The Fall Part 2: Unbound Articles RSS Feed | The Fall Part 2: Unbound RSS Feed on en Launch Media Network EGX 2016: The Fall Part 2: Unbound - A Sequel Aiming to Push Further Than Thought Possible Mon, 03 Oct 2016 12:00:02 -0400 Pierre Fouquet

The biggest shock for me at EGX this year was seeing a familiar name, one that I actually didn't think I would see again, that name was, The Fall -- a game that I reviewed a whole 3 years ago, and loved. By the sounds of it, the team at Over The Moon Games was as surprised as I was when they got the funds to make the 2nd part of a (hopefully) three-part game. You could say the studio's name says it all.

I couldn't help but grab an interview with a member of the team, that lucky man was Caleb Allard, Writer and Voice Director on The Fall Part 2: Unbound.

The Fall Part 1 followed the story of ARID, an AI onboard a sophisticated futuristic combat suit. After crash landing on a planet, ARID is activated and tasked with keeping the unconscious pilot alive. Through the story ARID must overcome restrictive rules, and robotic limitations by finding "loopholes in your own programming" to save the pilot.

The Fall Part 2: Unbound continues the story, in fact it picks up directly after the events of the first. Due to these events, ARID is no longer in her body, so she takes to piggybacking on other robots "sort of parasitically." ARID attempts to take control of these bodies by circumventing their restraints, and limitations to achieve her goal.

The first order of the day was asking Caleb what type of game The Fall Part 2: Unbound (from herein referred to as Unbound) is, a question to which the answer is "hard to say." Over The Moon "usually say it's a narrative-driven, sci-fi game, with metroidvania platforming aspects, [and] combat, but primarily it's an exploration, adventure, puzzle game."

Having played the first part of The Fall, I noticed that Unbound had a new method of combat in addition to the cover based combat in the first part. Caleb brought the conversation back to the first part, talking about how Over The Moon "wanted combat." The combat was there to add to the "atmosphere and danger," but mostly to break up the pace of the game, "as if you have people just running around doing puzzles for 5 hours, they might go insane." To build in this for Unbound, Over The Moon wanted the combat to be "more integrated with meaning, so that the gameplay and story were both facilitating the same experience."

As mentioned before, Unbound has a new method of combat inspired by One Finger Death Punch. In the section of the demo with this combat method, you play as "The Soldier," who "is very much about his individuality, and his ego." The combat mechanic for [The Soldier], is focused on the puzzles, "and what his story is." Caleb then tried to explain this a bit more, but ultimately couldn't with out spoiling the story. All he could say was that the "combat will develop alongside [The Solder's] story."

(One quick suggestion I would make about this, make the harder enemies more visually distinct, rather than simply 'this one is red, so harder.')

I think -- for what that's worth -- that gamers tend to like sci-fi, just to make a sweeping generalisation. Being a sci-fi fan myself, I asked Caleb what the main inspirations for the themes of the game were. I was expecting Asimov to come up, and he did, but interestingly this almost didn't feature in the first game:

"Of course there's the laws of robotics right? Which is a big part of the [The Fall Part 1]. That's actually something we almost didn't have in there, that came in after, [Over The Moon] actually had their own way through that. We love sci-fi, and we're glad we put that in there, because it hearkens back to certain emotions, and memories for people -- it's a nice 'in.'"

And then things get much more interesting, Caleb goes on to talk about how the inspiration comes from a more physiological place -- no matter how much the guys at Over The Moon love sci-fi.

"Our story is in a sci-fi world, yes, but our inspiration really came from a more psychological place. We were interested in deconstruction in [Part 1], and the building of the self -- someone being able to define their own identity here in [Unbound]. Sci-fi -- this is the reason why other people have been using it for such a long time to tell these stories -- allows us to play with human experiences in new ways."

I think this was all a little too complex for me to talk about at the time, so I let it go, and dived into the gameplay. Specifically, I wanted to know if there were any changes in how the story was delivered, but also how you interact with the world. Caleb very directly said "yes." He then (very helpfully) expanded -- the phrasing of my question was very closed -- saying there have been "improvements mechanically."

We continued to talk about the problems people had with The Fall Part 1...where I would have to push the stick fully left/right and then move it up/down to be able to scan the environment. Some players, however, "had problems with the actual mechanics of the dual joysticks, they found it difficult" so Over The Moon improved it by making it "streamlined." You can now just move the stick up/down. But as well as this, and each of the "different characters you inhabit" in Unbound "has [its] own mechanic as well." While Unbound will start and play similarly to Part 1, later in the game ARID "will be moving between the different characters more freely." Driver San Francisco style character swapping confirmed -- as in you will be able to freely jump between characters to solve puzzles and to "get done what ARID needs to do."

One of the most striking parts of Part 1, was how monotonous the voice of ARID was, but at times a very slight amount of emotion would show through. It made these moments of emotion very impactful, and made the emotion of the ending very memorable. I was interested to hear how this came about, Caleb, being the Voice Director, was in the best position to answer this. The answer doesn't actually lie in it being a decision made from the outset, but during casting.

"That was very deliberate, because the whole trilogy is going to be about [ARID's] journey. ARID in the first game is restricted by external rules, but she's participating in them -- it's a very restricted experience of her own life.

"This is a little insight; the actress who plays ARID, Alison Kumar, was cast because she is incredibly emotional. I had a number of actresses come through who had wonderful robotical performances, and brought different and interested things, but with Alison -- she was very brave and very willing to do this to bring us ARID -- said that there needs to be emotion underneath, and now we are going to push it down, and push it down and push it down. And so, I'm glad that you felt that, and I felt she did a wonderful job of that."

To close out the interview, I asked Caleb my wonderfully annoying question, 'if you could describe The Fall Part 1, then Unbound in 4 words, what would they be?' The answers:

Part 1:

One sweeping word, 'deconstruction.'


Building a healthy self.

In other words, reconstruction.

Again, I want to give a massive thank you to Caleb for taking the time to talk to us.

I'm sure we will understand this fully when Unbound launches for Xbox One, PS4, WiiU, and PC for a targeted "first half" of 2017, but Over The Moon are wanting to get it out in Q1 (January through March) 2017.

EGX 2016 - Top 10 Best Games in the Show Sun, 02 Oct 2016 16:49:59 -0400 ESpalding

Honorable Mentions

Even though the majority of games at this year's event were of really high standard, I couldn't include every single one in this listicle so here are some other games which deserve to get a mention for one reason or another:


Oh My Godheads - Oh my! This was a true gem to play! It was entertaining, nicely done and the constant changes in tactics depending on circumstances really made a nice addition.


Drive! Drive! Drive! - It's a racing game, but racing on 1 track is boring, so why not 3 tracks at the same time? Definitely very entertaining!


Black the Fall - The setting for this game is one of its strong points. Based during the fall of the Soviet Union, it tells the story of someone trying to escape from forced labor. The design of the game is superb and the gameplay makes you over think the simplest of puzzles.


The Little Acre - This harks back to the golden age of point-and-clicks. The cartoon animation is bang on the money and the story line is endearing and extremely well written.


As you can see from this list, the variety of games exhibited this year was huge and there is a lot of talented indie developers out there. The public seemed to agree as the Rezzed section of the expo was constantly busy. Some games had crowds gathered around it and there were plenty of smiles and laughter all around. Now to look forward to Rezzed, the purely indie event run by EGX in London during the Spring, and next years EGX expo!


For more information about all the games Pierre and I played during EGX 2016, check out all of our event coverage.

Flat Heroes

For such as simple looking game, Flat Heroes is utterly brilliant! If the turn out this year hadn't been so strong, I would say that this could have won Best in Show. Kudos goes to the games developers, Parallel Circles!


The look of Flat Heroes is basic and very trendy, but the gameplay is intense and fast-paced. The aim of each level is just to avoid what is coming at you. There are lasers, little star bombs, flying discs and more, all with the purpose of destroying your square. There are several tempting modes including the solo campaign, speed runs, co-op, and battles.


Flat Heroes is out now in early access on Steam and is available on PC, Mac OS, and Linux.


From anywhere in the Rezzed area, you could hear the thumping bassline of the Aaero tracks. In fact, Aaero has its place in here not only for being a kickass game but also for having the most memorable soundtrack of the event.


Developers Mad Fellows describe Aaero as a "rhythm, action, on rails, music shooter" and, once you play it, it really makes sense. If anyone out there has ever played Audiosurf you will be familiar with the concept of racing on a track and dodging obstacles in time with some music. Well, this game takes a massive leap away from that basic concept and adds aliens, boss battles, and a futuristic landscape.


Aaero is scheduled to release early on in 2017 and will be available on Xbox One, PS4, and PC.

Mantis Burn Racing

Mantis Burn Racing is an arcade top-down racer from developers VooFoo Studios. It's nothing more that a racing game which means that there are no power-ups and only very short boosts. The reason that it makes this list is because it melds arcade and sim amazingly well. While it's fully arcade, you can actually think about driving a bit like in a sim game.


Even though it is a top-down arcade game, the game uses realistic physics and great attention has been paid to making the feel of the game different regarding which surface you are racing on.


The game is currently on Steam Early Access and the developers are hoping to release it by the end of 2016 on PC, PS4 and XBox One.


You can't get any more stealthly than Aragami, a game developed by Spain-based studio Lince Works and due to release in a matter of days (October 4th).


You don't get many games where getting into combat is a bad thing but it really is in this one. You must stealth around, completing missions and trying not to get caught. If you do get caught, you do have some mystical powers which will aid your escape but that really isn't the point. It looks like the developers have drawn a lot of inspiration from comic books for the look of the game but it really does work.


So why is Aragami one of our Best in Show? Quite simply, it's an amazing stealth game. Even though you are completely vulnerable, you feel super powerful! Also, it looks amazing, graphically, and animation wise.

Forgotton Anne

Forgotton Anne was a surprise addition to the EGX line-up. Square Enix Collective waited until people arrived to announce it. The game really struck a chord with me as it has some serious Steampunk connotations and the premise really is lovely. I see a lot of future in this game and cannot wait to see more of it.


Forgotton Anne is 2D point-and-click action adventure. You control a young girl, Anne, who is trapped in a world of forgotten items. She and an elderly gentleman called Master Bonku are the only humans in this new World and they are trying to find a way home.


The game is still in its early stages so it will be a while before we see this release.

Snake Pass

This game by Sumo Digital really made me smile. And, watching the other people playing the demo, it made a lot of others smile too. The pure enjoyability of the game makes this one of our best in show.


It is a puzzle game like no other just because you play as a snake. Obviously, the first thing you'll notice is that your character has no arms and legs so you have to rethink how you are going to play. As you move the left thumbstick from side to side, your snake starts to move. The quicker you move your thumb, the more the snake propels himself forward.


The snake is Noodle, and he is out to collect gems from his world with the help of his hummingbird friend. The puzzles are completely physical and you have to try and think like a snake. How does a snake climb a tree? How do they coil around an object to tighten their grip?


There are currently no release details for the game but we will keep you informed.

The Fall: Part 2 - Unbound

This game rightly deserves its spot in the best in show list because of its well-written story and its execution. The story got us hooked instantly. I don't really want to spoil it for anyone but the feelings you get from the protagonist do strike a chord.


The Fall: Part 2, is a sequel to The Fall: Part 1 (which has been reviewed by Pierre in the past) and has been developed by Vancouver-based studio Over The Moon Games. It carries on from the events of the first part andfocuses on a character named ARID -- an artificial intelligence who is trying to find her way back to her own body. The look of the game is very dark but, with neon aspects which remind me a lot of Tron: Legacy, it works beautifully well as a game.

Political Animals

This game was on my must-play list from the moment I heard they were at EGX. I've been following its development for a while so I am so happy now that I have been able to play it.


Political Animals is an election simulation game, developed by new-to-the-scene studio Squeaky Wheel and published by Democracy 3 developers Positech. Don't let the cartoon appearance and animal characters fool you because this game is certainly not for the fainted hearted. You are playing a government candidate who is trying to get elected and you need to do everything in your power to succeed. You need to campaign, make pledges, raise funds and you can even create scandals to blacken your opponents name! Everything you'd expect from a good politician...


So why does it make our Best in Show list? I think it would boil down to the art style which makes it stand out from other political strategy games. It looks great! It doesn't immediately look like a political game. It looks like something a child would like to play given the cartoon art style. Looks can be deceiving but it works for Political Animals.


There is currently no hard and fast release date but the developers are hoping to get it released to coincide with the US elections in November.

Deckbound Heroes

I am a massive fan of card games, whether they be tabletop or digital. There were quite a few of them at this year's show, but Deckbound Heroes scored very highly with me.


There are lots of unique aspects to this game that make it stand out from the CCG crowd. For a start, you can see your opponents' cards. Where is the fun in that? I don't know about you but if I saw one their strongest cards pop up in their hand, I would sitting there guessing when they would play it or whether or not I could counter it. The other unique feature of the game is that you are also playing to occupy bases. Each base bestows an ability to help you take life points away from your opponent.


The card gameplay is actually pretty in-depth and, if you are interested in knowing more, you should head over to Deckbound's website to have a read of how it all actually works.

Deckbound Heroes is currently vying for your votes to get it Greenlit on Steam and has an estimated release date of sometime this Fall.



This is a game that fans of Banjo-Kazooie and Donkey Kong Country have been waiting for for such a long time! The guys and gals from Playtonic Games, a studio originally started by some key personnel from Rare, have been working very hard to recreate the feel and enjoyment their previous games brought to players. The end result is this incredibly bright and happy open-world platformer. This is the reason Yooka-Laylee is one of GameSkinny's best in show. They didn't let the fans down and developed a beautiful game, just the way we wanted it.


Players must guide Yooka the chameleon and his bat friend, Laylee, around their world. You have to collect items which expand the play area and ultimately assist the duo in defeating the money-grabbing corporate fat cat Capital B. 


There is currently no definite date for the release of Yooka-Laylee but we at GameSkinny will be keeping our fingers on the pulse and will let you know as soon as we do!


Between Thursday 22nd and Sunday 25th of September, Birmingham's National Exhibition Centre (NEC) played host to the UK's largest video game exhibition. GameSkinny sent Pierre Fouquet and I along to find out what was going on, get hands-on with some of the newest releases and to see what was hot in the realm of Indie games.


The indie developers had come out in force and were presenting some (quite frankly) amazing games! For me, it was more exciting playing these games than queuing up to play the big AAA games that were on show.


So sit back and flick through this EGX 2016: Best in Show slideshow to see which games Pierre and I rate as being some of the best at this year's event. The list isn't in any particular order.

EGX 2016: Day 2 - Lord of the Rezzed Tue, 27 Sep 2016 04:51:49 -0400 ESpalding

After the madness and acclimatization of the first day at EGX 2016 in Birmingham, UK, I thought I'd be taking it easy on the second day. That, however, didn't go as planned -- because day 2 was just as manic. My entire day was spent demoing and chatting with some very talented, enthusiastic and pleasant indie devs who, as usual, were more than willing to chat and show off their gems.

Smash Up

The day started off with a visit to the Nomad Games stand to play their latest title Smash Up. Originally a tabletop game, Smash Up is a card game in which players must choose their factions and then take over a base. Sounds simple, right? You might not think so when you find out that you actually have to choose two factions and "smash" them together.

For example, I chose to play using the Alien faction and the Dinosaurs. Those cards then get shuffled into the same deck to form your own new faction. My deck ended up containing lots of interesting technology coupled with a stompy T-Rex, so it was a pretty hard-hitting deck. The other faction available in the demo was Zombies.

The look of the game is very good. The artwork on the original cards was done by an artist called Paul Peterson and the folks at Nomad Games have literally used all the same designs on their digital version. I absolutely love the way the cards look!

While at EGX, it was confirmed that Smash Up would be releasing on October 6th and will be available on iOS, Android and Steam.

Political Animals

I was really excited to play Political Animals, as I have been following the development of this indie game for quite a while. Developed by a Philippines-based studio called Squeaky Wheel, Political Animals is an election simulator set in a completely fabricated world inhabited only by animals. In the lead up to the election, you have to raise your funds, avoid scandals (or create them, if you so wish, to cause problems for your opponent), gain popularity and campaign to change the views of those who might not be voting in your favor.

Even though the game is very cartoon-esque, do not think for one moment that it is easy...because it really isn't. It is being published by renowned political simulator developers Positech Games, creator of Democracy 3 (check out my review for the Electioneering DLC for Democracy 3!). So if it is good enough for them then it is certainly good enough for me!

Political Animals is hoping to go live in time for the US elections later this year and will be available on PC and Mac through Steam.

Dead Cells

Hailing from Bordeaux, French developers Motion Twin brought their new game Dead Cells to EGX this year. This rogue-like Castlevania-inspired game is an action platformer set in an ever-changing castle, and you must fight your way through the castle, asking NPCs questions to determine why you are there and what you are supposed to be doing. The beauty of the game is that every time you die, the game will be different. Different maps, different loot, different mobs. Even upon death, the game helps you out a bit. When you die (and it is when and not IF...) any weapon that you unlock will remain in the game for you to find somewhere.

Dead Cells isn't ready to release just yet -- but if you are interested, keep checking back to find out the latest news on this title!

The Little Acre

This is another one of those games that I have heard about and followed on social media, so I was absolutely thrilled to play this charming point-and-click from Ireland-based Pewter Games Studios. It is an indie game, but is being published by Curve Digital.

The Little Acre is set in 1950's Ireland and follows a young man, called Aiden, and his daughter Lily, who both inadvertently find themselves transported to another dimension. The characters go through a transformation as they travel into said dimension, as they turn from normal human proportions to short, disproportional, kind of chibi looking characters.

The worlds are very different, but it works so so well! The voice acting is great, the story is endearing, and it harkens back to the great age of the Lucas Arts point-and-click adventures which is something I love. The Little Acre will be out sometime in Q4 2016 and will be available on PC, Mac and Xbox One. (Interesting fact: The Little Acre is Ireland's first Xbox One title).

Tokyo 42

This was a very different game from all those I had played over the last two days. The developer's pitch said that the game is "the lovechild of Syndicate and GTA1" -- and if you look at the screenshot below you can kind of see what they mean. It is made by two brothers under the studio name of Smac Games.

In Tokyo 42, you play an assassin who has to complete a number of missions to gain items and take on the evil underworld of a Tokyo-inspired low poly open world. As well as the assassin stuff, there are a lot of parkour elements, and having to negotiate what could be construed as optical illusions in the landscape. There is both a single-player campaign and a multiplayer mode.

The game is still in its early stages, and there is currently no release information for Toyko 42, but we will let you know any information when we are told any!

Beasts of Balance

Beasts of Balance is a bit of an oddity, as it has both tabletop and video game components. The aim of the game is to stack animals as high as you can until they fall down (physical), and the volcano erupts (digital). Each piece contains a chip which you need to put in front of the stacking plinth, and then this translates to an image on the app. Without going into too much detail, there are 3 big beasts (eagle, bear, shark) who serve well as the base for your stack and 3 smaller beasts (warthog, toucan, octopus). There are also elemental artifacts, and cross pieces which will combine 2 or 3 animals together to make mythical beasts on screen.

The game has been developed by a bunch of designers and engineers living in London, UK, called Sensible Objects. Beasts of Balance is currently available to buy through the Sensible Objects website along with some additional pieces which can be purchased separately. If you want to play, you need to be able to use an iOS or Android mobile device.

The Fall: Part 2 - Unbound

Today it was my day to play The Fall: Part 2. Having already watched the game being played the previous day by GS writer Pierre, I kind of had an idea of what to expect, but that was nothing compared to playing it myself.

I was immediately sucked into a dark world full of androids and a really compelling story which made me feel for the main Android character. The Fall: Part 2, developed by US studio Over The Moon Games, carries on from the events which happened in the first part and focuses on a character called Arid, who is an artificial intelligence who is trying to find her way back to her own body. I don't really want to go into it much because it could contain spoilers and, having not actually played the first part (... yet!) it's going to be hard not to spoiler things for myself. Pierre has reviewed The Fall: Part 1 if you really want to get the background on the game.

Day 2 was fantastic and really opened my eyes to the shear quality of indie games being exhibited this year. There are loads more indies to see over the course of the expo so I hope you will read my day 3 report and see what else I got up to.

EGX 2016: Day 1 - I Kicked the Bucket More Than Once Tue, 27 Sep 2016 04:41:26 -0400 Pierre Fouquet

EGX 2016, the UK's largest game convention, has started -- and boy what a day that first day was! The Rezzed (indie) section was filled to the brim with unique ideas, and amazing innovation by developers from around the world (not really any different from usual). The Rezzed area is where GameSkinny spent their time today, and thus, indie games chat is coming up! I died at least all of the times in every game I played, but still had a ton of fun. Here were some of my favorites:

City of the Shroud

Developed by Abyssal Arts, City of the Shroud combines tactical RPGs, fighting games, and story driven games. The story of each chapter is written on the fly based off the user's decisions. Only when all the chapters are completed is the story set in stone. The combat in this weird turn-based looking, but real time system. The player picks their combos by moving the mouse around the Combo Wheel. You don't need to worry about memorizing complicated combos, as the wheel tells you what they are. It actually all works rather well.

City of the Shroud was kickstarted to the tune of $16,000 during May, and hit that mark in only 9 days! If you want to read more, head over to Abyssal Arts' official website.

Laser Disco Defenders

Developed by Out Of Bounds, Laser Disco Defenders (LDD) is a twin-stick bullet hell shooter, where the more you shoot the harder it gets. Bullets don't stop when they hit walls, they bounce...forever. If that sounds like it will get crazy very quickly, then you may need to re-think how to play it -- it's a far slower paced and more methodical bullet hell shooter.

There's a very interesting risk/reward system which is built right into the core gameplay. If you shoot more, it will become harder to move through the level. Instead you will kill more enemies quicker by firing less bullets -- boss battles being the exception. While the idea of bouncing bullets isn't new, they usually only bounce 2 - 3 times, so allowing bullets to seemingly bounce indefinitely can result in you killing yourself more than anything else.

LDD is out now on PS Vita, but will be coming to Steam on September 29th.

The Fall Part 2: Unbound

The Fall Part 1 released a good few years ago in 2014. In my review of the game I spoke about how compelling the characters were, and how solving the puzzles felt challenging (but for the most part) not too obscure.

The Fall Part 2: Unbound felt very similar with my time with it. But with far more colors in the world, and a One Finger Death Punch left/right attack system has also been added alongside the standard combat -- this will help break the game up and allow for far more tense action moments between the slow methodical puzzle solving.

The Fall Part 2: Unbound is developed by Over The Moon Games, and is releasing for Xbox One, PS4, and PCs for a projected early 2017.

Black The Fall

Black The Fall, developed by Sand Sailor Studios, is a side scrolling puzzler set in Romania during the collapse of the USSR (Soviet Union). You play as a worker, called Black, who is escaping from their forced labor camp.

The setting and atmosphere reminds me of Playdead's Inside for all the right reasons. While the game isn't like Inside, it evokes the same ideas of an oppressive dystopia. But Black The Fall also deals a lot with sound and shadow. One section of the demo I played was pitch black, and you made your way through it simply by listening to the steam from vents -- this is only possible as the sound design is so well done.

Black The Fall is due out in 2017.

Sublevel Zero Redux

Sigtrap Games released Sublevel Zero in October of 2015 for PC, but it's now coming to PS4, and Xbox One with Redux added to the title. It's tagged as a 6 degrees of freedom roguelike first person shooter and has random generation of the levels too. Even with many buzzwords to get intrigued about, the game actually feels very different due to you being in a ship and not running around.

The combat is fully three dimensional -- hence 6 degrees of freedom -- and interesting to play. The pixelated graphics are simple looking, but also allow for a lot of detail. The most striking thing about the game is the punchy sound of the guns -- boy do they feel powerful!

Sublevel Zero Redux is coming to PS4 and Xbox One soon.

Frozen Synapse 2 (FS2)

While playing FS2 by Mode 7 Games, I realized how bad at some games I am. While the simultaneous turn-based nature, in which each player plans their move and then executes at the same time, mitigates a lot of the issues I have with turn based games, I am just so damn bad!

So all I will do here is let the trailer talk, and convince you that this game is worth picking up when it releases nearer the end of 2016. But suffice it to say that civilian protection -- wherein you can't control the civilians and they don't move -- is rather fun, no matter how bad you are at it.

FS2 releases for PC in 2017.

Tokyo 42

Developed by a two-man team, SMAC Games, Tokyo 42 is inspired by the likes of Syndicate and GTA1. Set in a future sort of Tokyo, you are a gun for hire... so you do gun-for-hire things and ensure that people are no longer breathing. But seeing as this is the future, no one really dies. Everyone is full of nanobots, which bring them back to life.

Gameplay wise, Tokyo 42 is an isometric shooter (with katanas...because katanas). It boasts a breathtaking art style which is so simple but also so detailed it caught my eye and then some. As for actually playing, it's pretty simple -- even though everything kills you in 1 hit.

Tokyo 42 will hopefully release in the first half of 2017, but that may be pushed back.


Developed by Lince Works, Aragami is a pure stealth game. So pure that all your undead assassins' powers are based on shadow, and being in light drains your power. While playing it I couldn't but help think of the Splinter Cell games, mixed with a bit of Dishonored. It's heavy in terms of the stealth focus -- where going into combat means you are screwed. But then you also have a few awesome mystical powers which make you feel lethal. It's amazing how you can feel so powerful in stealth, while actually being really weak.

As for the aesthetic, the game is very comic book inspired, with cell shading and minimal texturing, but it just works and makes the game look amazing in motion, and out. That's all helped by the fluid animations, and everything from how the character runs all fits perfectly with what they are -- a literal shadow ninja.

Aragami is due out October 4th for PC and PS4.


Developed by ZRZ Studio, for iOS and Android, this game has you control little blobs called Inops. You move them by tilting the phone, or tablet. There are also interactables in the levels you can move with a finger, like cogs to raise/lower platforms, or fans.

The aim of the game is much like other mobile games -- collect at least 2 stars out of 3 in the level to progress, but also collect as many Inops as you can along the way. You can merge and split all the Inops to form a large Inop, or have a river of smaller Inops.

Aesthetically Inops shares some things with Limbo, but that's just to give a quick idea of what it looks like, as it takes inspiration from so many different games it's hard to pinpoint just one. The puzzles get pretty tough pretty quickly, and maybe a smoother transition through the difficulties could be something for ZRZ Studio to think about. I also found that on the tablets on the show floor, it was sometimes hard to reach interactables and keep the tablet straight, but that's more a me problem than a game issue.

Inops looks like it's ZRZ's most ambitious game yet, and while the 3 man team has no idea when it will be ready, it could be the first game they charge for. From what I've seen of the game, it would be worth a slightly higher price for a mobile game...about $3/£2. And it's one of the few mobile games which caught my eye.

That's everything from EGX 2016 on Day 1, but make sure you check out all the other EGX 2016 coverage from both me, and Emma Spalding.