The next title out of Capybara Games — the studio behind Super Time Force, Below and Grindstone — is a competitive, online puzzler with real-time strategy and color-matching mechanics, live updates and a seasonal narrative shaped by players. It’s called Battle Vision Network, and it’s heading to PC and mobile devices in 2025.
Battle Vision Network feels like an encapsulation of Capy’s sensibilities over 20 years as an independent game studio. It’s adorable in a Saturday-morning-cartoon kind of way, kind of like OK K.O.! Let's Play Heroes. It relies on color-matching tactics, much like Grindstone. It has music from longtime Capy collaborator Jim Guthrie (Sword & Sworcery, Below) and Grindstone composer Sam Webster. And finally, it’s a one-on-one puzzle fight, similar to Might & Magic: Clash of Heroes. In the announcement video for BVN, director Dan Vader described the new game as a spiritual successor to Clash of Heroes with an emphasis on multiplayer combat.
BVN has unlockable units with special abilities and a roster of customizable characters. The environments in BVN are outlandish and bright, packed with alien creatures, enthusiastic astronaut spectators and at least one talking skeleton. There are a handful of intergalactic teams in the game, each with a specific vibe, captain and engagement style. Every season players will determine the champion by battling under the banner of their preferred team and racking up points in a shared pool, affecting stats, events and narrative outcomes for everyone.
Capy is building BVN to be accessible but deep, with hours of replayability baked into its design. Netflix will distribute the iOS and Android versions of the game, meaning it should be available to all Netflix subscribers at no extra charge.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/battle-vision-network-is-capys-spiritual-successor-to-might--magic-clash-of-heroes-230547594.html?src=rss
Kunitsu-Gami: Path of the Goddess, the stunning action and strategy RPG from Capcom, is set to come out on July 19 for Xbox Series X/S, PlayStation 4, PS5 and PC. It'll be a day-one Xbox Game Pass title.
We've had our eyes on Path of the Goddess for a while now. Even just in early trailers, it seems to offer a beautiful exploration of Japanese folklore, featuring lush settings packed with reactive details and dangerous creatures to battle. In Path of the Goddess, the land is fighting back against the people who have defiled it, spreading blight and spawning monsters called the Seethe. Players have to recruit villagers to their side during the day, and at night, they fight the Seethe, strategizing and managing resources along the way.
Capcom is celebrating Japanese history and culture with this game, similar to its previous titles Okami and Shinsekai: Into the Depths.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/capcoms-kunitsu-gami-path-of-the-goddess-is-coming-out-surprisingly-soon-230516011.html?src=rss
Kunitsu-Gami: Path of the Goddess, the stunning action and strategy RPG from Capcom, is set to come out on July 19 for Xbox Series X/S, PlayStation 4, PS5 and PC. It'll be a day-one Xbox Game Pass title.
We've had our eyes on Path of the Goddess for a while now. Even just in early trailers, it seems to offer a beautiful exploration of Japanese folklore, featuring lush settings packed with reactive details and dangerous creatures to battle. In Path of the Goddess, the land is fighting back against the people who have defiled it, spreading blight and spawning monsters called the Seethe. Players have to recruit villagers to their side during the day, and at night, they fight the Seethe, strategizing and managing resources along the way.
Capcom is celebrating Japanese history and culture with this game, similar to its previous titles Okami and Shinsekai: Into the Depths.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/capcoms-kunitsu-gami-path-of-the-goddess-is-coming-out-surprisingly-soon-230516011.html?src=rss
Simpler Times, the game that’s sweet like honey on a summer’s day, is out right now. Simpler Times is a soft and slow exploration game set in a supremely cozy bedroom, featuring a lifetime of memories to uncover and a soundtrack of soothing lo-fi music. Simpler Times is available on Steam.
The game takes place over four seasons, as the protagonist, Tania, clears out her childhood bedroom and looks back on her life. Her room is compact, with a wide bay window, a desk, a bed and a record player, which controls the game’s soundtrack. Players have to physically swap out the vinyl to keep the lo-fi beats going: remove the record, select a new one, slide the arm back and forth, drop the needle down. The process is meditative and rewarding, just like the rest of the game.
Indie studio stoneskip and publisher iam8bit announced Simpler Times’ surprise launch during the Day of the Devs showcase, which is part of Summer Game Fest. We played the demo at last year’s SGF and found it to be the coziest game of the show.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/simpler-times-the-coziest-game-of-summer-game-fest-2023-is-available-now-225927580.html?src=rss
Simpler Times, the game that’s sweet like honey on a summer’s day, is out right now. Simpler Times is a soft and slow exploration game set in a supremely cozy bedroom, featuring a lifetime of memories to uncover and a soundtrack of soothing lo-fi music. Simpler Times is available on Steam.
The game takes place over four seasons, as the protagonist, Tania, clears out her childhood bedroom and looks back on her life. Her room is compact, with a wide bay window, a desk, a bed and a record player, which controls the game’s soundtrack. Players have to physically swap out the vinyl to keep the lo-fi beats going: remove the record, select a new one, slide the arm back and forth, drop the needle down. The process is meditative and rewarding, just like the rest of the game.
Indie studio stoneskip and publisher iam8bit announced Simpler Times’ surprise launch during the Day of the Devs showcase, which is part of Summer Game Fest. We played the demo at last year’s SGF and found it to be the coziest game of the show.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/simpler-times-the-coziest-game-of-summer-game-fest-2023-is-available-now-225927580.html?src=rss
Slitterhead, the new, twisted title from Silent Hill series director Keiichiro Toyama, is due to hit PC and consoles on November 8. A new trailer debuted today during the Summer Game Fest kickoff event, showcasing slightly more information (and blood) than the original teaser we saw in December 2021.
Slitterhead is a third-person action and horror experience with possession mechanics and a cast of giant, bug-like enemies to hack and slash. There seem to be hints of a detective storyline here, but most of the new trailer is concerned with punching, kicking, slicing, clawing and shooting a bunch of hulking monsters on dense city streets. It looks strange, spooky and incredibly satisfying.
Slitterhead comes from Bokeh Studio, which was formed by Toyama and other Sony veterans in 2020. Devil May Cry character designer Tatsuya Yoshikawa, Gravity Rush lead designer Junya Okura and Puppeteer lead designer Kazunobu Sato are working on the project as well.
The November 8 release date for Slitterhead puts it in close proximity to the Silent Hill 2 remake, which is due to come out on October 8 from Bloober Team and Konami. It's a real Dead Space and Callisto Protocol situation.
Slitterhead will land on Xbox Series X/S, PlayStation 4, PS5, Steam and the Epic Games Store.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/silent-hill-creators-new-game-slitterhead-lands-november-8-222731843.html?src=rss
The team behind Furiand Haven is back with something completely different and seriously intense: Cairn. It’s a rock-climbing simulator set on the face of a lethally steep mountain, starring an alpinist who’s determined to be the first person to reach its summit. Players can climb literally everywhere in Cairn, and the challenge lies in maintaining balance and stamina moment-to-moment. If you don’t, the climber falls and dangles on their tether, expelling a scream of frustration. It’s kind of like GIRP, but incredibly elegant and super hardcore.
Cairn is a “survival climber,” according to The Game Bakers, and it includes moments of slow mundanity among the extreme physical exertion. As they ascend, players are able to establish a limited number of checkpoints by screwing pitons into the rock, and choosing where to place these is a critical aspect of the game’s strategy.
The Game Bakers debuted Cairn during the Summer Game Fest opening show. Its development team includes sound designer Lukas Julian Lentz, who worked on Cocoon, and audio director Martin Stig Andersen, whose previous projects include Limbo,Inside and Control. It's currently scheduled for a 2025 release on PC and consoles.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/the-game-bakers-cairn-turns-mountain-climbing-into-a-boss-rush-220638117.html?src=rss
Bloober Team's remake of Silent Hill 2 is due to hit PlayStation 5 and PC on October 8, and it's looking nice and spooky. It's available to pre-order on the PlayStation Store and Steam.
It's been less than two years since Konami and Bloober Team announced the Silent Hill 2 remake, though news of its existence leaked a few months beforehand, giving fans plenty of time to catastrophize the situation. Today we got the first gameplay trailer for the remake, showcasing familiar hallways lined with bloody nurses, low-light environments crawling with bugs, and other nasty surprises that have always been lurking in the sleepy town of Silent Hill. With modern visuals, lighting and sensibilities, it all looks eerily beautiful.
The release date trailer dropped during today's PlayStation State of Play showcase. Right after that, Konami held a separate event just for its numerous Silent Hill projects, including an extended look at the Silent Hill 2 remake.
Bloober Team is the studio behind the Layers of Fear franchise, Observer, Blair Witch and The Medium — all perfectly serviceable psychological horror experiences. Still, there's a lot to live up to here: Silent Hill 2 is a beloved, classic horror game. It hit the PlayStation 2 in 2001 and, more than 20 years on, plenty of fans are anxious to see how the remake will hold up. Bloober Team has completely rebuilt the game, including full performance capture and swapping a semi-fixed camera for a modern third-person perspective.
Bloober Team co-founder Piotr Babieno told Engadget in June 2023 that the studio shifted its entire game-making ethos for the Silent Hill 2 remake. Instead of leading with mood and set dressing, they made mechanics the foundation of the on-screen terror, using player input to generate disquiet. The Layers of Fear collection that came out last summer marked the end of Bloober Team's psychological-horror era. As Babieno said last June:
“This year is like closing the era of making psychological horror games. Right now we are going into Bloober Team 3.0, making mass-market horror.... We decided that our next titles should be much more mass-market oriented. We’d like to talk with more people. We’d like to deliver our ideas, with our DNA, not by environment or storytelling, but by action. So all of our future titles will have a lot of gameplay mechanics. They will be much bigger.”
This article originally appeared on Engadget at https://www.engadget.com/silent-hill-2-remake-hits-ps5-and-pc-on-october-8-230731258.html?src=rss
Bloober Team's remake of Silent Hill 2 is due to hit PlayStation 5 and PC on October 8, and it's looking nice and spooky. It's available to pre-order on the PlayStation Store and Steam.
It's been less than two years since Konami and Bloober Team announced the Silent Hill 2 remake, though news of its existence leaked a few months beforehand, giving fans plenty of time to catastrophize the situation. Today we got the first gameplay trailer for the remake, showcasing familiar hallways lined with bloody nurses, low-light environments crawling with bugs, and other nasty surprises that have always been lurking in the sleepy town of Silent Hill. With modern visuals, lighting and sensibilities, it all looks eerily beautiful.
The release date trailer dropped during today's PlayStation State of Play showcase. Right after that, Konami held a separate event just for its numerous Silent Hill projects, including an extended look at the Silent Hill 2 remake.
Bloober Team is the studio behind the Layers of Fear franchise, Observer, Blair Witch and The Medium — all perfectly serviceable psychological horror experiences. Still, there's a lot to live up to here: Silent Hill 2 is a beloved, classic horror game. It hit the PlayStation 2 in 2001 and, more than 20 years on, plenty of fans are anxious to see how the remake will hold up. Bloober Team has completely rebuilt the game, including full performance capture and swapping a semi-fixed camera for a modern third-person perspective.
Bloober Team co-founder Piotr Babieno told Engadget in June 2023 that the studio shifted its entire game-making ethos for the Silent Hill 2 remake. Instead of leading with mood and set dressing, they made mechanics the foundation of the on-screen terror, using player input to generate disquiet. The Layers of Fear collection that came out last summer marked the end of Bloober Team's psychological-horror era. As Babieno said last June:
“This year is like closing the era of making psychological horror games. Right now we are going into Bloober Team 3.0, making mass-market horror.... We decided that our next titles should be much more mass-market oriented. We’d like to talk with more people. We’d like to deliver our ideas, with our DNA, not by environment or storytelling, but by action. So all of our future titles will have a lot of gameplay mechanics. They will be much bigger.”
This article originally appeared on Engadget at https://www.engadget.com/silent-hill-2-remake-hits-ps5-and-pc-on-october-8-230731258.html?src=rss
This story contains discussions of sexual violence.
Multiple scenes from INDIKA are seared into my brain. A palm-sized person crawls out of a nun’s mouth and runs down her arm, frenzied, in the middle of a Catholic ritual. A man is suspended in the air, his torso impaled on a strip of curling rebar, while a guitarist gently encourages him to die. Dozens of bus-sized fish dangle on rotating spits above a blazing silo. The mangled head of a feral dog flops repeatedly against the gears of a mill, neck limp and tongue lolling. The sudden glimpse of a demon: gray skin, too many arms and joints bent the wrong way, bug-like and hulking. When I move, it moves.
Back at home in front of my PC, my skin prickles with goosebumps. INDIKA generates visceral reactions effortlessly and always with a tinge of surprise. It’s a (mostly) third-person narrative adventure set in an alternative 19th century Russia, and it stars an ostracized nun, Indika, who has the devil’s voice in her head. From this foundation, the game offers a flurry of whimsical absurdity and raw human suffering, and even as its visual and mechanical styles shift from scene to scene, everything comes together in a cohesive package. INDIKA is a masterful example of maturity in video games.
Odd Meter
The devil is Indika’s constant companion. As she travels from her convent to deliver a letter in another village, the voice in her head gleefully vocalizes her cruelest thoughts and points out the hypocrisies built into Catholicism, her chosen religion. The devil speaks like he’s narrating a children’s book, a Rumpelstiltskin glee dripping from every syllable as he tells Indika how weak, unloved and naive she is. Indika debates him and, at a few points, he splinters reality around her, opening deep cracks in the scenery, revealing new pathways and filling the world with a red glow. Players can hold down a button to pray, keeping his machinations at bay. To progress in these scenes, Indika has to shift between the devil’s reality and her own, inviting him in at specific moments to make use of his hellish platforms. Indika becomes more comfortable with the devil in her mind as the game progresses, and the “press X to pray” moments are just the first examples of their uneasy alliance.
As a piece of religious criticism, INDIKA plays all the hits. Its jokes about the manipulation, hypocrisy and rigid inhumanity of Catholicism are clear and sharp, though not particularly revelatory. The devil's laughing tone makes every line sound like a lullaby, and to my ears — an atheist who grew up Catholic and was extremely confused by the gaudy, culty exclusion being preached every Sunday — INDIKA is soul-soothing. The game never fully explains whether Indika is experiencing a psychotic break or is truly possessed by the devil in this world; everything exists in the gray area where both of these states meet. Psychosis or Satan, it’s all incredibly real to Indika.
INDIKA is underpinned by a delirious tension between levity and agony, and the developers at Odd Meter got the rhythm just right. Indika’s reality is a frozen hellscape filled with pain, betrayal and isolation, but it also has laugh-out-loud moments that feel more like a rom-com than a psychodrama about a sad nun. The game also slips into a lighter visual style as it delves into her past, mining memories out of pixelated platformers in sun-drenched environments. These contrast sharply against the 3D brutalism of the main scenes, and they’re incredibly engaging, offering smooth jumps with tricky timings.
Odd Meter
This is a game that requires an escape every now and then, and moments of reprieve are built into its progression, perfectly positioned to ease the anxiety as it reaches a fever pitch.
About a quarter of the way through the game, Indika encounters a blood-chilling scene: Through the crack of a doorway, she sees and hears a man attempting to rape a woman, scuffles and screams spilling into the hallway. Indika freezes, accidentally makes a noise, and then hides in a closet as the assaulter turns his attention toward the interruption. The devil taunts Indika — "Did you see the size of that thing?" and "Maybe you wanted to join them?" — as the man searches for her. The danger of the situation bursts through the screen, heavy and white-hot.
This is horror.
Minutes later, Indika is driving a steampunk motorcycle with a trailer full of corpses down a winding path, an unexpected friend perched on the bodies behind her, throwing out cheeky one-liners. Suddenly, it feels like the beginning of a buddy-cop movie. The shift in tone is a huge relief, and this balance of extremes is something that INDIKA does with incredible deftness, time and time again. The (first) sexual assault scene is quick and powerful, showing enough to drive home the depravity of the situation without becoming gratuitous. After I played through it, I took a deep breath, collected myself, and then dove back into the game, eager to uncover more of its commentary. The handling of this topic increased my trust in the developers’ artistic instincts and their ability to reveal the nature of true terror; it made me more invested in the rest of the game.
Odd Meter
Of all the memorable visuals in INDIKA, one remains particularly vibrant in my mind’s eye. Indika is kneeling in a prison cell and a guard enters alone, his intentions clear. He puts his hand on the back of Indika’s head and reality breaks like it often does in this game — but this time it’s softer, slower and all-encompassing. The screen becomes a red pool, and in the center, Indika and the devil float around each other like amoebae in a petri dish, quietly discussing the injustices of human existence. Indika dissociates while her body experiences violence, and the scene lingers on the red womb, providing space for players to absorb the situation from an artistic and philosophical distance. It’s authentic and powerful. It’s oddly calming.
INDIKA stands out for these moments of sexual violence, each so delicately handled. The video game industry in particular is built on a foundation of physical violence — guns, war, blood and murder — but there aren’t many games that broach the subject of sexual abuse. This is largely for the best, as sexual violence is a topic that we’re still learning how to talk about on a cultural scale. It’s the ugliest side of humanity, the most uncomfortable to address, yet it’s pervasive. Sexual abuse is as worthy of compassionate discussion as gun violence, but for a multitude of societal and individual reasons, it’s much harder to look at directly.
Interactive media in particular can be a powerful vessel for immersion and revelatory storytelling. Sexual violence demands empathy if it’s going to be included in any piece of entertainment media, and this is particularly true in video games, where players are acting out the events, placing themselves in the character’s shoes, getting lost in their second-to-second actions. There’s high risk in telling a story about sexual abuse in a video game, and it’s not only about alienating or offending a portion of the audience. The risk lies in the potential to literally retraumatize players. Mishandling a topic like rape can be damaging and perpetuate harmful messages about power, autonomy and self-worth in the real world.
Odd Meter
The best outcome for creators who don’t know how to approach the topic is to leave it alone, and for the most part, video game developers have. The alternative — adding sexual violence to a game without understanding the cruelty of the act, using it for shock value or lazily turning it into a point of motivation for a separate character — will always be much more upsetting.
For example, Immortality. This is one of the few contemporary games that uses sexual violence as a plot point, and, to me, its lens feels lecherous rather than poignant. Immortality employs real-life actors and puts the abuse itself center-screen, using the guise of edgy commentary to let the camera linger on extended scenes of softly lit molestation, the woman’s body in greater focus than her pain. The sexual abuse in Immortality feels like voyeuristic fantasy.
INDIKA, on the other hand,centers the person receiving the violence and reveals the true horror of the act. INDIKA demonstrates how a video game can tell a strange and beautiful story that involves sexual abuse, and proves it can be done without overwhelming the narrative or flow. These scenes add layers of insight and emotional heft to Indika’s journey, revealing truths about her psyche and her world. It’s encouraging to see these themes explored so deftly in a piece of interactive art.
INDIKA is not solely about sexual violence. The bulk of the game is filled with puzzles, platforming and witty wordplay from the devil, and most of it plays out in engaging and ridiculous ways. Plenty of segments in INDIKA are downright jovial, with a warped sense of humor that reminds me of Alice in Wonderland (or, more appropriately, American McGee’s Alice). However, it doesn’t shy away from the dark realities of Indika’s world, where rape is as pervasive as gun violence, war and religious oppression. The assault scenes — presented alongside running themes of death, manipulation, isolation, shame, guilt and cruelty — solidify one of INDIKA’s core messages: With a world like this, how much worse can Hell really be?
This article originally appeared on Engadget at https://www.engadget.com/indika-weaves-a-mature-tale-of-absurdity-hypocrisy-and-sexual-violence-182019378.html?src=rss