15 games that caught my attention at PAX East



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Screenshot: Tribute Games (Panzer Paladin)

I spent the weekend at PAX East and, although I did not play at almost every game I wanted, I played a lot and even discovered a few of which I I have never heard of it and am extremely excited about it. .

Here is a brief overview of some of them, which is still only a fraction of what it was.

Cyber ​​Shadow (Switch, PS4, Xbox One, PC, 2019)

Retro action platform with a beautiful artistic style in fake-8 bits; the developers of the game have said that the game takes its bearings Castlevania and Contra. It seems like we're getting at least an outstanding version of this type of game every year at this point, and Cyber ​​Shadow seems to be the next of them. If I could only play one other ninja game this year, I would like that to be the case. Cyber ​​Shadow.

Channels of money (switch, PS4, Xbox One, PC, 2019)

Horror adventure game that makes you explore an old scary house apparently haunted by your dead mother and sister. There is a lot of contrast between light and shadows; the lamp you are holding changes the appearance of the pieces as you go through them. Too scary for me, but some of the best hardwood floors I've ever seen in a game. Only crashed on me once.

Vambrace: Cold Soul (Switch, PS4, Xbox One, PC, April 25)

Looks like a clone of Darkest dungeon anime vibes, but its developers have said that the game is strongly inspired by FTL: faster than light. The goal is to cross the dungeons before various counters break down, each new room in which you enter taking you. contrary to Darkest dungeon, there is much less grinding, with overall progress pinned to the collection of armor pieces rather than experience points. Alleluia.

Colt Canyon (Switch, PS4, Xbox One, PC, 2019)

A double-handed shooter in which you play as a person with minimal pixelization, wearing a cowboy hat and a poncho, looking to be loved by painting the desert in red. With blood, of course. This is a misstep, so the card is procedurally generated. While the controls were fast, the map was a little boring to explore. Great effects of splashing pixels, though.

Work without issue (Switch, PS4, Xbox One, PC, 2019)

A mix of references to pop culture and the proletarian efforts of the 90s. The artistic style and humor have the feel of Ren & Stimpy, while the premise is basically ghost hunters in an office complex. You explore these white-collar dungeons by going from room to room, killing various creatures, then sucking their ghosts to gain experience and learn new skills. This is another roguelike, and although the Office space Vibrations did not do it for me, the Saturday morning cartoon makes it a more colorful analog analogue The Isaac Binding. In addition, Clippy, Microsoft's trombone troubleshooting, is one of the main culprits, why not?

N1RV Ann-A (switch, PS4, PC, 2020)

This is the result of VA-11 HALL-Abut with a greater choice of minds. You pour drinks to customers and then you see what comes out of their mouths, like a visual novel where you color the pages with alcohol. Very impatient with this game. Let's hope it concerns Vita. (He does not come to Vita).

Falling project (Switch, Xbox One, PC, TBD)

The developers have described this one as Hotline Miami turned into a first person shooter to the old. The artistic style was really cool, but the movement made me feel nauseous, so I stopped playing after only a few minutes. But with a joystick in hand and a reduced sensitivity, it seemed like a good nightmare fuel.

The world of horror (Switch, PS4, PC, 2019)

The world is coming to an end when evil spirits start to take over. Both visual novel and adventure game, it reminded me of the first Mother The predecessor of Earthbound, the video game, refracts through the lens of a Japanese occult horror film. I had to perform a magic ritual in my character's school to banish the evil, but I found myself in a fight with a strange squid woman who ripped my head.

Windjammers 2 (Switch, PS4, Xbox One, PC, 2019)

I wrote about Windjammers 2 during the weekend. I am excited to be able to fill the void left by Rocket League (which I still love but I do not play so much). It's as if the characters of runner decided to stop killing and going on vacation in the 1960s to Marseille to play beach volleyball with a frisbee until the sun went down. I was not in the movie runner, never went to Marseille and did not grow up in the 60's, but 30 minutes with Windjammers 2 I made me feel that I had done all those things.

Samurai Shodown (PS4, Xbox One, PC, 2019, Switch, TBD)

Another classic series is restarting, and it's a fighting game. The developers got on my nerves, but I could still understand that the game put the emphasis on patience and waiting to exploit the openings rather than just trying to Aggressively enlarge combos without stopping. Most of the time, the visual effects are correct, but they are particularly beautiful during scene animations and special attacks, in which everything on the screen feels like being painted on a parchment and floating in the wind. In those moments, it reminded me Okami.

Creature in the pit (Switch, Summer)

One of my favorite games of the series. This was first revealed at Nintendo's recent Nindies show, where we learned it would be mixed with aerial dungeons, crawling with pinball. I was able to explore several rooms, find interesting puzzles and almost beat a really fun boss by hitting shots around a room with a sword. The gameplay is clever, it looks amazing, and there is just enough construction in the background to give each thing a sense of apprehension and mystery.

WRATH: Aeon of Ruin (Switch, PS4, Xbox One, PC, 2019)

I am terrible in first-person shooting at the old school, but that did not stop me from appreciating WRATH's artistic talent and retro appeal. It is built in the original Quake engine and, as a result, it moves and controls itself incredibly quickly, but the focus is on the exchange of your arsenal against the tool's more efficient for work at any time. You can fly through the levels and unload ammo at skeletons, demons, and extraterrestrials, but the goal is to approach each encounter effectively and cost effectively, rather than by pure aggression. The most responsive game I've played at PAX East.

Divinity: Fallen Heroes (PS4, Xbox One, PC, TBD)

The studio that made one of the best games of 2017 brings him back for a tactical spin-off. It's still very early, so some of the assets have been borrowed basically from Divinity 2 and parts of the user interface were incomplete. Nevertheless, the level I played was enough to allow us to understand what Larian Studios was trying to do: to dive deeper into the systems and the world of the series by focusing on discrete battles linked by a narrative based on the choice. Everything, from units to objects, can be acquired by completing objectives and advancing history on the basis of particular choices. Instead of mastering enemies, it 's about thwarting them by assembling a complex cascade of elemental attacks and effects based on each unique environment. I am really excited for this one.

Panzer Paladin (switch, PS4, Xbox One, PC, TBD)

I had no idea of ​​Tribute Games, the small independent studio behind Mercenary Kings and more recently, Flinthook, was working on something new until I came across Panzer Paladin on the living room. You play as a warrior piloting a mech jumpsuit and explore 8-bit, horizontally-scrolling dungeons full of enemies that seem to come straight out of Zelda II. Throughout this process, you recover tons of weapons that can be used, thrown or even broken to trigger special magic attacks. In the short time I spent with this mechanic, my imagination was illuminated with all the interesting possibilities to make a retro film.Zelda the game plays more like Mega Man.

Aye Captain (to be determined)

You are a pirate commanding a small galleon on the high seas, led by a malevolent empire. Everything is generated procedurally, with a map that can be explored in real time from a camera angle above the head. You go to tactics when you meet another ship and decide to kill his crew and take everything he has. Before each meeting, you participate in a short conversation during which you can choose to try to escape if the enemy is too powerful, to bombard him first with your guns or to negotiate with them to gain mutual gain. I'm not very good at the artistic style, which is only a hair's breadth away from Captain Crunch, but the role-play systems and the tactical game seemed to me all deep and well thought out.

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