Rythm Games  Tagged Articles RSS Feed | GameSkinny.com Rythm Games  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network FUSER Review: The Next Generation of Music Gaming https://www.gameskinny.com/hz9zd/fuser-review-the-next-generation-of-music-gaming https://www.gameskinny.com/hz9zd/fuser-review-the-next-generation-of-music-gaming Fri, 06 Nov 2020 08:05:28 -0500 RobotsFightingDinosaurs

FUSER really couldn't have come out at a better time. What I'm about to say will sound cliche, but it's true nonetheless. Going to see people play music live, and playing music yourself, is a healing act. There is something special about being in a room filled with people who are there just to hear music. There's something even more compelling about making music for people who are special to you.

Feeling the power of music in that way is hard right now. The feeling of community that comes from music, just like most other feelings of community now, is heavily filtered and diluted in this post-pandemic world. 

FUSER doesn't fix this problem. How could it? But by rethinking what the heart of a music game should be, FUSER kindles enough of that magic to be something truly, truly remarkable.

FUSER Review: The Next Generation of Music Gaming

[FUSER] does a really great job of teaching players everything they need to know.

FUSER is unlike any music game you have ever played before, and that's by design. Earlier in the fall, I spoke with Harmonix about their philosophy for the game, and they said in no uncertain terms that the rhythm genre is inherently flawed. No matter how good a rhythm game may be, the fact remains that (with the notable exception of Parappa the Rapper), a perfect score on a certain level will always sound almost exactly the same.

This was the question at the heart of FUSER's development: is it possible to have a score-based rhythm game that actually allows for true creativity, where no two playthroughs will sound alike? 

Harmonix's answer to that is a mashup-based core gameplay loop that keeps scoring very general. The way it works is this: players fill their crate with a selection of over 100 licensed songs (each of which is broken up into up to four instrumental parts), as well as effects and instruments before taking the stage.

Players drop these instrumental loops onto a DJ deck UI to create bespoke Girl Talk-style mashups. Imagine layering the guitar line from "Killing In The Name Of" with the drums from "Push It" and the iconic vocals of Dolly Parton's "Jolene."

Scoring is based on how well you handle audience requests, how often you change up the mix, and how you time everything while doing so. Dropping an instrument loop on the beat earns points, as does triggering effects, ejecting loops, or muting or soloing tracks. You get bonus points for accommodating fan requests, but even these aren't all that prescriptive. They never force you to revamp your whole mix; they just request a certain instrument, a certain song, or a certain track from a specific decade or genre. It allows for a lot of wiggle room. 

What this creates is a scoring system that allows you to create something unique while still getting the deep, base rush of "haha! Yes, number go up!" Not to mention that the unique thing that you're creating, thanks to a whole lot of brilliant beat and key-matching software, usually sounds amazing (or at least hilarious).

Anyone Can Be a DJ

If juggling all those plates sounds a bit complicated, that's, well, because it really kind of is. The game's campaign mode is shorter than Rock Band 4's by a significant margin, with six unique stages that feature six levels each, but that's largely because the entire campaign works as an extended tutorial for each of the game's systems, from the basics of dropping tracks and cueing them to creating custom instrument loops, effects, and filters, recording, sharing and...

Okay, deep breath. 

The point is, the campaign mode, although it occupies that uncomfortable space between too-short-campaign and too-long-tutorial, does a really great job of teaching players everything they need to know. And since FUSER is almost as much a digital audio workstation as it is a video game (there's a robust recording system allowing you to record, edit, and perfect mixes on the fly), that kind of granularity is necessary for players to really be comfortable with everything the game has to offer. 

I did have a few issues with the campaign in regards to introductory cutscenes not loading correctly. Still, these were all fixed with a simple restart (and may have already been addressed fully with a pre-launch patch, as I haven't had the issue since updating).

Mixing With Friends

I didn't see myself enjoying [competitive multiplayer] when it was first introduced, but I'm hooked.

FUSER's core gameplay translates very well both to a weird kind of social co-op play (in this case, defined as playing the game with my fiancée next to me making song suggestions) and actual in-game multiplayer modes.

Co op multiplayer allows you to create a mix online with up to four other players, and it deserves special mention because it really does recreate the deep soul satisfaction of playing Rock Band with friends, except, in this case, everyone is creating something new, unique, and informed by their own tastes. And they're all doing it together! It's incredibly special.

There's also a competitive mode that switches up the core gameplay loop to put you head to head with another player. In these "battles," each track you lay down has a power value that's augmented by how good your timing is and how many audience requests you can fulfill with that one track.

Each track on your deck attacks your opponent for as long as it's active, its power level ticking down every time a global attack timer runs out. If your opponent plays a more powerful track than yours, your track gets ejected from the mix, and you can't play a track if your opponent has a more powerful one in the opposing slot.

It's a pretty simple concept, but it takes the plate-spinning FUSER gameplay to the nth degree, upping the intensity level as you try to quickly puzzle out which track to play (and when, and where!) to get an advantage. I didn't see myself enjoying this mode when it was first introduced, but I'm hooked.

FUSER Review — The Bottom Line


  • The first truly creative rhythm game I've ever played
  • The song list is terrific so far
  • Freeform expression in both gameplay and customization options
  • It's the safest music festival that'll be held for a while


  • Visual stuttering on Switch

FUSER isn't a perfect game. Playing both docked and in handheld mode on Switch, I experienced a few stutters that threw a wrench in the rhythm. I also wish there was a separate story mode other than the extended tutorial, in the same vein as Rock Band before it.

But those gripes pale in comparison to the fact that this game is unlike anything else I've ever played. It is built on creativity. The character creator allows for expression across the gender spectrum, not locking any creation options, from clothes to dances to body type to male and female categories. Every time you play FUSER, you feel like you have created something new, something special, and something that only you could have made.

If you're a fan of the rhythm game genre, you owe it to yourself to pick up FUSER. Not only is it a treat on its own, but Harmonix has already begun giving the game a live ecosystem, with live challenges that allow players to create, share, and vote on mixes made under specific constraints to earn in-game rewards.

This game is already something very, very special, and it's only going to get better as the community grows. After all, it's always better to make music with friends.

[Note: Harmonix provided the copy of FUSER used for this review.]

No Tricks, Just Treats with the PlayStation Store's Halloween Sale https://www.gameskinny.com/d0nos/no-tricks-just-treats-with-the-playstation-stores-halloween-sale https://www.gameskinny.com/d0nos/no-tricks-just-treats-with-the-playstation-stores-halloween-sale Mon, 19 Oct 2020 14:45:09 -0400 Josh Broadwell

It wouldn't be Halloween without a PlayStation Store sale, and Sony's got plenty of treats from now until November 3. The Halloween sale runs the gamut from horror games and scary stuff such as Resident Evil and Darkest Dungeon to games anyone can enjoy, including Spyro Reignited Trilogy and Sayonara Wild Hearts.

Sony has over 125 games on sale, and here's a sampling of just a few of the spooktacular deals on offer.

Game Sales Price Normal Price
Death Stranding  $29.99  $39.99
Diablo 3: Eternal Collection  $19.79  $59.99
The Witcher 3: Wild Hunt — Complete Edition
 $14.99  $49.99
Dragon Age: Inquisition Deluxe Edition
 $4.99 $19.99
Raccoon City Edition (Resident Evil 2 remake + Resident Evil 3 remake)
 $39.99 $79.99
Wasteland 3
 $44.99  $59.99
Divinity: Original Sin 2 — Definitive Edition
$23.99 $59.99
MediEvil  $14.99  $29.99
Doom Eternal Deluxe Edition
$53.99 $89.99
Death end reQuest
 $19.99 $39.99
Blair Witch
 $14.99  $29.99
Darkest Dungeon
 $7.49  $24.99
Dark Cloud
 $5.99  $14.99
Resident Evil Triple Pack  (RE 4, 5, 6)  $23.79  $59.49
Sayonara Wild Hearts
 $7.49 $12.99
Crash Team Racing Nitro Fueled + Spyro Reignited Trilogy  $37.49  $74.99
The Mummy Demastered
$9.99  $19.99
Days Gone
 $19.99  $39.99
Mortal Shell
 $25.99  $29.99
Little Nightmares
 $4.99  $19.99


The PS Store Halloween sale runs through November 3 at 11:59 p.m. Meanwhile, PS Plus members can get their hands on two excellent games for absolutely free before the end of October.

BPM: Bullets Per Minute Review — Musical Doom https://www.gameskinny.com/l2bu6/bpm-bullets-per-minute-review-musical-doom https://www.gameskinny.com/l2bu6/bpm-bullets-per-minute-review-musical-doom Mon, 14 Sep 2020 15:25:15 -0400 Henry Stockdale

Results can vary when genres are mixed together, but in the case of BPM: Bullets Per Minute, that mixture walks its fine line beautifully. Developed by Awe Interactive, BPM is what happens when you mix Doom Eternal with Crypt of the Necrodancer, working as an FPS with both rhythm and roguelike elements.

(Bullet) dancing in sync to a heavy rock soundtrack, BPM: Bullets Per Minute is a fantastic experience that presents a significant challenge.

BPM: Bullets Per Minute Review — Musical Doom

To survive, you must keep moving.

BPM isn't a story-heavy experience, though you'll play as a Valkyrie sent to stop the Underworld's invasion of Asgard. You'll unlock other characters as you advance through the game's four procedurally generated dungeons, all of which are divided into small sub-sections with different layouts for each run.

Every section ends with a mini-boss fight, with your journey culminating in a final target. For those looking for added variety to BPM's more roguelike elements, the rhythm shooter also comes with a series of unlockable challenges, such as a retro mode that's a clear throwback to classic Doom.

BPM doesn't offer up any tutorials. Instead, it tosses you straight into the deep end, becoming a literal trial by fire. Whether it's reloading or shooting, every action (or bar movement) must be timed to the beat, with enemies following that same tempo. To survive, you must keep moving.

Whether it's a tiny bat hidden just behind a pillar or hefty spider charging right at you, each encounter feels like a lead-laden performance, seeing you weave rhythmically amongst and between enemies. Killing those enemies earns you points, and rattling off a few bad guys in quick succession builds up your score multiplier.

Once a room is cleared, your performance is judged, and a chest of rewards is offered, which can range from coins to new weaponry. Most areas feature small shrines, too, that are admittedly easy to miss during the intense action. But you won't want to miss them. Offering a coin at a shrine will provide you with a stat buff (which one comes down to said shrine), and they can improve attributes like speed, range, luck, damage, precision, and ability.

If you aren't careful, you'll die quite a bit, and that means restarting your entire dungeon run, which removes any earned upgrades. Easy and hard difficulties are available, but even easy mode provides a fair, though sometimes unforgiving, challenge. While losing your progress is a foundational element in roguelites and roguelikes, doing so in BPM does get frustrating from time to time.

Ultimately, though, things fall into place because what truly brings BPM to life is its core gameplay loop.

[BPM is] one title rhythm fans would do well to put on their playlist. 

Outside of VR experiences like Pistol Whip, you rarely see FPS games blend rhythm elements into their core design, but BPM does it well, and combat flows naturally. This feeling of fluidity is helped by an intense soundtrack, which goes from heavy electro-rock to metal, and Awe has done a fantastic job piecing the head-banging score together.

For those struggling with the game's rhythm aspects, there are thankfully a number of options that improve BPM's general accessibility. If you want a more significant challenge, you can make rhythm detection stricter; if you want a lesser challenge, rhythm detection can be dialed down. There's also an Auto Rhythm mode, which negates the need to line up your shots but disables your score multiplier.

Dependent on how your dungeons generate, numerous "help areas" may also appear. Random additions include banks for storing coins between deaths, libraries for picking up ultimate attack abilities, treasure rooms for grabbing rare (and useful) loot, blacksmiths for buying better weaponry, and general shops for acquiring health and defense items. The latter even employs a type of loyalty scheme, where the more you spend over time, the more items are on offer. 

Boss rooms tend to appear relatively quickly as you advance, so it pays to explore dungeons before diving into these and ensuring your character is at full strength.

BPM: Bullets Per Minute Review — The Bottom Line

  • Incredible soundtrack
  • Merges rhythm and action well
  • Genuinely satisfying combat
  • Challenge may be off-putting for some
  • Roguelite mechanics are all too familiar

Mixing FPS combat with the pulse of a rhythm game may not sound like a recipe for success, but BPM: Bullets Per Minute delivers on its approach with a beautiful soundtrack supporting it.

It's not a forgiving experience, and though it's difficult to master, BPM proves surprisingly easy to pick up and play. If you're prepared to die a lot, you'll find an incredible game within, and it's one title rhythm fans would do well to put on their playlist. 

[Note: Awe Interactive provided the copy of BPM: Bullets Per Minute used for this review.]

FUSER Hands-On Preview: A Music Festival At Home https://www.gameskinny.com/2nkyq/fuser-hands-on-preview-a-music-festival-at-home https://www.gameskinny.com/2nkyq/fuser-hands-on-preview-a-music-festival-at-home Fri, 11 Sep 2020 05:44:15 -0400 RobotsFightingDinosaurs

The Harmonix staff opened their remote press preview for FUSER by throwing a surprising amount of shade at the rhythm game genre. Despite countless innovations, there is an unshakable truth lying at the heart of nearly every single rhythm game: there is very little room for creativity.

A perfect score in any given Rock Band or Guitar Hero song will always sound the same, no matter who is playing it. There's no real space for the stuff that makes music special. Scoring is prescriptive, and there's no real room for true self-expression. 

I can't speak for anybody else that was on the Discord call for the preview, but it was stunning to hear the rhythm game genre's most recognizable company laying out, in very clear terms, one of the genre's biggest failings, one that extended to the majority of the games that Harmonix themselves have made.

It was even more stunning to hear them claim that with FUSER, they think they've solved the problem.

So far, it seems like they weren't lying.

FUSER Hands-On Preview: A Music Festival at Home

Self-expression is woven into every aspect of FUSER.

At first blush, FUSER appears similar to Harmonix's cult hit Dropmix, a board game/card game hybrid that challenged players to make wild mashups by mixing and matching different parts of different songs.

The core gameplay of FUSER is the same. The game features over 100 songs, and each of them has been divided into different tracks for drums, bass instruments, lead instruments, and vocals. The game uses some really impressive beat and key-matching software to match all of them to one another, allowing you to create endless mashups of your own. 

But where Dropmix separated score and creativity, FUSER attempts to connect the two. When you jump into the game, you'll be taught how to drop tracks on the beat, eject them on the beat, and change up the mix.

The game never forces you to drop a certain track in a certain place to boost your score; specific score-boosting "audience requests" encourage you to play a particular song, but it's up to you what track from the song you use and where you put it in your unique mix.

Self-expression is woven into every aspect of FUSER. The developers have created a pretty robust DJ customization system where no option is locked to a gender binary, allowing players to express themselves however they want. Players can customize stage projections and pyrotechnics along with their selected songs, effects, and instruments to make the whole show their own. 

FUSER isn't just a game, it's also kind of a digital audio workstation.

Speaking of instruments, not only does the game feature hundreds of songs, each with multiple tracks that allow for millions of possible permutations, but it also features a wide variety of instruments, each with dozens of loops that you can switch between at any time, essentially composing your own instrument track.

Ditto for live DJ effects like stuttering and filtering. Doing all of this to the beat isn't just creative, nor does it just sound great, but most importantly, it's integral to getting a high score.

As you progress through FUSER, it becomes clear that it's a misnomer to call it a rhythm game. There's DNA from programs like FruityLoops and Reason here. It's simplified, yes, but FUSER isn't just a game, it's also kind of a digital audio workstation.

Sharing is Caring

It scratches a very human itch: you're making something creative with other people.

And what's a DAW without the ability to edit and export your work?

FUSER takes a bit of inspiration from modern racing games and implements a rewind system in the game's sandbox-style Freestyle mode, where you can clip a particularly chef's-kiss-beautiful portion of your mix, rewind it, and perfect it bit-by-bit until everything sounds perfect. 

At the end, you can post the mix to your own FUSER profile, but you can also natively export the mix to social media in the game as well. In a world where the next in-person music festival might be years away, this is very, very much appreciated.

The game also includes cooperative and competitive multiplayer, though I foresee the cooperative multiplayer becoming more popular, as players all work together to refine a mix until it's headbang-worthy. It scratches a very human itch: you're making something creative with other people. Together. And you can all save your work at the end and share it with folks!

November Can't Come Soon Enough

FUSER is so much more than a spiritual successor to DropMix; it represents a massive shift in what a rhythm game can actually be.

Oddly enough, it's kind of reminiscent of how the Jackbox Party Packs reinvigorated the party game genre by tying creativity to gameplay elements in a cohesive way. 

It seems like such a small, insignificant thing, but the overall effect is that when you're really locked in, not only do you achieve that ascendant state of rhythm game flow, but you also have a deep soul satisfaction at doing something creative. It's akin to singing karaoke with friends and having a whole room cheer for you, or dancing at a club where nobody cares how much of an idiot you look like.

It's hard to explain if you haven't played the game, but suffice it to say, it's an incredible experience to be making the music that you're losing yourself in.

I can only hope that the final product lives up to the expectations the limited demo has set. FUSER is set to release November 10 for PC, PS4, Xbox One, and Nintendo Switch. 

No Straight Roads Review: A Flawed But Likable Rock Opera https://www.gameskinny.com/zyxga/no-straight-roads-review-a-flawed-but-likable-rock-opera https://www.gameskinny.com/zyxga/no-straight-roads-review-a-flawed-but-likable-rock-opera Mon, 31 Aug 2020 14:23:05 -0400 Thomas Wilde

If I didn't already know that No Straight Roads was a passion project, I'd have suspected as much. Some games feel that way from the start, almost overstuffed with inspirations, homages, and shout-outs to everything that the developers love. Whatever else you can say about NSR, it's got a lot of heart, and that's always going to count for something.

It doesn't quite come all the way together, though. No Straight Roads has killer visuals, an amazing soundtrack, and a likable cast, but the parts of it that you play range from acceptable to counterintuitive. It's never exactly bad, but it's a lot more interested in being an audiovisual experience than anything else, with rough combat and a few bugs. NSR is well worth taking the trip, but it's A+ art and music wrapped around a C+ game.

No Straight Roads Review: A Flawed But Likable Rock Opera

No Straight Roads is set up to play out like a list of tracks on a concept album. You play as Mayday and Zuke, the last two rock musicians in Vinyl City (which, to go by Mayday's slang, is near-future cyberpunk Malaysia), as they set out to literally fight their way up the charts and overthrow the electronic dance artists who dominate the scene.

In Vinyl City, music is both its primary industry and its power source, but the corporation that runs the place, NSR, is visibly manipulating the population, unevenly distributing electricity between neighborhoods, and worst of all, boosting EDM at the expense of rock.

Mayday and Zuke's attempts to mount a revolution are about half wreaking terrible revenge on behalf of their music genre, and half an effort to overthrow NSR because it's unfair and obnoxious. To do so, they force their way into the top five performers' concerts and hijack them in a high-concept battle of the bands, mounting a sort of guerilla campaign of underground popularity.

This may be the first high-tech dystopia I've ever seen in any work across all of media where its leaders aren't comically evil; they just have bad taste in music, and they're petty assholes. Their idea of fighting back is to dig up Zuke's perma-stoned older brother and send him out to rap battle you, which is delivered in the same kind of cutscene that any other game would use to introduce a hired assassin. The stakes are pretty low here, is what I'm saying.

That's part of the game's charm. Vinyl City's got a real sense of place, although you don't see much of it, and the game's very good at making it feel like it's got some real history. It's got style to spare, and I'd be genuinely interested in seeing more from this weird universe.

The music is the focus, though, and it's arguably to the detriment of everything else. This is the only game I'm aware of where its designers made the soundtrack first, and then created the game's levels to match it. Enemies attack and obstacles move in rhythm with the music, and the more you can match that rhythm, the better you'll do.

When it works, NSR really works. It can take a second to figure out what the game is actually asking you to do in any given encounter, particularly when you reach one of the big, multi-stage boss fights. Each one has its gimmicks, some of which are wholly unique to that encounter, and which aren't often explained. It just trusts you to figure it out on the fly.

Once you unlock the double-jump and air dash, which takes a relatively short amount of time, things start to flow together. At its best, NSR is like a big, well-produced music video, with fights that feel more like dancing than anything else.

It's buggy, though, and many of its ideas seem half-baked. The combat system could use another coat of paint, as it seems to want to be a brawler in the spirit of Devil May Cry, but there's never really anything that you can just run up to and hit. Standard enemies will usually punch you out of even a fast combo string, and bosses are rarely vulnerable to actual melee hits.

You've got a bunch of consumables and skills that are meant to enhance your combo potential, and they're all effectively useless. It's a bunch of mechanics kind of spot-welded together from a bunch of other games, and it never quite feels like a cohesive whole.

I've also run into a lot of bugs and incidental strangeness on my trips through the city. In single-player mode, you control either Mayday or Zuke and can switch between them with the tap of a button, with the inactive character following behind you as an invincible buddy. However, that buddy can clip through the level geometry while you aren't looking, which can soft-lock the game if you switch at the wrong time. I had to redo an entire boss fight because I switched to Mayday to regain health, and she was inexplicably standing outside the arena, unable to get back in.

It's bizarre. I've played outright bad games, and No Straight Roads isn't that. It's a thoughtfully made, lovingly crafted experience with style, humor, and color to spare. It's just that all the parts of it that make it a video game are weirdly underthought. The city's beautiful, but you can't reach more than a fraction of it; the action looks great, but doesn't control well; the boss fights are massive and ambitious, but uneven, with a bunch of empty filler leading up to them.

No Straight Roads Review — The Bottom Line

  • A unique aesthetic 

  • Much of the music is great; the tracks that aren't, aren't supposed to be

  • Goofy, likable characters

  • Could've used another month or two for bug fixing

  • Mechanics aren't always obvious, particularly in boss fights

  • Messy, unsatisfying combat, which makes up most of the interactive portion of the game

Despite my criticisms, I want to be clear: No Straight Roads is well worth checking out. The music is great, the world feels lived-in for as silly as it is, and the character design and art are both top-notch. I feel like this could be a foundational experience for any artists or musicians who happen across it, the same way Jet Grind Radio was back in the 2000s.

The quality of the animation does not come across at all in static screens; you've gotta see this in motion to appreciate it. It's particularly cool that the game is so firmly Malaysian, with many characters using "Manglish" phrases. (Errata: I initially, erroneously, confused some of the dialect with "Singlish," which also uses "issit" a lot. My mistake.)

It's flawed, but in an interesting way, and that's valuable. This isn't some market-tested focus-grouped vanilla milkshake of a game that's aimed directly at the lowest common denominator or some indie project that blew up on the runway. Instead, No Straight Roads' chief problem is that it's so busy being an animated cyberpunk comedy/rock opera that it's not a particularly satisfying video game, and that's actually fascinating.

It's also difficult to score. Call it a 7 overall, but it really is a must-play.

[Note: Metronomik provided the copy of No Straight Roads used for this review.]

Square Enix (Dream) Drops Kingdom Hearts: Melody of Memory Release Date https://www.gameskinny.com/ibg2k/square-enix-dream-drops-kingdom-hearts-melody-of-memory-release-date https://www.gameskinny.com/ibg2k/square-enix-dream-drops-kingdom-hearts-melody-of-memory-release-date Wed, 26 Aug 2020 16:42:04 -0400 Josh Broadwell

Kingdom Hearts: Melody of Memory releases on Nintendo Switch and PlayStation 4 on November 13, with over 140 songs and a brand-new Kingdom Hearts chapter told from Kairi's viewpoint.

Square Enix made the announcement as part of its role in a recent Nintendo Direct Mini Partner Showcase. The news comes alongside the Collection of SaGa reveal.

Melody of Memory combines Kingdom Hearts lore and characters with rhythm game mechanics. In Memory Drive mode, players dive into episodes from the Kingdom Hearts series, keeping the beat as important scenes unfold around them. 

Boss Battle mode pits players against the series' bosses, as one might expect. In both modes, proper timing unleashes attacks against enemies, but it's also required for executing dodges in Boss Battle mode.

Clearing stages rewards players with cinematic scenes taken from key moments throughout the Kingdom Hearts series, which is about as close as Switch owners can get to having Kingdom Hearts on Switch.

Melody of Memory features local and online multiplayer battle modes, while the Switch version has the exclusive Free-For-All Mode that lets up to eight players join in. Stay tuned to GameSkinny for more Kingdom Hearts: Melody of Memory news as it develops.

[Source: Nintendo Press]

Three New Cadence Of Hyrule DLC Packs Keep the Beat Going https://www.gameskinny.com/9yljx/three-new-cadence-of-hyrule-dlc-packs-keep-the-beat-going https://www.gameskinny.com/9yljx/three-new-cadence-of-hyrule-dlc-packs-keep-the-beat-going Mon, 20 Jul 2020 10:56:35 -0400 Josh Broadwell

The latest Nintendo Direct was all about Nintendo's "developer and publisher partners," and the first big announcement is Cadence of Hyrule DLC.

Cadence of Hyrule: Crypt of the Necrodancer is getting three new DLC packs, on top of the free one that's already available. The first brings five new characters to the game: Aria, Shadow Link, Shadow Zelda, Frederick, and Impa. Each character has their own unique playstyle. Impa, for example, excels at ranged combat. This first pack is due out later today (7/20).

Pack 2 is the Melody Pack. This one adds 39 new songs to the game, including remixes of the background music. And unlike in the base game, you can change the track playing at any time during your adventure.

Pack 3 adds new story content called Symphony of the Mask. Symphony of the Mask stars Skull Kid from Majora's Mask (hence the title), and it revolves around a new map and brand-new music. Skull Kid's big feature is he can change abilities based on what mask he wears, though we don't yet know what masks will actually be there to find.

Finally, Cadence of Hyrule is getting a Season Pass if you want just the DLC, and there's a Cadence of Hyrule: Complete Edition out on October 23. It'll include all the DLC and the base game on one card.

Nintendo promised more Nintendo Direct Mini presentations focused on third party games for the rest of the year, so stay tuned to GameSkinny for more Switch game news as it develops.

Kingdom Hearts: Melody of Memory is Coming to Consoles Later This Year https://www.gameskinny.com/hy9u0/kingdom-hearts-melody-of-memory-is-coming-to-consoles-later-this-year https://www.gameskinny.com/hy9u0/kingdom-hearts-melody-of-memory-is-coming-to-consoles-later-this-year Tue, 16 Jun 2020 17:00:48 -0400 Henry Stockdale

With the recent announcement of Kingdom Hearts: Dark Road on mobile devices, it’s clear that Square-Enix has no intention of winding up the franchise following Kingdom Hearts 3’s DLC, Re:Mind, released back in January. 

We’ve seen our share of series spin-offs before but few were expecting today’s announcement of Kingdom Hearts: Melody Of Memory, confirmed for release on PlayStation 4, Xbox One, and Nintendo Switch later this year.

Revealed via a trailer on the Japanese Square Enix YouTube channel, Melody Of Memory is another departure from the RPG franchise, and this time, it looks to be a rhythm game. Not too dissimilar to previous Square Enix title Theatrhythm: Final Fantasy, Melody of Memory takes place over a set of mini-games, promising to include 140 songs. 

There’s not much to go on from the trailer, but Melody of Memory appears to revisit classic worlds and will link up with Re:Mind’s story, adding a new layer to an already convoluted timeline.

Further details through the official website confirm multiple playable characters and four modes of play, including online battles. Just how this turns out remains to be seen, but stay tuned to GameSkinny for more information as it comes in.

Indie Studio Brace Yourself Games Making Legend of Zelda Title, Cadence of Hyrule https://www.gameskinny.com/nr56u/indie-studio-brace-yourself-games-making-legend-of-zelda-title-cadence-of-hyrule https://www.gameskinny.com/nr56u/indie-studio-brace-yourself-games-making-legend-of-zelda-title-cadence-of-hyrule Wed, 20 Mar 2019 13:54:47 -0400 Josh Broadwell

Nintendo is well known for keeping its IPs close. For the most part, outside of a few games like The Legend of Zelda: Oracle of Seasons, the Oracle of Ages, and Mario + Rabbids: Kingdom Battle, it's rare to see the company's core franchises handled by anyone other than Nintendo.

That changed in a big way today.

In today's Nindies Direct livestream, Nintendo revealed a new Zelda game. But it's a Zelda game developed by an indie developer.

Brace Yourself Games, a Canadian studio known for the critically acclaimed Crypt of the Necrodancer, is releasing a mashup game called Cadence of Hyrule — Crypt of the Necrodancer featuring The Legend of Zelda this spring. 

Necrodancer is a unique take on the roguelike dungeon crawler, where players must time their movements to the beat of the rhythm and learn how enemies move in relation to the music as well.

In a press release posted shortly after the livestream aired, Nintendo provided more information about Cadence of Hyrule:

As Link or Princess Zelda, players explore randomly generated overworld and dungeons on a quest to save Hyrule, and every beat of the 25 remixed Legend of Zelda tunes is a chance to move, attack, defend and more.

From modern-looking Lynels to the Hyrulean Soldiers of old, players must master the instinctive movements of each pixel-art enemy and strategically outstep them in rhythmic combat using an arsenal of iconic items from The Legend of Zelda, as well as the spells and weapons from Crypt of the NecroDancer

Of the many mold-breaking elements in this announcement, one, in particular, stands out: unlike the earlier games handled by different companies, this is the first time Nintendo, or any major developer, has entrusted its IP to an indie studio.

The other noteworthy info here is that players can choose Zelda as a playable character. It's something fans have clamored for increasingly in recent years.

Perhaps, then, Nintendo entrusting Mario to Ubisoft wasn't a one-off choice, and this sort of outsourcing will be the new normal — how Nintendo experiments with its franchises while the core games may or may not stay the same.

Sing With Hatsune Miku: Project DIVA X Out Next Week https://www.gameskinny.com/z4mt2/sing-with-hatsune-miku-project-diva-x-out-next-week https://www.gameskinny.com/z4mt2/sing-with-hatsune-miku-project-diva-x-out-next-week Mon, 22 Aug 2016 05:43:50 -0400 Glitchieetv

Sing your way to gaming fame with Hatsune Miku, and the other Vocaloids, in Hatsune Miku: Project DIVA X, out next week. The popular single-player rhythm game series is back with new quests, new mechanics and all the fun. Releasing on August 30th for PlayStation 4 and PlayStation Vita, the rhythm game is ready to turn up the beat in your gaming life.

Continuing the rhythm style of previous Hatsune Miku games, Hatsune Miku: Project DIVA X makes some improvements to their former system. Introducing rush notes, where players tap the corresponding button quickly to vastly improve their score. Live Quest Mode comes with two different quest types, Area Quests and Event Quests. Area Quests correspond to the song type and outfit choices. Event Quests can trigger after meeting certain requirements. Featuring new medley songs, Live Quest Mode as well as Free Play Mode, there are endless hours of fun in Hatsune Miku: Project DIVA X.

Will you be getting Hatsune Miku: Project DIVA X when it releases on August 30th? Let us know in the comments!

Hatsune Miku: Project DIVA X Demo Now Available https://www.gameskinny.com/dtowv/hatsune-miku-project-diva-x-demo-now-available https://www.gameskinny.com/dtowv/hatsune-miku-project-diva-x-demo-now-available Wed, 10 Aug 2016 17:47:04 -0400 Glitchieetv

Hatsune Miku's latest adventure is now available for demo play on the Playstation store. For those of you that do not know, Hatsune Miku is a a VOCALOID developed by Crypton Future Media, Inc. and released in VOCALOID 2. Designed as an android diva from the future, she has quickly become the most famous of the VOCALOID singers.

In Hatsune Miku: Project DIVA X, a single player rhythm game, the player completes quests by playing songs. Between quests in Live Quest Mode, visual novel style iterations play out between the player and the Vocaloids. Within this mode are two types of quests, Area Quests which corresponds to the players costume and song choice, and Event Quests which have special requirements. In Free Play Mode, the player can customize modules and the stage. The game returns with new medley songs as well as introduces rush notes, which can help a player drastically increase their score.

Fully releasing on August 30, 2016, the demo, available now, is a chance to see if the game is right for you.

Audiosurf 2 Peek! https://www.gameskinny.com/omrsg/audiosurf-2-peek https://www.gameskinny.com/omrsg/audiosurf-2-peek Wed, 02 Oct 2013 07:00:39 -0400 The Ian M


So far the minimum system requirements are as follows:

    • OS: Windows XP 
    • \n
    • Processor: Intel Core i3 
    • \n
    • Memory: 2 GB RAM 
    • \n
    • Graphics: Intel HD3000 
    • \n
    • DirectX: Version 9.0c 
    • \n
    • Hard Drive: 350 MB available space 
    • \n
    • Additional Notes: Runs well on even older systems with minimal setting
    • \n

It will be interesting to see what kind of mod support the Steam Workshop will bring to Audiosurf 2, but knowing the creative power of the Steam community, we won't have to wait long for some awesome and imaginative mods.


Audiosurf 2 doesn't have a release date aside from 2013, but since it's already October--there isn't much of a wait left. According to the game's Steam page, it will feature local co-op, partial controller support, a single player campaign and Steam Workshop support.


From the Audiosurf 2 Steam page:


Ride your music - Audiosurf 2 is a customizable music game that works with any song!

Choose a song, choose a mod, choose a skin - choose to earn the top score! The highlight of Audiosurf 2 (so far) is wakeboarding mode, but there's also classic modes, Audiosprint (party mode), and more to come as both official modes and Workshop mods.


The sequel to Dylan Fitterer's highly addictive and awesomely fun rhythm game Audiosurf just recently appeared in Steam's Coming Soon section.


There's no specific release date yet and even info about the game is minimal, but here's a handful of screenshots!