Mage’s Initiation: Reign Of The Elements – Point & Click Puzzle-Solving Gameplay

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Wargroove Review – Advanced Wars

It’s not often that fans’ calls for a new entry in a series are ignored, only for an unrelated developer to come along with the perfect answer. And yet that’s precisely what we have in Wargroove, an apparent facsimile of the Advance Wars series, which has has been dormant for more than a decade. But while its immediate appeal lies in filling a gap that few games have in recent years, Wargroove introduces smart improvements and impressive custom content tools that make this an experience that stands on its own as a terrific strategy game.

Wargroove’s most basic gameplay is nearly indistinguishable from that of Advance Wars (a point of comparison that developer Chucklefish itself hasn’t avoided). It’s a turn-based tactics game set on a tile-based map in which you assemble an army, take control of structures that can build units or generate gold, and (usually) work to eliminate or destroy a particular target. Every action is a significant commitment; because units can’t stack on the same tile and buildings can only produce one thing per turn, you have to carefully think through your strategy on each turn. The same is also true of engaging in combat; because damage is dictated by the amount of health a unit has, being aggressive can help ensure you take less damage later. None of this is new, but it serves as a solid base that Chucklefish improves upon.

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Wargroove rekindles not just the classic gameplay of Advance Wars, but also its visual style. The pixelated, cartoonish maps are filled with small flourishes that help them to feel alive; birds fly overhead, fires burn, and the shadows cast by clouds slowly move along the ground. When combat begins, the action shifts to a 2D side view depicting the two units squaring off and showcasing a great-looking set of animations. The best of these belongs to the dog commander, Caesar, who exhibits a frankly impressive level of nonchalance, scratching himself and enjoying his time as his crossbow-wielding attendants do all the work. (Commendably, despite the presence of dog units–battlepups!–the amount of whining they do when taking damage is kept to a minimum.) For as nice as it all looks, I did find the breakdown of units’ strengths and weaknesses–which consists of small, often similar-looking portraits–needlessly difficult to read.

Aside from swapping Advance Wars’ firearms, jets, and tanks for swords, dragons, and magic, the most obvious change is how commanders work. Rather than serving only as a special ability that can occasionally be wielded, commanders are powerful units on the map you control like any other. In most cases, eliminating the other team’s commander is one of the available victory conditions, so you always want to keep yours safe. But what makes commanders so interesting are the ways in which you’re encouraged to use them aggressively.

Commanders each have a unique ability–the titular Grooves–such as healing nearby units, allowing adjacent units to act again during the current turn, summoning a friendly unit, and so on. These build up passively but are gained much more quickly by eliminating enemies with your commander, who unlike standard units also regains a small amount of health each turn. As a result, you’re often wise to push forward with your commander in order to maximize how often you can use your Groove. But this presents you with difficult choices. Does it make sense to hurt but not kill a strong unit with your commander to mitigate the damage it can do and kill a weak enemy with another unit? Or should your commander secure that final blow to get your Groove that much faster, but risk suffering the strong unit’s next attack doing heavier damage? Units each have enemies that they are strong and weak against, and terrain can provide defensive buffs or nerfs to account for. Along with that, commanders offer an additional consideration that make even a simple engagement into something you have to more thoughtfully examine.

The same can also be said for Wargroove’s critical-hit system. Rather than being something that happens randomly, each non-commander unit has a specific criteria for when a critical hit will occur. Pikemen get critical hits when adjacent to a friendly pikeman, rangers when they attack without first moving, trebuchets when their target is at the edge of their attack range, and so on. As a result, you sometimes have to weigh the risk of overextending yourself to get a critical hit against the risk of leaving yourself in a more vulnerable position. In one case, you might put a spearman in danger just to ensure another one lands a critical hit; in another, you might retreat slightly with a knight on one turn so that on the next they can utilize their maximum movement range (triggering a critical hit) to kill an enemy and avoid suffering a counter-attack. The logic behind critical hit requirements is uninspired in some cases–those for naval units merely ask you to be in a certain type of water tile–but they add another welcome layer of depth to combat and an extra point of differentiation for units.

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How you heal your damaged units is another tricky decision. The primary method requires you to move next to a structure you own and then pay gold that would otherwise be used to buy units or activate certain abilities. But healing like this comes with the downside of trading health from that structure (which slowly regains health each turn) to the unit (which does not). At times this means you won’t necessarily be able to heal everyone, even if you have the gold to cover the cost. It also can mean leaving your buildings–and thus your source of income and additional units–susceptible to being lost. There are no easy choices here, and the aforementioned health regeneration of commanders provides you with the risky option of letting them tank damage and hoping they can recover from it for free.

Despite having so much to juggle, the action is rarely overwhelming. That’s due in part to a manageable number of unit types being available; Wargroove’s four factions are different in appearance only, although each has three commanders with their own unique Groove. While it’s disappointing to realize the introduction of a new faction means very little, there are enough unit types and systems at play to keep things interesting. Having to account for dozens of additional unit types would have slowed each turn to a crawl as you try to remember how they all work.

Despite having so much to juggle, the action is rarely overwhelming.

What does unfortunately slow the action down is the process of determining the danger zone in which you can be attacked. Rather than allowing you to see the full potential attack range of the enemy team, you’re only able to see it unit by unit. Especially when managing expensive aerial units who can be easily downed if they end a turn within range of certain anti-air specialists, it’s essential to carefully check and re-check these ranges. This adds an unnecessary layer of tedium to every turn, particularly in the large-scale battles that see significant numbers of units in play simultaneously. As a result, turns take more time than they otherwise would in order to facilitate this busywork.

Those match times proved to be frustrating on occasion in the campaign. While I found myself having trouble in only a small handful of missions, those I failed often came near the end of 20- to 30-minute matches. With no way to create a mid-mission save, a loss can be dispiriting, especially if it comes as a result of an accidental click (it’s far too easy to end a turn or order a unit to wait by mistake) or because you didn’t notice an enemy unit and thus didn’t account for its attack range.

Some of my frustration in those failures stemmed from the fact that I was eager to see what the next mission held. Most offer some new wrinkle, like the introduction of a new type of unit or a different overall mission structure (such as assisting in a retreat). While dialogue is funny at times, the story is forgettable, consisting of a string of conflicts that could be avoided if characters made a real effort to explain why they aren’t enemies. The story is not a major part of the experience, though, and much of the world’s lore is consigned to a codex. Besides, the consistently fresh ideas the action itself offers are all the reason you need to see the campaign through.

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Even after completing the campaign, there are plenty of other ways to keep playing. Arcade mode presents you with a series of five battles and a light narrative wrapper for each commander, giving you a light campaign of sorts that you can see through in a single sitting. Puzzle mode more intriguingly presents you with a level that must be completed in a single turn, forcing you to ensure every move maximizes your damage output. Four-player multiplayer, with support for both local play and online, works well and presents a more worthwhile, unpredictable challenge than what the AI can muster. However, the lack of online support for private matches and AI players (available offline) are unfortunate omissions.

Wargroove’s greatest potential lies in its custom creation tools. These allow you to make not just maps but entire campaigns filled with main missions, side missions, and cutscenes. These can be easily shared and downloaded right through the game. While the creation aspect of Wargroove is initially overwhelming–you’re left to discover the many tools at your disposal with zero direction–the end result is the ability to create a campaign on par with the one that the game ships with. Diving into this creation suite won’t be for everyone, but everyone stands to benefit from those who do. One minor gripe with this setup: There’s no way to jump directly into a new map when browsing for new content, and failing on a standalone map unceremoniously boots you back to the main menu.

Outside of campaigns and standard missions, there’s also the opportunity for map creators to develop entirely new ways to play. One example of this is baked right into the game with the Chessgroove map, which lines up two teams in a standard chess formation and permits players only a single move per turn. It’s an intriguing concept, but one that quickly grows tiresome; because units aren’t instantly killed as in chess, you can’t quickly evaluate potential moves, turning what should be a relatively fast-paced affair into a boring slog. As disinterested as I was in playing Chessgroove again after my first match, it does offer a glimpse at what kind of outside-the-box concepts people might be able to come up with.

That’s good news, because Wargroove is a delight to play, and the possibility of an endless supply of content for it is a tantalizing prospect. Chucklefish could have offered up a prettied-up take on Advance Wars with online multiplayer and called it a day. Instead, it’s made meaningful improvements that make this both a satisfying answer to starved Advance Wars fans’ wishes and a genuinely great experience on its own merits.

Batman V Superman Director’s Next Movie Is Very Different

Batman v Superman director Zack Snyder has revealed his next film project–and it’s not another superhero movie. Snyder, who stepped away from making movies after a family tragedy, has confirmed his next movie is a zombie horror thriller called Army of the Dead.

According to The Hollywood Reporter, Snyder will direct and produce the film, which is set to air on Netflix. He’s making the movie with his wife Deborah Snyder through their production company, Stone Quarry. The script was written by Joby Harold, though Snyder is said to have come up with the core idea.

“The adventure is set amid a zombie outbreak in Las Vegas, during which a man assembles a group of mercenaries to take the ultimate gamble, venturing into the quarantined zone to pull off the greatest heist ever attempted,” The Hollywood Reporter summarised.

Warner Bros. initially picked up the rights to the movie back in 2007, but now it’s actually happening at its new home at Netflix. Shooting is pegged to begin this summer, and the production budget is said to be around $90 million.

When he worked on Batman v. Superman, Snyder had to work within an existing superhero framework. Now he doesn’t. “There are no handcuffs on me at all with this one,” Snyder told THR.

There is no word on the cast or release date for Army of the Dead, but keep checking back with GameSpot for the latest.

Snyder also directed 300, Watchmen, Sucker Punch, and Man of Steel. He was directing Justice League until his daughter committed suicide, at which point Joss Whedon came in to finish the film.

See Nicholas Hoult As Lord of The Rings Author J.R.R. Tolkien In First Images From New Biopic

The first official images from the upcoming J.R.R. Tolkien biopic have been released, showing off Nicholas Hoult as the acclaimed fantasy author. USA Today posted a series of images from the film, which focuses on a young Tolkien in the time leading up to his writing of the epic fantasy.

Director Dome Karukoski told the site that the movie, which is called Tolkien, will cover the author’s life as he considers and confronts his own imagination. “There’s often fear with that, also, in how your imagination starts to play with you, especially the mind of a genius like Tolkien,” he said.

Actor Harry Gilby will play Tolkien as a teenager in the film before Hoult assumes the role of Tolkien in his late 20s at the onset of his writing of the fantasy series. One major part of the film will be Tolkien’s relationship with the woman he would eventually marry: Edith Bratt (Lily Collins).

“She kept him very honest and took care of him throughout all the difficult strives in his life,” Hoult told USA Today about Bratt. She also “also pushed him to create what he did create and gave him the foundation to be able to do that,” Hoult said.

Tolkien the movie will also touch on the orphan author’s friendship with schoolmates and his time serving in World War I. A trailer hasn’t been released yet, so these first images are all we have to go on for now in terms of visuals. Go to USA Today to see them all. You can also see them in Hoult’s Instagram gallery above.

We also learn in the story that Hoult is a big fan of Tolkien, having read The Hobbit on the set of his first big movie, About A Boy.

Tolkien hits theatres on May 10. In addition to this film, another one is in the works that focuses on the relationship between Tolkien and Narnia writer C.S. Lewis, and how Tolkien helped convert Lewis to Christianity.

Outside of these, Amazon is producing a Lord of the Rings prequel TV show, while a massive Lord of the Rings art exhibit is opening in New York City. A new Lord of the Rings video game is also in the work, and it’s said to have an online focus.

Anthem Will Let You Sprint In Fort Tarsis When The Game Launches

BioWare has announced that it’s adding running to Fort Tarsis in Anthem. It’s a change that’s certainly going to be positively met by many of those who played Anthem’s VIP demo, and the update is scheduled to be live at the game’s launch.

In an interview with GamesRadar, Anthem executive producer Mark Darrah said that the decision to have you walk through the fort was so that you would “feel a little bit underpowered,” and understand “that strong difference” for a Freelancer outside their Javelin as opposed to in one. “We want it to feel like walking,” he continued. “If you look at most video games, you’re sprinting everywhere and we gave you a jet pack machine for when you’re out in the world, and we really want it to feel like you’re just a person walking around and now you are that person in Iron Man armor.”

BioWare general manager Casey Hudson added that “there was a run speed that was in [the game]. And then for some reason it was out of the game for when that particular build [the VIP demo build] was made.” Hudson confirmed that sprint function is back in “the main game” so you should be able to sprint in Fort Tarsis when Anthem launches. However, it doesn’t sound like the function will be available in the free February 1-3 demo.

Anthem had a doozy of a VIP demo last weekend. Initially, it seemed as if the demo’s servers were overloaded, but both EA and BioWare clarified that wasn’t the case. Regardless, players still faced dropped games and never-ending loading screens. Eventually, even Origin shut down, and then the problem extended to other EA titles on additional platforms, including consoles. Whatever the issue, it was resolved by the end of the weekend, and all VIP invitees were given the chance to try all four Javelins–as opposed to just two–on the last day of the demo. BioWare also promised a second Javelin vinyl for everyone invited to the VIP demo. It will unlock in the main game come launch.

Anthem is scheduled to launch on February 22 for Xbox One, PS4, and PC. If you’re an EA or Origin Access subscriber, then you can play the game a week early on Xbox One or PC.

Star Wars Episode 9: C-3PO Actor Finishes Filming – GameSpot Universe News Update

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