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Virtual Reality (VR) has been hovering over the world of technology for awhile now with products like the HTC Vive, Oculus Rift, Samsung Gear VR, Sony PlayStation VR, and the Microsoft HoloLens. Opto adds to that list with a defining difference: it intends to be the first portable VR headset with integrated audio. It’s Kickstarter campaign has already been launched on March 31 with the goal of 40,000 GBP by April 29 for the first 500 devices.

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Developed by industrial designer Tom Jarvis and software developer Richard Stephens, Opto is a portable VR headset where sound was a top priority during the start of its design. Speakers sit inside the headset so that users do not have to add their own headphones. It has a 40mm 32ohm speakers and a frequency of 20hz/20 khz.

Opto will support any smartphone with screen sizes between 4 and 5.1 inches. It will attach to the phone by way of a magnetic front cover that will allow the user to easily place the phone in and out of the device.

According to Opto’s blog, they are actually reworking the device to support larger phone screens as well as enlarging the acoustic chamber to 50mm.

It is made from the patented closed-cell foam material, XL Extralight, which should make it extremely lightweight and comfortable yet tough at the same time. This could make for an interesting angle for parents, considering that this technology is not only durable but is also easy to clean.

“It is especially suited to children as it’s made of lightweight foam and very impact resistant,” Co-founder Richard Stephens said. “We have tried it with children from about 9 upwards. We are also in partnership with WEARVR.com…They are also launching a new app for curated VR content for kids.”

This means that older children as well as adults could experience movies, games, and other content on the go in a full-immersion type of experience, though Stephens stresses that the device has not been tested on children younger than 9 (the American Academy of Pediatric recommends limited time for children on these types of devices anyhow).

The current set of VR devices as of right now are bulky and heavy. They also require wires as well as a set of headphones. The goal for Opto is to just carry a smartphone and the VR device instead of lugging around headphones as well.

“Opto is about making high-quality VR accessible for anyone who owns a smartphone. Our aim is to move VR from the gaming den into the living room, “ said Stephens.

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Bethesda Softworks sent out the following

 

Fallout Shelter’s Update 1.5 is here to make your life as an Overseer easier!

 

With Update 1.5, you can now scrap your unwanted items and turn them into Junk to build even more gear. This is your chance to clear out the clutter in your Storage rooms and craft some cool new stuff.

 

We’ve also added new customization options to the Barbershop and new civilian outfits to craft or find in lunchboxes.  You’ll hardly even recognize your Dwellers when you’re done with them. You can even make them look like Ghouls!

 

Overseers using an iPhone 6s or 6s Plus can now take advantage of Fallout Shelter’s new 3D Touch support. With 3D Touch you can load directly into your vaults, skipping the main menu. You can also use 3D Touch to assign Dwellers to rooms and access storage just by tapping on any Storage Room.

 

Since its launch, Fallout Shelter has added a ton of new features – including new rooms, characters from Fallout 4, pets, new outfits, and weapons. In the last update (Update 1.4), crafting was added to the world of Fallout Shelter giving you the ability to make weapons, armor, and outfits. We also introduced the ability to collect Junk by sending your Dwellers into the Wasteland and from Lunchboxes because the better the Junk, the better items you can craft! There’s even more on the way, so stay tuned for upcoming updates.

 

Fallout Shelter was an instant smash hit when it launched on iOS on June 14, 2015, climbing to the top of the charts and beating Candy Crush to become the third-highest-grossing game on the App Store in its first week. Since launching on iOS and Android devices, Fallout Shelter has received top honors from some of the industry’s leading outlets, including winner of ‘App Store Best of 2015’, ‘Google Play Best of 2015’, and ‘Best Handheld/Mobile Game’ at the 2015 Golden Joystick Awards. Most recently, Fallout Shelter was named ‘Mobile Game of the Year’ at the 2016 D.I.C.E. Awards.

 

Fallout Shelter is available for free on the App Store or Google Play.

Fallout Shelter is an addictive and fan mobile game and I recommend checking it out if you have not yet done so. It is very much worth your time.

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I love RPGs and especially JRPGS and there has been a lack of them on the Wii U ( even with the virtual console), so I was very happy to hear about this game from Kemco. Kemco previously developed Alphadia Genesis for Wii U which was localized by Natsume and was a decent , if generic JRPG that was good for those seeking any JRPG not on the virtual console.  But how does Asdivine Hearts hold up as a JRPG on Wii U? In a word: excellent.

Asdivine Hearts ( which is apparently part of a larger series) is a fantastic RPG that is a must have for any JRPG fan. Unlike Kemco’s other Wii U RPG Alphadia Genesis, battle transitions are handled much better with less flashing lights. Indeed, there are less flashing lights in general which made it much easier on my eyes. The combat system is also excellent in general, but before I talk about that I must mention the Jewel System.  In the game, you are given an item called a Rubix which can hold Jewels which can affect status, HP, MP and so on.  As you progress in the game, you can get bigger Rubixes and store more Jewels which can have more effects. The combat system uses the Jewels both in the form of void magic, light magic and shadow magic, and well as status jewels to create new effects in battle. There are limit breaks and team ups and it was much more fun than I anticipated.

The story is still rather generic but welcome at the same time. The characters are not well developed though and their development throughout the game is uneven.  My biggest complaint though is that there is some screen tearing on occasion and the audio skips quite a bit, especially if you had briefly suspended the game.

That said I still had a lot of fun playing this. I think I have put more hours into this game than any other in the last month. I really like this game and truly need to recommend this to all.

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Apple announced two new products this week, and while I was hoping for another version of the Apple Watch, we got the next best thing; two new Apple devices. Now the when the 6s details started coming to light, one of the things rumored was a smaller iPhone 6;  and when the iPhone 6s finally came out a smaller screen was nowhere to be seen. Just a few months later, many are happy with Apple’s announcement with iPhone 6 SE. The SE is something special that embodies qualities of both the iPhone  and 6s. 

The specs of the SE are definitely top notch for a phone this size, including almost all of the upgrades Apple made to the 6s, with the exception of 3D touch.

Some specs include:

  • Retina display
  • A9 chip with 64-bit architecture
  • 12-megapixel iSight camera
  • True Tone flash
  • 4K video recording at 30fps
  • Apple Pay

Starting price for the SE begins at $399 for the 16gb version to $499 for 64gbs. While you’re getting a great deal on what is pretty much a 6s at a cheaper price, 16gbs is pretty underwhelming when you consider how big apps,photos, videos and music is.

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I had the chance to speak with the devs over at Zeboyd games and talk about their projects, past and present. Have a look below.

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JB: Zeboyd games is known for many quirky RPGs like Breath of Death VII and Cthulhu saves the world. What was the inspiration for these games?

ZG: I’ve been a big fan of RPGs ever since I was a kid so wanting to make RPGs myself was a natural desire. The mini-RPG in Retro Game Challenge was a big inspiration as I saw it and thought “I could totally make something like that!” whereas a big epic game would have been beyond me when I was just starting out. And both games were heavily inspired by my love of misunderstood heroes (someone who you think should be a villain actually having positive traits).

JB: Cthulhu saves the world was a well-known game on the Xbox Live Arcade store, what was the reception to the game there?

ZG:Actually, none of our games came out on the official Xbox Live Arcade store – they were all Xbox Live Indie Games (XBLIG). As such, even though they got great user ratings, the sales weren’t amazing. They did better than many games on the platform, but our company didn’t really take off until we ported them to PC and released them on Steam.

JB: How have you found Steam and mobile phone stores to be different to console markets in terms of reception and sales?

ZG: So far, it’s been Steam > XBLIG > mobile for us as far as success goes. Cosmic Star Heroine is the first time we’ll also be releasing a game on the PSN so we’re hoping it does well there.

JB: Cosmic Star Heroine, your upcoming game, looks to be one of the more innovative indie RPGs for PS4. What led to the game’s genesis?

ZG: Cosmic Star Heroine started out as a tribute to the sci-fi RPG series of the past like Phantasy Star & Cosmic Fantasy (hence the title). Phantasy Star in particular had this great mix of space opera, fantasy, and anime, that isn’t really being done these days. Of course, the more we worked on Cosmic Star Heroine, the more it started to diverge and develop its own identity, but those early influences can definitely be seen (especially Phantasy Star, but also other series like Lunar & Chrono Trigger).

JB: Cosmic Star Heroine looks to be very different from your previous games. With regards to the last question, what led to you making this game different from your previous games?

ZG: After making 4 games, we felt it was time to step up our game. We’ve spent substantially longer working on Cosmic Star Heroine (about 2.5 years now compared to around 3-12 months on our previous work) and we feel it’s really paid off in terms of making Cosmic Star Heroine drastically more polished than our past games. With this game, we’re really trying to make a game that wouldn’t feel out of place with the best RPGs of the past.

JB: You worked on the Penny Arcade games with the 3ed and 4th entries. What was that experience like?

ZG: Great! Penny Arcade gave us a lot of freedom as we were developing those games – more than I imagine most publishers would have. And working together with Penny Arcade – particularly Jerry Holkins (Tycho) and Jeff Kalles – was a lot of fun. I also really felt like we learned a lot from them that we’ve used since then in the creation of Cosmic Star Heroine.

JB: When the argument comes up over what counts as a JRPG where do you stand? Do you feel Cthulhu saves the world, Breath of Death VII and Cosmic Star Heroine count as JRPGs?

ZG: I’m firmly in the camp that believes that if you’re going to use the term JRPG, it should refer to certain tendencies of style and not merely indicate what region the game was developed in.

JB: What games influence you guys in creating your games? Is there any series in particular that you feel has a lot of influence on you?

ZG: Besides the aforementioned Retro Game Challenge that helped to kick off our whole development process, some of my favorite RPGs include Lunar: Eternal Blue, Breath of Fire: Dragon Quarter, and most of Atlus’ modern games (SMT: Nocturne, Persona 3 & 4, Etrian Odyssey series, Radiant Historia, Devil Survivor, etc.). I’m also a big fan of Diablo-style Action/RPGs like Path of Exile and Grim Dawn.

JB: Do you feel the market is healthy for games such as yours? Do you think it will be going forward?

ZG: I think the market is healthy as we’ve seen games like Stardew Valley and Undertale achieve great success recently. If we look at those two big successes, it’s easy to see a common path to success – a high quality and original take on an old classic that gamers miss these days.

JB: Do you see yourselves bringing your older games to newer consoles in the near future?

ZG: No plans for ports of older games at the moment. We might go back and do a sequel, prequel, or remake of one of our older titles, but merely porting one of them feels like it’d be more work than its worth, especially since they all run on a different engine than what we’re using right now with Cosmic Star Heroine (our older games were done with XNA, while Cosmic Star Heroine uses Unity).

JB: Do you have anything you would like to say to the readers of real otaku gamer?

ZG: Thanks for being patient with us as we finish up Cosmic Star Heroine! Hope you enjoy it!

 

You can follow Zeboyd Games on Twitter at @ZeboydGames. You can see the trailer for Cosmic Star Heroine Below

 

 

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Two Tribes has announced via a press release that Rive will be their final game and they will stop developing games after its release. They note they are not closing and will support their partners but are ending game development.

See the full press release below

 

This is it! After more than 15 years of hard work and gallons of blood, sweat and tears, we have decided that RIVE will be Two Tribes’ final game. This may come as a surprise for you, but we’ve actually been thinking about it for some time now

For the last two years, we have been working feverishly to finish RIVE, the shooter/platformer hybrid that we always wanted to make. We have delayed it several times to make it the best experience possible and now that we are nearing the finish line, we can confidently say that RIVE will come out in September 2016!

We also want to make clear that Two Tribes will remain operational. We will continue to support our partners and all gamers out there, we just won’t be making any new games after RIVE.

So what happened?
The industry changed a lot since we started in 2000. Back then, there were maybe a dozen game developers here in The Netherlands. It was extremely difficult to enter the global games industry, as you needed to have a track record and experience. Even if you took a shot, you still had to secure backing from a publisher, since the only way to reach gamers was through physical distribution.

The technological bar was also set very high, as there were no middleware engines available. There were severe hardware limitations and most of today’s sophisticated design tools were non-existent. You basically had to make everything yourself. We felt comfortable working in such an environment, and we actually still cling to this DIY mentality.

The big change happened around 2008, when new technologies and tools allowed developers to make games way more easily and faster. Suddenly, because of digital distribution, small developers were able to create and publish their own games without the help of big publishers. Initially this was great for us, as we were one of the first developers to enter the Steam, WiiWare and iOS markets. Business was good. We were on the shortlists of companies like Nintendo and Valve.

But the situation didn’t last. While we were working on Toki Tori 2+ for two years, the industry was changing without us realizing it. The market was flooded with games by developers from all around the world. Game development schools were erected, and every year thousands of students tried their luck under increasingly difficult conditions. With game changers such as the Humble Bundle, the ever-continuing race to the bottom and a growing focus on free-to-play games, it became tough for a game to even hit the break-even point.

The industry had moved on and we were still stuck in the past. We learned this the hard way, when most of our employees needed to be laid off in 2013. But it would be too easy to solely blame the industry. Perhaps it would be better to blame it on dinosaurs!

Dinosaurs
As said, we’ve been working in the games industry since early 2000, making us dinosaurs, old farts, grandfathers or whatever you want to call us. This is great, because we’ve got a lot experience, but it also means that we act like a typical grandfather: slow and totally unaware of what is hot and what is not. Don’t get us wrong: we absolutely love making games, and we strongly feel that we’re good at making them. However, ask us anything about new industry developments, and often a big question mark will appear above our heads.

For example, we are used to working with our own proprietary engine. It’s technology that works great for us, but is by no means competitive with tools like Unity or the Unreal Engine. And then there are monetization strategies like free-to-play. We only know, and feel comfortable working with, the traditional model of full-priced games. The same goes for marketing: we know how to make a decent trailer and send out a press release… but have no clue how to get traction on YouTube and Twitch.

Wrapping up
Long story short (grandfathers like to digress!): when running a company, you need to be on top of your game, not just in terms of the product you’re making, but business-wise too. And we just aren’t on top of the games business anymore. Therefore, it makes sense to focus our attention elsewhere, perhaps even outside the games industry. We simply don’t know yet; but we do know that RIVE is going to be our parting gift to you and we’re making damn sure it’s going to be an awesome one!

Stay tuned for the release in September 2016!

 

Its very sad to hear that a company like Two Tribes will cease game development. What are your favorite games that they developed?

 

See the full statement here

Smart-Adventures

No GravatarLet me preface this by saying that I am not a fan of educational games. I was sent a code for this game to review and I decided to give it an honest play through before reviewing it. My thoughts have not changed much but I can respect what the developers were going for, even if its not intended for me.

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SMART Adventures Mission Math is an educational game designed to teach kids 9 and up about sciences and math, with a primary focus on inspiring young girls into going into the sciences. If you want a game designed for fun and action, boy are you in the wrong spot but if you have a young child and want them to play something educational, you could do a lot worse.

The game takes place on a space station that has been sabotaged. Playing a variety of math based games helps to repair the damage and track down who caused this. The minigames range in difficulty from easy to hard and they also branch into other science fields so as to help expand young childrens’ minds. Yes this game was made with young girls in mind, but young boys can enjoy and learn from this just as much.

I am not the intended market so I cannot truly be sure if this is particularly helpful for children of that age. I don’t have relatives or friends with kids of that age set ( all older or younger) so I could not show it to anyone for opinions. From what I saw…it seemed okay except maybe lacking something to keep young ones interested…or maybe that is my bias talking.

Like I said before though, if you want an educational game for a child 9 and up that will teach them about math and sciences, then you can do a lot worse than this. It is worth looking into to try and stimulate a child’s mind for the better.

By Jessica Brister On 22 Aug, 2015 At 05:43 PM | Categorized As Featured, Mobile Gaming, Portable/Mobile Gaming, Reviews | With 0 Comments
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If you were like me, you were delighted to hear at E3 that Bethesda Softworks had a free gaming app called Fallout Shelter. It sounded like a cool diversion before Fallout 4 came out. Then the Android users got a slap in the face: Fallout Shelter would only be immediately available for iOS. Yeah, as an Android user, I was a bit bitter. Yes, I know it’s a free app that Bethesda totally didn’t have to do, but I wanted to play it right then and there. It was a bit of a disappointment. However, the app is finally out for Android, and I have been playing it a lot. Apparently, so have a lot of other people. I wanted to love the game, but there is one major thing that I don’t like about it that have pretty much stopped me from playing it altogether.

Fallout Shelter is addicting, but it has one major downfall.

Fallout Shelter is addicting, but it has one major downfall.

Fallout Shelter is fun. Don’t get me wrong. It’s addicting. It’s clever. There is a lot right about it.

When I first started to play it, the game really reminded me of Sim Tower (anyone else remember that game?). The player is responsible as a vault’s Overseer to keep the place and people in order. You start off with a few dwellers and try to increase that number as well as manage resources and keep people happy. The three most important resources are power, food, and water which are harvested by placing certain rooms in the vault and having the dwellers work them. Of course, building rooms cost caps. To get more caps, a player must either level up the dwellers, successful rush a room (speed up the resource gathering process), send dwellers out to the wasteland, or complete objectives.

When objectives are achieved, they sometimes give out lunchboxes. These lunchboxes give out a few cards that award extra resources, outfits that raise dweller stats, special characters, weapons, or extra caps. At first, the objectives are easy, and players can easily get several lunchboxes. After awhile, though it gets harder and harder to get the goodies. Extra lunchboxes can be bought through in-app purchases.

Dwellers also have SPECIAL stats (just like in the actual Fallout games). Putting certain dwellers with certain stats will make material collection and successful room rushes easier. A player can increase a dweller’s stats by adding rooms that can train them. Players also need to keep an eye on the happiness level of the vault dwellers, since that can affect their performance. Happiness can be raised by rushing rooms or things like…making babies. Of course, besides worrying about the basic resources and happiness levels, there are also issues with radiation, rad-roaches, and raiders. Add a slick-looking color scheme and the retro 1950s Fallout-style, and you get a really awesome app.

Rushing a room unsuccessfully can be disastrous.

Rushing a room unsuccessfully can be disastrous.

It’s actually one of the best game apps I’ve played on Android. So you may be wondering to yourself, “If you think it’s a great app, why were you disappointed? Why did you stop playing it?” Well, there is one major thing that has forced me to stop playing altogether, and that is…

It’s so demanding that it’s ten times worse than a Tamigotchi. If you don’t know what that is, I’m sorry, but your childhood was not awesome.

Okay, I may be kidding on that one, but seriously, the game is demanding on a level that I haven’t experienced since I had this thing in Middle School:

Yes, I have saved this thing for the last (almost) twenty years.

Yes, I have saved this thing for the last (almost) twenty years.

The game cannot be minimized for too long because things will still keep going, even if you aren’t actively playing. I can understand that if it’s just running in the background, though that is still annoying. However, I have completely shut down the game and turned my tablet off, and when I get back on, the happiness level of my vault has dropped from the 90% range to the teens and most of my resources are gone. The game is unfortunately focused too much on real-time. It’s not an app that you can casually play. It demands a lot of attention, which is why I have dubbed the game “Tamagotchi on Steriods.” This means that if you want to be successful as an Overseer, don’t go to sleep and don’t stop playing.

I wish that the game would actually pause, but it’s too focused on real-time play. If Bethesda would fix this, it would be the best gaming app I’ve ever seen. However, unless they do, I just can’t play it anymore. It was taking over all of my time. That’s not something that I wanted in an app, something I I may play on occasion when I’m sitting at the doctor’s office or when I’m nursing my daughter. Let’s hope that we can actually pause Fallout 4. *Tee-Hee*

By Jessica Brister On 12 Mar, 2015 At 11:55 PM | Categorized As Mobile Gaming, Portable/Mobile Gaming, Reviews | With 0 Comments
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No GravatarSmartphone and tablet users are constantly hounded by a barrage of gaming apps, most of which are mediocre at best.  These apps pass the time when a person is waiting around at the doctor’s office, but they are usually not that great outside of that.  Sleuth is a bit different; it’s a game that actually makes a person think.  Part trivia, part Wheel of Fortune, and part Pictionary: Sleuth is a creative and addictive game that is a blast to play.

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Sleuth gives out four pictures and has the player try and determine a particular “mystery.”  A player is initially shown a category, which include people, movies, places, words, history, television, books, and songs.  There are then four tiles that appear on the screen.  Each tile slowly reveals a picture that gives hints to what the mystery item might be.  Above the tiles the answer is given in a Hangman or Wheel of Fortune-type style.  A player must start typing from the beginning of the sequence in order to get the answer correct.  The letter will show up green for correct and red for incorrect.  After awhile, letters will begin to appear in the answer boxes to give the player a bit of a hint.

There is a timer that  counts down, and the quicker a player solves the puzzle, the more points he or she ends up receiving.  When the time goes down, the points fall as well.  Guessing an incorrect letter will also drop points as well as not getting a puzzle at all.  A player’s points carry over, so it’s important to try to solve the mystery as quickly and accurately as possible.  Players may use in-app purchasing to buy hunches that reveal letters.  However, a player can refer a friend and get free hunches.

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Players end up competing against each other from around the world because there is a leader-board for the highest scorers.  The top month’s scorer gets a Sleuth t-shirt and the top annual winner will get an iPad.

The game is not one of those apps that someone can “space out” and play.  One must really think to do well.  Puzzles can range in difficulty depending on the player’s trivia skills.  The variety of puzzles also can keep a player on his or her toes, since the categories can range from popular culture to geography.  The pacing and scoring of the game make it addicting, since guessing wrong or not getting a puzzle correct will decrease the score.  It’s easy to go, “Just one more puzzle,” and end up playing for a lot longer.

The best part about Sleuth is its uniqueness and possibilities for play.  It’s different from the typical game app because it relies on a player’s knowledge instead of gaming skill.  It is geared more for adults, but it would actually make an interesting app for older children as it reinforces spelling, visual cognition, and common knowledge.  The game would also be great for parties and gatherings if used on a larger tablet.

Sleuth is developed by SimWave and is available for Android this week and IOS next week.  It is free with ads and $.99 without ads.

Overall, Sleuth is a lot of fun.  It’s different, challenging, and has a lot of potential.  This one is a must-add to your list of game apps.

smoking mirror 2 title

No GravatarIt’s been a while since I’ve played point and click adventure games; they were a childhood staple for me. Most kids had either a Gameboy or a console, both if they were lucky, for me it was adventure and educational computer games. I grew up in a strict household where if we were having fun we better be doing something that wasn’t making our brain rot so that’s how I ended up playing lots of point and click games. From what I remember most of those games probably wouldn’t be much fun for me today, but those mystery and puzzle games had always been fun to figure out. Apart from Nancy Drew I hadn’t really ventured in the point and click adventure game genre since but Broken Sword 2 has refreshed my curiosity.

smoking mirror 2 title

Definitely not for kids it’s the second game in the Broken Sword series which revolve around the adventures of George Stobbart and Nico Collard. The remastered game is available in both PC and mobile devices in download format. In this installment Nico goes with George to investigate a carved Mayan stone she came across while investigating a drug ring. When she goes to a professor’s house to get more info George is knocked out and she is immediately abducted. The game has you step in the shoes of both Nico and George to unravel a strange conspiracy that puts their lives in danger and might have the fate of the world rest in its balance.

The controls are easy to figure out in both mobile and computer with options to look, talk, pick up, and interact depending on the nature of the thing you’re clicking on. With simple controls you’re free to examine and figure your way through the game. One of the things that has always been frustrating for me was the common stuck feeling I always got when playing through these types of games, but Broken Sword 2 has hints to help you through the game when you need a nudge. My favorite thing about the hint feature is the games give you escalating hints that go from slight nudges to detailed instructions on what to do the more hints you ask for, which allows you to still get the satisfaction of figuring things out and not have to consult walkthroughs if you hit a brick wall.

This game is hard enough to not be a one sitting game, requiring me to stop playing halfway through so I don’t finish by the time the sun rises again. According to Steam I played for 8 hours, your experience may vary.

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Perhaps what made my game drag out so much was the witty dialogue and excellent voice acting, which had me pick every talking option with the other characters. If you’re like me in that aspect you’ll enjoy some of the jokes throughout the game, one of my favorite involves a tequila worm I picked up, and you have the option of showing it to most characters you encounter in the game with Stobbart himself seeming to notice his strange attraction to the worm as the game progresses. Everything else is top notch too. This game came out in the 90’s so there’s only so much you can remaster until it loses its old fashioned charm, and to me it seems tweaked enough to still feel like a game from the era but enough retouching to make the game look like a really good version of its old self. The cut scenes are some of the most gratifying things you get out of the game and push you to see how the story ends. The new game even comes with a prequel comic, a great bonus for such a satisfying game.

Smoking Mirror 2 bonus comic

So what I’m saying is you should definitely check out the remastered version of Broken Sword 2: The Smoking Mirror, it’s a great game. If you want to watch the trailer be mindful that it might contain some spoilers.

REAL OTAKU GAMER is using WP-Gravatar