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The Guides Axiom Review: Bewilderingly Delightful – Gamezebo

The Guides was a tough puzzle game. Mostly because it was full of riddles and codes that took some time to truly decipher. At its heart it was relatively simplistic, but it did a great job of hiding that amongst screens of intrigue, attempting to keep you uncertain at all times. The Guides Axiom takes that principle and runs with it, adding a few valuable features to make it a more well rounded experience. It still wont be for everyone, but fans of having their brains teased to a significant degree will appreciate whats here.

Itd be hard to explain exactly whats going on in The Guides Axiom. Consider it a series of puzzles and clues, leading you to hopefully unravelling the enigma within. That sounds pretentious and maybe it is, a little. The Guides Axiom doesnt offer a regular interface to negotiate. Starting out, youre forced to follow a couple of set paths before things take a non-linear turn, allowing you to leap around between different levels.

In each case, a level is typically a screen or two forming the puzzle. You may have to decode what something might mean, translate some binary, or simply deduce what patterns are relevant on screen. Its a tricky one to fully explain without spoiling too much. The Guides Axioms greatest strength is in your inability to immediately know whats going on.

I found it the kind of game that Id dip into. Some puzzles immediately made sense and I felt a big wave of satisfaction kick in as Id effortlessly overcome a conundrum. Then another would stump me and Id leave the game for a bit, returning later, usually with a fresh mind. Its unusual how The Guides Axiom simultaneously combines a lot of satisfaction and a lot of frustration all at once.

On the plus side, the more you play it, the more you understand its way of thinking. You find yourself squinting awkwardly at a series of dots trying to figure out what they spell. Another time, youre experimenting with what you can tap and seeing what happens next. At its heart, everything is so simple but it doesnt seem like it until youve got past it.

Its all reasonably well designed with the inclusion of various decoding tools built in the game, along with the ability to take screenshots and record notes as you go along. Although, I did find it easier to just open up a browser on my laptop and use a binary conversion tool there. Such built-in tools are handy when youre out and about, rather than sitting at your desk.

Because of its very nature, those used to these kind of puzzle games may find their mileage varies significantly to those who struggle. Theres 50 puzzles in all, meaning when The Guides Axiom finishes, its done. At least for now, as there are promises regarding more puzzles coming soon.

Much like its predecessor, The Guides Axiom is a fascinating process. In an App Store full of games that guide us each step of the way, ensuring we can hardly put a foot wrong, its refreshing to have this title throw you in and leave you figuring out what youre meant to be doing. You can buy hints in the form of Hacks, but its really not essential. The Guides Axiom doesnt push you into it, and there are no ads to distract you from the experience. Instead, it can be as free as you want it to be. Its worth throwing a few pennies the games way though. After all, how much in life can you say genuinely confuses you sometimes? Being able to overcome such obstacles is part of human nature and The Guides Axiom does a fine job of making you feel good. After bashing you down with logic and riddles, of course.

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The Guides Axiom Review: Bewilderingly Delightful – Gamezebo

Death Squared Review Drop In, Drop Out – DualShockers

Whenever I see a puzzle game, I always get concerned. While they can be incredibly fun and offer some of the best gaming experiences out there, they are usually done poorly. And not in terms of gameplay, but in the difficulty curve (or lack thereof). Make it too hard, and players wont want to keep the controller in their hands or out of their television screens. Make it too easy, and players will be saying to themselves well, whats the point of this? Its incredibly hard to make something that fits right in that sweet spot of not too hard, but not too difficult. The good news is,Death Squaredis certainly not a failure in that respect, by any stretch of the imagination.

Death Squaredwas certainly able to keep my attention with its challenging, yet simple level design. The fact that it supports seamless drop-in/drop-out local co-op makes for a great time if your friends come over and you dont want to stop playing. While that all sounds terrific, there is one small point:Death Squaredends up beingincredibly unrewarding.

InDeath Squaredyour objective is simple: make sure that each of the two blocks you control are on the circular plate that matches their respective colors. Getting those cubes to where they need to be is where the challenge comes in; its never going to be a clear shot to the plates. Whats even more challenging is the fact that, in certain levels, your movement on a block will create other objects in the level to move, meaning youll have to manipulate those objects in order to reach your goal. This can, obviously, be incredibly frustrating at times, for obvious reasons.

The controls inDeath Squaredare one of its high points. On the Nintendo Switch version of the game, each Joy-Con will control one cube. This means that the game is playable in a variety of ways: if you want to play by yourself, youll control both cubes; if a friend comes over, and wants to join in on the fun, all you have to do is detach the Joy-Cons, and hand it over. Its literally that simple. These seamless transitions from two player to one player are something that more developers need to look into, and at least consider when making a game with drop-in/drop-out co-op.

Whats even more challenging is the fact that, in certain levels your movement of a block will cause other objects in the level to move, meaning youll have to manipulate those objects in order to reach your goal.

In terms of story, like most puzzle games nowadays, youre not going to get much. The two cubes youre controlling are test subjects for the company Omnicore, which is pretty similar to every other cliche science-based corporation you see in video games likePortalorChromaGun.That being said, the lines of dialogue that play at the start of every level (and once in a while during gameplay) were pretty funny if Im being honest.

Both the music and sound design are equally unsubstantial. A faint techno beat will play in the background while you play through each level, while small noises will be made when activating plates or panels. Besides that, its going to be pretty quiet while youre solving those puzzles.

Another thing I absolutely love aboutDeath Squaredis its content size. There are 80 different levels that can be played just by yourself or with another person. Thats not even mentioning the 40 additional levels that can be played in the games party mode. For those math-impaired, that meansDeath Squared as awhole contains a grand total of 120 different puzzles, each of which can take anywhere between fifteen minutes to an hour to figure out if youre not using any help or hints (depending on your proficiency, of course).

That being said, after you eventually get done with each and every level in the game, youre left with nothing. Since its a puzzle game, and you know all of the solutions, theres really no point in replaying any of the levels. Theres also no level creator, which I believe should almost be a requirement in most puzzle games nowadays. It would not only give creators a chance to build something, but also introduces almost unlimited replayability to the title. Im hoping that SMG Studios considers adding this in Death Squaredsfuture.

That all being said, after you eventually get done with each an every level in the game, youre left with nothing.

My main issue with the game is what happens when you finish a level; nothing. There is no reward, there doesnt seem to be any overall ranking with other players. All you get is a grade on how well you did, which ultimately is only determined by how fast you completed the level. In the end, I didnt feel like it was worth it to play for long periods of time there was no incentivization or notable progression through the game. For other people, this may make them not want to continue after playing through just the first few levels.

In short,Death Squaredis an incredibly fun puzzle game for Nintendo Switch. While it may be unrewarding for second playthroughs and in-game progression, the fact that there are over a 100 levels means that players who love puzzle games will love this too. Not only that, but the seamless drop-in/drop-out co-op means that whether you want to play by yourself, or with a friend, or three other friends, youll be able to with the just a push of the Joy-Con release. If you have a love of puzzle games and a Nintendo Switch, or if youre having a get together with your friends soon,Death Squaredshould be on your short-list.

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Death Squared Review Drop In, Drop Out – DualShockers

Gamers Offered a Treasure Trove of Classic, Puzzle, and Strategy Free Games: MyRealGames Announces Latest … – Canada NewsWire (press release)

LONDON, Sept. 5, 2017 /CNW/ – As autumn approaches, MyRealGames is making sure that gamers have plenty of entertainment options at their disposal with an exciting line-up of brand new games unveiled, promising to deliver even as the nights draw in. The latest batch of games from the provider of premier free download games offers something for every gamer, from intriguing hidden object games to fast paced action.

(Logo: http://photos.prnewswire.com/prnh/20141208/720121 )

Leading the charge for MyRealGames this month is exciting action, strategy combo Vikings: War of the Clans. Taking players into the harsh world of the Vikings, they’ll have to build up their town and clan to take on other ferocious players. The massive online community and ability to form strategic alliances guarantees hours of fun for gamers seeking to gain an advantage over their enemies to become the fearsome Konung of the Kingdom.

For gamers eager for mystery and intrigue, the release of dark hidden objects game Inspector Magnusson: Murder of the Titanic is a must play. Working to solve a gripping murder after a body is discovered on the iconic Titanic, players will be taken through 27 incredible locations, from the depths of the sinister engine room to the luxurious suites and lounges, as they piece together the crucial clues before the doomed ship meets its tragic destiny.

For fans of hidden object games looking for something with unique gameplay, MyRealGames has the solution with Farmington Tales. The fun, immersive hybrid game combines the best elements of two genres, allowing avid players to scour their farm for hidden treasures and grow fruits and vegetables in real time. In a bid to win over 45 unique trophies, players will have to hang out with the quirky cast of characters, upgrade their faming equipment, and harvest the perfect crop before selling at their very own farmer’s market.

Nikolai Veselov from MyRealGames.com said, “We’re thrilled with this latest line-up of downloadable and no wifi games. We’re always striving to bring exciting titles to enthusiastic gamers, and this month we’ve got a real selection of new games to choose from.”

Embracing the retro trend, puzzle game Bubble Shooter Classic is also sure to delight. The easy to play style and endless gameplay option gives gamers an opportunity to compete against their own score. Completing the latest MyRealGames expansion is Jewel Match, a classic match 3 puzzle with an incredible 150 levels combined with mesmerising gameplay.

No registration is required to start playing the selection of free online games from MyRealGames, via mobile or PC download: myrealgames.com/.

About

MyRealGames is one of the USA’s premier free online gaming sites. All games are fully licensed for PCs, have unlimited gameplay time and are 100% free with no registration required.

SOURCE MyRealGames.com

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Gamers Offered a Treasure Trove of Classic, Puzzle, and Strategy Free Games: MyRealGames Announces Latest … – Canada NewsWire (press release)

Join The Knight Watch, a frenetic puzzle game for iPhone… and Apple Watch ! – Develop

Developer:

Seele Games

Based in Montpellier, France

Release date:

5th September 2017

Platforms:

iPhone / iPad / Apple watch

Website:

knightwatch.seelegames.com

Regular Price:

Chess have never been this fun with Knight Watch, a puzzle gamecombining chess mechanics with arcade gameplay. As a lone knightonly able to move in L-Shape (like in chess), player’s goal is toclear levels by capturing all enemies. During his journey, playerswill meet units inspired by chess pieces(rook, bishop,queen) and tricky obstacles to overcome through 200 levelsand 3 games modes. The Knight Watch also has a skin system allowingto change characters and background visuals at will, with more than20 themes available !

The Knight Watch goal is to be a great game on both Apple Watchand iPhone ! We also want to appeal to chess players and new gamersalike. In order to do this, we decided to create a game thatsupports all playing behaviors : You can enjoy the game andcomplete a level in few seconds or take several minutes to plan theperfect path. Focus on getting the fastest time possible or unlocknew skins. Compete alone, in leaderboards with friends or againstthe whole world. We also believe Apple Watch has a great potentialfor interesting games ! That’s why the wearable version of TheKnight Watch has unique levels, mechanics and gamemodes.

Games Press is the leading online resource for games journalists. Used daily by magazines, newspapers, TV, radio, online media and retailers worldwide, it offers a vast, constantly updated archive of press releases and assets, and is the simplest and most cost-effective way for PR professionals to reach the widest possible audience. Registration for the site and the Games Press email digest is available, to the trade only, at http://www.gamespress.com

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Join The Knight Watch, a frenetic puzzle game for iPhone… and Apple Watch ! – Develop

CAPCOM announces Puzzle Fighter, a new puzzle game with … – Android Community

So how do you spice up a regular connect-three puzzle game? Put in some of your popular game characters and give them special powers in game. Thats exactly what CAPCOM is doing with the new Puzzle Fighter for mobile its a puzzle game, but get ready to play with some of the companys more popular characters within it.

If you want to get an idea about what Puzzle Fighter is, think Bejeweled your well-loved connect-3 puzzle games but with a twist. CAPCOM is inviting their popular characters like Ryu, Ken and Chun-Li from Street Fighter, X from the Mega Man series, Morrigan of Darkstalkers fame, and Frank West and Chuck Greene from the Dead Rising series of games to help you within the game. These classic characters will have voiceovers and cinematic special moves when you use them in Puzzle Fighter.

Heres how CAPCOM describes the game: As a player youll pick one main character to step into the ring, with two assist characters that enhance the abilities of your main. Weve aimed for simple yet highly addictive puzzle action where you will strategically build up gems and destroy them to unleash epic combos that can knock out their opponent. Were especially excited that weve been able to create real-time player-versus-player gameplay on mobile devices, bringing all the action of head-to-head Puzzle Fighter on the go.

The game is in soft launch right now in unannounced territories, so the rest of us will just have to wait for the games global launch. Hopefully, this will be free to play.

SOURCE: Capcom

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CAPCOM announces Puzzle Fighter, a new puzzle game with … – Android Community

Last Day of June Is Beautiful, Touching And Emotionally Draining – Kotaku

2013 was a trying year. That August, two months after losing my job, death took my favorite uncle. Weeks later on Labor day, it came for my mild-mannered orange tabby. I think about mortality often, more so as my parents grow older. Given these thoughts, playing Last Day of June was more difficult than I anticipated.

In a premise born from UK rock musician Steven Wilsons song and video for Drive Home, Last Day of Junes narrative is built around a tragedy. In the first moments of the Italian indie studio Ovosonicos interactive puzzle game, a couple share a quiet moment by a lake. Its a picturesque scene draped in gorgeous orange and purple hues. Carl, the games protagonist, leaves his wife Junes side to fetch her a blanket from their car. Its chilly as Junes shivering puppet-like body indicates. Autumn is in the air, and the oncoming storm signals that their peaceful lives are about to be disrupted.

The game is marketed as a love story about loss, and the curious power Carl receives in the aftermath of his wifes death. Its one that grants him a chance to rewind time to defy fate. And so, knowing a car crash will take Junes life isnt a spoiler. But the dread I felt leading up to the tragedy was painful. Last Day of June isnt a game thats meant to be rushed. The charactersincluding the small cast apart from June and Carlmove purposefully, slowly, and although theres a point in the story where players can control their actions, it always felt as it was on their terms.

Theres no need to rush because Carl lives in a world where a quiet life is the norm. The games intentionally slow to allow for exploration even when theres nothing game-like to findat most theres a flower to pick in that opening sequence. I looked for other things to do as I was hesitant to grab her that blanket, knowing full well that every action to progress the game would bring about Junes inevitable fate and edge Carl into despair.

Prolonging the accident also gave me a sinking feeling. All of Carls steps felt methodical and heavy. Carl may have had no need to move at warp speed but I agonized over the fact that each footstep trudged ever closer to misery. I felt stressed. I had Carl roam around in the grass but soon landed us back on the path to the car. Although I could have explored further, the world felt too small. Death awaited. I had no choice but to see it through.

When my colleague and I spoke with the games director earlier this summer, Massimo Guarini expressed his desire to make a game that everyone could emotionally connect to, regardless of whether or not they played games before. The idea of losing a loved one fit that mold and the process of coping is something of a shared experience weve all had to deal with. Even if, as humans, we manage our sorrow in our own ways. When I booted up Last Day of June, I didnt think itd give me memories from 2013, my parents health, and subsequent thoughts about my siblings well-being and my own life at the forefront of my mind. But its clear the game had other plans for me.

Carls quaint village with its creaky iron gates, cute apple-filled trees, and charming houses plays host to an impressionist art style. It also gave cover to the more sinister emotions of hopelessness expressed by darker tones and shades of blue for the games more somber moments as Carl dealt with his grief. Last Day of Junes puppet-style characters and unintelligible languagea made-up one that relies on inflection and body language to convey emotionadded to the fairy tale-like atmosphere where hope to achieve the impossible mixed with that ever-present uneasiness I felt.

With this storybook town as a backdrop and its secrets to uncover as a motivator to undo destiny, I took control of Carlalong with his increasing anger and frustrationthrough multiple groundhog day scenarios to prevent Junes demise.

In the game, there are other villagers players get to control. Each are integral in helping Carls attempts at altering fate. Over the course of four hours or so, Carl and I used them to redirect the course of history in hopes of a favorable outcome, by rewinding time to specific points in the hours before the accident.

I noted how different the games pace felt to me once I set Carls journey to save June in motion. Nothing had changed save an option to put more of a spring in the characters steps which could be triggered by holding down a button. But even so, they still walked at speeds relative to their quiet lives. With Carls time traveling abilities, and that glimmer of hope, I felt pressed for time to try and reunite June and Carl. But it didnt mean some of the characters shared my urgency.

In a way, it was cruel being restricted to adhere to these characters movements. And they were simply living out their days unaware of the events to unfold, and without being bound to my urgency and nervous energy. As a trade off, I could manipulate a slice of time in their life, replay their private dilemmas, problems and insecurities and readjust certain actions in their lives to attain my end goal. I found it sort of weird, invasive and intriguing but also oddly satisfying given I had the chance to affect their individual stories in the process. Often times, it was for a positive result in their backstories even as Carl and I struggled with this death on our hands.

There were moments where I found myself agitated by having to abide by the games pace. I felt a few moments of frustration seeing solutions to puzzles I already had answers to but couldnt do quickly due to the games insistence that I play by its sequence of rules. Despite these small grievances, Ive found myself mulling over Last Day of June. Theres a lot to unpack and days later, my thoughts keep returning to how it crafted its various partseach thread interconnected to Junes and Carls lives resulting in an effective overall execution for an emotionally charged ending I wouldnt dare spoil here.

I came away with a simple, clear life message. One I think players will come to understand, as I did, long before the credits roll.

Last Day of June is beautifully told. The game gave me pause whenever Steven Wilsons emotionally-driven music was expertly weaved into the games stop-motion animated-like style. And although I figured out much of the games story before it finally unraveledand acquired a bit more anxiety as I worry even more about the lives of my loved ones and my ownexperiencing and sharing in the journey was worth the time and reflecting on my sorrowful memories.

All images via PS4 screenshot.

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Last Day of June Is Beautiful, Touching And Emotionally Draining – Kotaku

Knack 2 review – Polygon

Big is best, especially if youre small. The transformation from teensy to towering is a common fantasy among children, a microcosmic representation of the magical process theyre actually going through.

Kids love dinosaurs, monster trucks and gargantuan robots. In adults, rapid growth is a useful metaphor for the revenge of the powerless. The little guy who makes it big.

So Knack 2s core concept of a tiny little chap who can grow into a giant is attractive.

For those who care about such things, the game also comes with an interesting development story. The first Knack was rushed in development for the launch of PlayStation 4. It was a disappointment. Many criticisms at the time were levied against how poorly it exercised the central character’s biggest attraction of being, well, big. It was also repetitive and soulless.

Director Mark Cerny is an old hand at cartoon platform-combat-puzzle games. His resume includes Sonic the Hedgehog 2, Crash Bandicoot, Spyro the Dragon and Ratchet & Clank, as well as the original Knack. Allocated a decent development schedule for Knack 2, hes avoided many of the problems that plagued Knacks design. This time around, Knack gets to spend a lot of his time being the big guy.

In Knack 2, bad goblins are energizing long dead robots in order to conquer and destroy the world of humans. Knack and a small band of human sidekicks set out to thwart the goblins.

This quest takes them on a journey to a variety of locations, from lush forest to modern city to factory complex. Geographic diversity is standard fare for the arcade platform genre. Its pretty clear why such lavish variety is deemed necessary. In practice, each level is really much of a muchness. Knack 2 does not entirely avoid the problem of repetition, but its made a good fist attempt of at least trying to mitigate this generic problem.

Heres the general rhythm of the game: Knack, at around human size, enters and fights low level guards. He makes himself small and penetrates the inner workings of an installation via pipes and platforms. He goes back to being normal size fighting his way through rooms and corridors. He solves physical puzzles. He smashes crates in order to find junk (relics) that make him gradually grow to 20 and 30 feet tall. Previously onerous enemies are swept aside with ease. At some point, he encounters a giant boss, or lots of smaller bosses, or both.

He also seeks out raw materials that he can use as defensive shields, or as currency for combat upgrades and new moves. Along the way, he’ll transform back to smallness where necessary, usually to get through some barrier. Puzzles present themselves on a regular beat. They often involve moving a box from one place to another to create a jumping point.

Weight puzzles are also common, complexified slightly by Knacks ability to incorporate other materials into his body, like ice and iron. These give him special abilities that mix up the puzzle mechanics. Generally speaking, the puzzles are fun, if slightly repetitive.

This is a world of moving parts, and so Knack often finds himself facing platforms that wheel through nasty impediments, like noxious gas blasts, stomping vices and giant rolling rocks. These are all realtime exercises in watching kinetic patterns, something I enjoy. There is a smooth exactness about his movements, an essential element in platform games.

As I play, I have no control over the camera, which reels and pans according to the developers direction. I seem to have spent the last few years playing games with camera control, so this took me a bit of getting used to. On some occasions, the camera is placed weirdly, making platform moves frustrating. But on the whole, it seems to work.

Knack 2s platform-puzzle formulas are an amalgam of decades of evolution in platform games. Yes, they are familiar, but their familiarity is also manifested in the variety of things to do. This game is a bit like those old compendiums of board games, like chess, checkers and dominoes. You know what you’re getting, but it’s still kind of neat to have them all in one package.

Knack 2 is a scripted, linear experience. I work my way through its puzzles the exact same way as any other player, seeing all the same things. On the other hand, the combat system offers plenty of individuality.

At the beginning of the game Knacks moves are basically punch, kick, swerve and block. Over the course of the game, these are augmented considerably. Via an upgrade tree, or through narrative gifts, he learns to body slam and to hook enemies. The swerve adds a punch. The punch adds multiple punches, which are later improved further into ultimate punches.

Individual attack moves are two-button affairs, easy to pull off, but powerful when combined with defensive moves, or the ubiquitous swerve, which is the most essential move, by far, especially on more difficult modes. Quite often, the best way to defeat an enemy is to literally get around it, and kick it in the ass.

Knack 2s best idea is to offer four different levels of difficulty. Easy and normal will find favor with younger, less experienced players, who ought to be able to get through even the toughest battles without too much trouble. I found the middle sections of the game spiked slightly in difficulty, as Knack encountered tougher enemies before he has won better moves, but not to the point of frustration.

Enemies come in a steadily ratcheted variety of difficulty, combining among themselves to create a varied palette of challenges. Ultimately, my health regenerates, while theirs does not. This is the case with the big bosses, whose patterns are pleasingly readable after a few false starts.

Despite these big set pieces, Knack spends a lot of time coasting through levels, swiping small posses of enemies aside. Although this offers little challenge, it’s also satisfying.

He is at his best when he’s huge and just smashing stuff up. This is what I’ve come to see and to be, a giant who stomps his way through life. It wouldn’t do to make a whole game focus on this one pleasure, but Knack 2 delivers enough of these moments to balance with challenging fights and restful periods of puzzle solving.

Once the game is complete, I go back and try different levels at different difficulties. I can also replay the whole game with all the powers I’ve earned in the first play-through, which is great fun.

And there’s a neat co-op mode in which two players combine to deliver special moves, like creating explosions or launching one another at the enemy. I played this mode with one of my kids and we had a blast.

Its interesting to me that Cerny is an engineer at heart. He worked as lead architect on PlayStation 4. So it’s no surprise that the best parts of Knack 2 are those that are specifically systems-based, such as the exactitude of its platforming sections and the quality of its combat mechanics.

Combat moves and platform sequences are all delivered, shining and smelling agreeably of grease. I found one gameplay bug, but other than that, Knack 2 is polished and highly competent.

But the story is a different matter. It’s atrocious. No cliche is left alone; all are dragged into the sunlight, screaming for mercy. The dialog comes at me like a 1930s sci-fi short. Villains actually rock back their heads and declare that you are about to “meet your doom.” If it’s supposed to be ironic, it’s not ironic enough, especially for a generation of kids saturated in irony.

The human sidekicks spend most action sequences literally standing in the background. As the game moves on, they are given narrative roles that augment two-dimensional personalities and trite relationship conflicts. One character is there to provide comic relief, but he’s not funny.

The whole story feels like it was written by a bunch of scientists who crammed “The Hero With a Thousand Faces” and binge-watched Spielberg movies.

The plot slings itself forward through more works of engineering. Problems are solved by building things. More problems are provided when more things are built. It gets a bit tiresome.

Knack himself is a work of engineering, an amalgamation of nuts and bolts. He’s a conundrum. Both his parts tiny and huge have entertainment value, but as a duality, they don’t make much sense. They fail to come together and very little of the games story takes advantage of his split personality.

The baby Knack is mute and cute. The big Knack is aggressive and humorless. His eyes constantly have the quality of a man in a TSA line, absolutely certain he’s not going to have time to grab that latte on his way to the gate. It’s not that I don’t like Knack. He has moments of charm. But he’s certainly not a classic character. Hes a bit of a dull fellow, really.

Knack 2 is an entertaining platform game like those of yesteryear. It’s been created with due care and attention. Sure, its old fashioned, and its story is appalling. But its a reminder that the character-led platform combat game is still alive and well. Despite its good looks, its more a work of engineering than it is a work of art. But, as my kid said to me after we’d mashed our way through a co-op level, it’s kinda fun.

Knack 2 was reviewed using a retail PlayStation 4 disc provided by Sony. You can find additional information about Polygons ethics policy here.

7.5

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Knack 2 review – Polygon

Go head-to-head in Capcom’s new free ‘Puzzle Fighter’ mobile game – Digital Trends


Digital Trends
Go head-to-head in Capcom's new free 'Puzzle Fighter' mobile game
Digital Trends
Fans of the classic Super Puzzle Fighter II Turbo have reason to celebrate, as Capcom announced the Puzzle Fighter mobile game at PAX West.
Capcom's Recently Announced 'Puzzle Fighter' for Mobile was …Touch Arcade

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Go head-to-head in Capcom’s new free ‘Puzzle Fighter’ mobile game – Digital Trends

Steam’s rules about adult content continue to baffle – PC Gamer

Valve opened the floodgates to any old rubbish appearing on Steam a long time ago, but the store still occasionally acts like a draconian gatekeeperspecifically when it comes to adult content. Steams had a turbulent relationship with pornographic games, and currently doesnt permit graphic nudity or games that could be considered pornographic onto the store. The problem is that its a bit inconsistent.

As Kotaku notes, games like House Party and Strangers in a Strange Land have been pulled from the store, others continue to be sold there, and probably will until somebody complains. In July, House Party reappeared, with the naughty bits censored, and late last month Strangers in a Strange Land reappeared as well. Its part puzzle game, part porn romp, but this new version tweaks the latter part, censoring the nudity and sex.

The censored scenes can be easily unlocked by downloading a patch from the developer, however, so ultimately Steam is still selling a pornographic game. And what isnt censored are the themes and tone of the gameits just the sex.

Its worth noting that, not only are other porn games still being sold, games like The Witcher 3 contain fairly graphic sex scenes, but they seemingly get away with it because the games themselves are not overtly pornographic, despite the content. It really seems to come down to how the game is marketed, which doesnt seem like a great basis for deciding which games are acceptable and which are not.

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Steam’s rules about adult content continue to baffle – PC Gamer


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