry and have written two short stories.

I am not one of those people who becomes obsessed with the games to the point that they lose themselves completely into it.. I don’t see the characters as anything other than fiction, but that is what appeals to me. I am a person who needs to be creative in order to feel fulfilled and imagined what can be done to the characters by modders and series writers of future games makes me realize I have my own stories to tell. I have struggled with depression and the loss of motivation that came with it, and feel this gave me a way out of that dark hole. I see this as a way to inspire my own creativity in a helpful manner and that leads me to a better state of mind.

There is no cure for depression. It is a cancer that eats away at the mind and stays with you. I have fought it for over a decade, with my ups and downs, but with The Elder Scrolls series, I found something that was able to let me find my own way sorting my issues. It isn’t the only way but it is one way. So therefore I must say thank you to Bethesda Softworks. Your games have helped me so much. I look forward to your future games, and I hope the rumor of Elder Scrolls VI being set in Valenwood is true. The stories that are there to tell, will help me and others. But whatever story you wish to tell, I will be there and I will be inspired by it in a good way. Thank you got helping me and others more than you realize.

By Jonathan Balofsky On 23 Jan, 2017 At 10:38 PM | Categorized As Featured, Games To Watch, Indie Spotlight, PC Games, ROG News | With 0 Comments

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I often come across many indie developers on Twitter and one who caught my eye was Warren Smith, developer of Dark Flame. Dark Flame is a 2D metroidvania style game that takes some influence from the Castlevania series, while also taking a lot of influence from the Dark Souls series. I have been watching this game come together for a while now, and Warren has been kind enough to let me play early builds of the game. I want to give some attention to this game because it is one you should keep your eye on.

As I said, this takes inspiration from Castlevania but much more from Dark Souls. This is the perfect marriage of those 2 series in many ways, and I love seeing this come into its own. I have played 3 builds of the game so far, each more expansive and revealing much more of the game. These builds are available for people supporting the game’s development on Patreon ( not a plug, just pointing this out) and are quite extensive. Dark Flame is a game in which you will die numerous times, in many frustrating ways. But it has that “it factor” that just keeps bringing you back, no matter how frustrating it gets. rather than give up on it, a player learns to become more strategic, to plan things out better and find the right way to go about it. It still has a ways to go, and things such as enemy placement and lighting are in need of improvement, and the pacing could be handled better. That said, I am excited with each new build of the game, as it just gets better and better.

The reason I feel you should keep a watch on this game, is because Dark Flame is that indie game that will serve as both a castlevania replacement ( its got the look and wow is that music awesome. I wish you could hear it, because it sounds great), and a game for people wanting a Souls alternative. It is addictive in the best possible way and I think that is the best I can say about a game like this. I am extremely impressed with it, and even with its faults, I think this is an amazing experience. I eagerly await both the next build of the game, and the day it is completed and released to the public. This is indie gaming at some of its best.

You can follow Warren on twitter here. He frequently posts updates.