‘Jurassic Park Alive’ Brings Dinosaurs To The Real World

Augmented reality games are taking mobile app stores by storm this year as franchises like Harry Potter, Ghostbusters, Maguss, and now Jurassic Park.

Players will assume the role of a Dinosaur Protection Group (DPG) member tasked with saving dinosaurs from a second extinction.

Unlike other AR games that require the user to travel in the real world, ‘Alive’ will let players send out a drone to collect DNA samples.

The game will take on a realistic approach to collecting dinosaurs with players using location-based technology to track and observe dinosaurs habits in their natural habitats.

Users Collect rare and powerful breeds of dinosaur by flying a virtual drone in-game, and collecting DNA samples to maintain a full roster of dinosaurs in hand.

Battles will take place between dinosaur ‘strike teams’.

Collectible items will come in the form of supply drops which will contains in-game currency or things like battery life for the drone.

The game is set to release this spring according to a trailer released by Ludia, the developer of the game.

Interested dinosaur wranglers can pre-register here.

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Review: Final Fantasy XV Pocket Edition

It is a true wonder when a mobile game impresses the gaming community, but that is exactly what happened when Final Fantasy XV Pocket Edition was released on mobile devices just a week ago.

What began as a ‘do we really need this’ became a ‘this is truly a great portable edition of Final Fantasy XV’.

Honestly, who knew that the gaming community needed a 3DS-like ‘demake’ of an already great console (and now PC edition) game but it proves to be a great option for those who haven’t played Final Fantasy XV or those who just want to play through the game again portably.

GAMEPLAY

One thing players will notice about Pocket Edition is cutscenes are nearly perfectly recreated, though now in the ‘chibi’ graphic style.

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Players of the console edition of the game will feel right at home, with dialogue between characters copied word for word, complete with voice acting for nearly every text bubble.

Banter between characters is still funny and an important piece of the story and atmosphere.

Movement has been reduced to just tapping or holding onto a point on the screen but somehow it works, especially in battle.

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Though simplified, the battle system in Pocket Edition feels right. Attacks are automatic once you target an enemy with Noctis’ warp ability returning, and the having the camera facing down, you can see exactly what you are doing at all times, which is a breath of fresh air fom the hectic camera system in FF XV.

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Areas of the game are fairly large for a mobile game, though it certainly isn’t open-world.

Outside of battles players will explore areas looking for barrels to smash, or sand piles to grab items out of. Exploration is still fun, with features like camping returning.

Of course, Ignis’ cooking sessions have returned as well.

The first time I saw Ignis snap his finger and exclaim, “I’ve come up with a new recipe,” I smiled, knowing I was about to embark on another adventure with Noctis and gang.

GRAPHICS

The game is still beautiful, though everything has been shrunk down to ‘chibi’ size.

With graphic settings set to high, light blooms seep onto the scene, colors are deeper, but even with settings set to low, it feels like playing a 3DS game, which is an amazing feat for mobile.

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Battles are still action packed with effects and characters all working flawlessly.

I experienced almost no lag, though there were a few slowdowns in some areas when transitioning from one place to the next, though it isn’t always noticeable.

The game runs in 30fps by default but I found playing in 60fps was a more enjoyable experience personally.

SOUND

Everything is nearly identical to the console version in the sound department. Music, sound effects, dialogue, its nearly perfectly adapted to the mobile edition.

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Hearing ‘Somnus’ play on the main menu when opening up the game was a nice touch, and instantly made me want to play through the game again.

One noticeable difference is right in the beginning scene. When Noctis and the gang are pushing the car along the road, I expected ‘Stand by Me’ to start playing but instead another song began to play, with no lyrics.

It’s a small complaint but the only noticeable one during my playthrough of the game.

SUMMARY

Final Fantasy XV Pocket Edition is a great feat for mobile gaming. It is a true Final Fantay experience that feels just like a 3DS remake of FF XV, which isn’t a bad thing at all.

It doesn’t feel like mobile game. I never once thought, ‘I’m playing on my phone right now’. Most of the time I was too engrossed in the game to worry about what device I was playing on.

Essentially, they recreated the entire game for mobile devices. Everything is intact, including cutscenes.

It is certainly an enjoyable experience for the price and definitely worth the investment.

Final Fantasy XV Pocket Edition is available to try for free. The full game is $19.99 for all 10 chapters.

New Kingdom Hearts 3 Trailer Confirms Monsters, Inc. World

In a new trailer, developer Square Enix finally confirmed another Pixar world that will be in the upcoming release of Kingdom Hearts 3, Monsters, Inc.

Complete with monster forms for each of the main characters, Sora, Donald, and Goofy can be seen meeting Sully and Mike and their little human friend, Boo.

Also in the trailer are reveals and hints towards a renewed Organization 13 and a glimpse of Vanitas approaching Sora in a cutscene from the game.

The game is supposedly still on track for a 2018 release with rumors panning the game towards a Holiday 2018 release, in time for the 13th anniversary of the titular series.

Review: Final Fantasy Dissidia: Opera Omnia

Even with a title that makes little sense and proves to be a mouthful, Final Fantasy Dissidia: Opera Omnia proves to be a shining title on mobile app stores just a week after its release in the United States.

The game features over 25 notable Final Fantasy characters so far with updates seeming to come at a fairly quick pace.

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Like other mobile games of the same nature, it runs off of quests that allow for a 3 character party to bring into battle. Various spots on the world map open up at a time with more opening as the story progresses.

Each spot either contains a story progression spot, or just a random enemy battle, with bosses interspersed towards the end of each “island” on the world map.

The battle system is what really makes Opera Omnia shine, however, with a strategic and turn-based style with added flair.

Battles work like classic RPG systems, turn-based but Opera Omnia has added new twists.

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The player will now have to deplete the enemies Bravery (brv) before they can inflict damage on the opponent. Once the opponents bravery has been lowered or broken, the player can inflict HP attacks, allowing for damage to be dealt.

The upside, players also have bravery, meaning enemies must first deplete that before characters can sustain damage, sometimes giving players an extra layer of protection against strong attacks.

STORY

The story follows a meager moogle (that’s a mouthful) and it’s mission to band together the best warriors from multiple universes to fight back against Torsions that have been opening across the games various islands. These torsions threaten the entire world, including the universes that each of the characters originally belong too, giving each character a motive to fight alongside strangers against the darkness brewing in the games universe.It’s not the most intricate or deep story, but nobody asked for a mobile game to contain a AAA story, it just has to be fun, and Omnia definitely is.

GAMEPLAY

Gameplay is standard fair for games of its type on mobile, there’s no open-world to explore. Instead you tap around on nodes on the world map to navigate to different battles or dialogue sequences.

The game mostly centers around battles with dialogue in between. Chat sequences of course either reveal a character or further the story. The balance of the two is well done.

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The battle system is the main focus of the game. The refreshing new bravery system is nice and the strategy it adds makes the usual RPG fair exciting and fast.

SOUND

The usual Final Fantasy soundtrack can be heard in certain moments in the game. Gone is the prologue song usually played at the beginning of each entry, but an original soundtrack replaces it.

It does the job, its not as catchy or exciting as the soundtrack for Brave Exivus, but it does the job, and does it well.

GRAPHICS

The game isn’t beautiful by any means, but it’s nice to look at. The graphics are akin to 3DS graphics, with characters taking on chibi-like forms.

Light rays come from the top of the screen in grassy plains, and cutscenes are done well with characters taking on their respective traits, armor, and weapons.

OVERALL

Opera Omnia is a wonderful mobile experience, especially when waiting for Final Fantasy 15: Pocket Edition. It has all your favorite FF characters such as Cloud, Tifa, and Warrior of Light from FF1.

The gameplay is addictive, with co-op quests to participate in when you’re done playing alone for a while.

With planned updates and more characters added, Final Fantasy fans will enjoy the experience.

Overall, the game is a unique take on the typical RPG battle system with added features and graphics alike to a 3DS game.

The Fidget Diaries: Day 2, Full-Time Job

Time to Work

Not much has happened today in-game. I leveled up to 21, one inch forward to finally getting the fortress at level 25 and up some ranks in the leaderboards. In order to fuel my alcoholic questing, I took on a 10-hour guard position to gain 40 gold coins. I managed to defeat some people in the arena Capture

 

The Fidget Diaries: Day 1, The Shakes and Fidgets

In this new series, I’ll be taking you through my day to day in the german MMO Shakes and Fidget, a cartoonish traipese into the wonderful world of weird.

Level Up

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As the subtitle says, I finally leveled up (something rare in this game) to level 20 before attempting floor 5 of the first dungeon, the Desecrated Catacombs, but more on that later. With my level-up I added some more stats to constitution and intelligence so that I can take more of a wallop and dish out more damage, something that will come in handy as I tackle floor 5.

New Equipment

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I took on Floor 4 which rewarded me the Arcane Storm Gloves of the Magician, which I equipped, although it cuts strength a bit, it increased my luck, and dexterity by nearly double. Floor 4 proved a challenge, so you floor 5 should definitely prove the inevitable challenge.

 

The Inevitable Floor 5

I failed to defeat the enemy on floor 5, so I will be trying again tomorrow.

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Tap Here: A look into the appeal of Idle Games

You open your phone and click the ever enticing app with a cookie on it. The screen opens and a giant cookie is presented to click upon, and essentially, that’s all you do.

Tap, tap, tap, and keep tapping away at the virtual cookie until you gain enough to get more upgrades that allow you to tap faster and easier, or even just tap for you.

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Considering there is near to zero actual gameplay to idle games, what makes these incremental ‘games’ so appealing to people?

Of course, even I like these idle tapping games, between classes I often find myself tapping away, purchasing upgrades and leaving it go while I’m class, only to check in with the game later to see how much virtual currency I’ve made.

There’s a psychological appeal to it.

Gaining more and more money, more and more stuff, it makes you feel powerful, just for tapping the screen repeatedly.

Granted, these games can get extremely boring, very quickly.

Not every game is made to the same standard of quality as something like Cookie Clicker and can end very fast if there is nothing left to buy, or provides no motivation to players to continue.

There needs to be a tangible reason to continue tapping, just as there needs to be a tangible source of money dangling from a string for workers to continue working.

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Idle games’ popularity can most likely be attributed to their ‘fast food’ appeal. They are quick to adopt, quick to start, and quick to reward the player.

Right from the get go, tapping results in money, prizes, upgrades, and more.

Idle games have certainly grown, from tapping cookies to games that now present story as the player moves through the game, leveling up or collecting enough to move to another area.

There is no telling if the trend of popularity will continue or fizzle out, but for now, idle games are here, and they are steadily popular.

 

 

Islands in the Formless Void changes the Dynamic of World Sandbox Games

In what is a unique take on the open-world sandbox genre of video games, Islands in the Formless Void opens up islands filled with tiny artificial intelligences.

Comprised of people and various creatures, players will witness these tiny creatures learn to manipulate the world around them, eventually learning to build and explore, but what they learn and discover will be entirely up to the player.

Decisions and player interaction is an integral part of Islands in the Formless Void.

“The idea for this game has evolved over the course of many years,” said Jon Galindo, developer of Islands of the Formless Void. “Part of it is just my personal style, and part of it is based on my often-unsuccessful attempts to unravel the philosophy of games and art.”

Players can be a disembodied witness to the world below, or choose to shape the terrain, or jump into a body and pretend to be one of the creatures living on the island.

When jumping onto one of the islands, all the options available to the AI’s is available to the player. Build fires, chop down trees, and build anything.

Of course, when feeling lazy, players can create an assortment of different lifeforms to do the work for them.

Each island has a different assortment of creatures available to them, pick one and see the creatures explore, transform the world around them, and learn new abilities and building projects.

The player can walk among them in hopes to teach them new things, but the tiny creatures will never be under full control, they are their own beings.

The game will take place in a shared universe, comprised of islands. Players can claim exclusive ownership of an entire island, or leave a portion of it open to other players.

These aren’t just empty islands though, these lands are open and available to change to the players hearts content. Want to change the way the hill looks on that side of the island, the option is available to do so.

Of course, just like the real world, anything created on the island will eventually decay over time. Players are warned though, this will create complications for the little island citizens if too many resources decays over time.

Of course, all of these features take place in a gorgeously unique pixel-based universe.

“Shining Force, by Sega, was the first video game I completed, that’s what inspired the graphics of Islands in the Formless Void,” Galindo said. “Minecraft and and Age of Empires are what inspired the building and resource collection mechanics.”

The game will be an HTML5 app, which means it will be playable on practically anything with an internet browser.

The creator of Islands in the Formless Void, Jon Galindo, got started in video games in middle school, where he says his father bought him a $25 PC from a second-hand store.

“On that computer I found a little game called Chip’s Challenge, which I played endlessly,” Galindo said. “I later acquired a CD containing a collection of Sega classics containing the original Sonic games, and Shining Force, the first game I played to completion.”

Later on in life, Galindo said he discovered Pokémon, Minecraft, and Age of Empires, but never found satisfaction with the games, he wanted to change them, improve their mechanics.

Eventually, he got into code and is now developing his own video game.

“There are challenges, but they are like puzzle-solving,” Galindo said. “Trying to understand what games are, understand what fun is, answering these has been an obsession which led me to where I am now.”

With development of Islands of the Formless Void underway, Galindo hopes to one day run a small business, and hopes the development of this game will open the avenue to create more games.

The game is touted for a December 2018 release.

The Kickstarter campaign for Islands of the Formless Void is a little under a month until completion and funds from the campaign are going directly to the game and other related costs of development.

As Jon Galindo states in his Kickstarter campaign, the fate of the game depends on donors decisions.

New Game The Onus Helm Brings Classic Dungeon Crawling Gameplay to Steam

With a classic gameboy-like appearance and smooth and satisfying gameplay, The Onus Helm, a game by developer B-Cubed Labs is on its way for release in 2018.

The Onus Helm is a randomly-generated action adventure game with Rogue-like elements, combining the best elements of several genres and making them into a unique and interesting gaming experience.

“The Onus Helm started off with a much bigger scope,” said the developer behind the game. “I knew that I wanted to replicate my favorite experiences from the 2D Legend of Zelda games, but with the gameplay of a fast-paced dungeon crawler, and the general look and feel of the game developed into what I think is best for the scope of the project.”

It begins with the protagonist awakening to find the cursed helm upon his head. The player must then wander the rooms in the game to discover the truth behind the helm and overcome its burden.

Throughout the game players will find weapons, discover secret areas, and gain new abilities that will allow them to fight off the mysterious creatures making up the world of The Onus Helm.

The developer behind the game noted that his most influential inspiration was The Legend of Zelda, and those inspirations can be clearly seen.

Paying homage to the titular series from Nintendo, the menu, graphics, and gameplay style are all reminiscent of Nintendo’s famous game.

The game will come with a built-in speed run clock, perfect for live streamers and will support both keyboard and game pads.

Like most Rogue-like games, permadeath will be an important feature, making each playthrough an important affair. It will be important to stay alive, especially when encountering one of the many bosses scattered throughout the rooms.

Luckily, there are countless amounts of items and weapons at the players disposal as they explore the randomly generated dungeons of The Onus Helm.

“I am really hoping to make something fun and challenging that can get players coming back for more,” said the developer. “I’ve put a lot of time and effort into the character art and atmosphere too.”

The Onus Helm is touted for a 2018 release and is currently a little less than a month away from the end of its kickstarter.