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Lethal Tactics on Steam photo
Lethal Tactics on Steam

Lethal Tactics brings its intelligent gameplay to Early Access


Like Frozen Synapse, but with graphics
May 25
// Patrick Hancock
Lethal Tactics has recently popped up onto Steam's Early Access program and will immediately look familiar to anyone who has played the brilliant Frozen Synapse. The gameplay is, at its core, the same: click to assign o...
Expeditions: Viking photo
Expeditions: Viking

Historical RPG Expeditions: Viking announced


Historical means no horned helmets!
May 21
// Patrick Hancock
Expeditions: Conquistador by Logic Artists is a great, and difficult, tactical RPG. So naturally, when I heard that another game is being made in the same vein, I immediately became excited. Expeditions: Viking&nbs...

Review: Chroma Squad

May 04 // Josh Tolentino
Chroma Squad (PC) Developer: Behold StudiosPublisher: Behold StudiosReleased: April 30, 2015MSRP: $14.99 Not that they really needed to, of course. Such a "feature" would interfere with play, and there's plenty of service in the game as it is for fans. The play, in this case, is of the turn-based tactical variety, as if Behold took XCOM and ran it through the parodic, pixelated filters of Knights of Pen and Paper.  Like the former, players will manage a small squad of combatants, with unique classes and abilities, running them up against groups of goons and the occasional boss, one turn at a time. Like the latter, every mechanic serves as a distillation of tokusatsu's essence through heavy referencing and a clear, almost palpable appreciation of the source material. The premise alone is ripe enough with potential that it's baffling more games haven't taken advantage: Players manage a fledgling production studio, with each mission treated as an "episode" of an upstart spandex superhero show. Names, casting, and even catchphrases are up for customization, as well as the requisite selection of bright primary colors to outfit the roster with. If players want to commit sentai sacrilege and name a non-red-colored character the "Lead," no one can stop them but their inevitable guilt (guilt, I say!). Cast members can also be selected from a pool of actor candidates, each with their own special qualities.  [embed]291251:58411:0[/embed] When the cameras start rolling and the minions exit wardrobe, the fight is on. The goal of any given mission is to amass as much "audience" as possible, by performing flashy attacks, fancy stunts, and of course, winning the fight. Additionally, optional "Director's Instructions" add extra conditions, such as finishing off boss monsters with a screen-filling finishing move, or not killing off the boss before dispatching the cannon-fodder minions. Such extra goals help introduce variety to the combat, which is more simplistic than one might find in XCOM or other dedicated tactical titles. Enemies follow simple patterns and lack much in the way of extra abilities, so most of the tactics devolve to crowd and ability cooldown management rather than more elegant stratagems. Chroma Squad's main mechanical wrinkle comes in the form of "Teamwork," which allows squad members to leapfrog over each other to boost their movement range, or carry out simultaneous attacks with adjacent teammates. This, alongside somewhat simplistic giant-mecha boss battles, give the game enough of a unique flavor to override its otherwise thin tactical substance.  Following the mission, gained audience is converted into "fans," and also into increased studio funding, the better to buy one's way out of Papier-mâché costumes and into some real spandex duds. Behind the scenes, the studio itself can be outfitted with various upgrades that improve performance in each episode. Buying health care for the actors improves their health in combat, and improving the lighting on set reduces enemies' chance to dodge or counter blows. Materials dropped in combat can also be used to craft customized gear with semi-random statistics, a useful (and cheap) alternative to costly store-bought costumes and weapons. Fan mail can be answered for flavor and smaller benefits, and players can even choose marketing agencies to confer more benefits. Going with a niche-market enthusiast firm might increase the amount of fans gained after an episode, but will likely lack the mass-audience-gathering benefits of a more mainstream advertising push. Tradeoffs like that characterize much of Chroma Squad's meta-game. Speaking of meta-things, the game's narrative and missions regularly break the fourth wall, and form one of the game's potentially divisive aspects. While the self-aware script and obvious understanding of tokusatsu's many conventions and tropes lend it an endearing level of charm, some players might be turned off by references to dated Internet memes and other metahumor. Personally, I found the story hit quite a bit more than it missed, but I will admit that at times the dialog read more like a forum chat log than a script, and wasn't always helped by rough spots in the localization and editing. Then again, it's not like tokusatsu attracts its fans for complex plotting and characterization, so it may balance out in the end for players in the right mindset. What isn't as easy to let by are some unfortunate, if minor, technical and design blemishes on Chroma Squad's pristine pixelation. Mission scripts would occasionally freeze in "cutscene" mode, forcing me to start the mission over. A nasty little bug accidentally equipped low-level equipment on my giant robot, making some late-game boss battles much more tense than I'd have liked them to be. One bug even gave me control of an enemy unit rather than my own squad members for a few turns! Thankfully, dev posts on the forums appear to indicate that Behold is aware of most of the bugs I encountered, and a patch is in the works at the time of this writing. Beyond that, the lack of a mid-mission checkpoint or save, or a mission-select option is inconvenient for players wanting to explore the game's branching story paths (especially for those curious to see what Behold has to say about Kamen Rider). That said, the team has stated a New Game+ option may yet be in the cards for a future update, so repeated playthroughs may become more appealing in the future. Zordon may have wanted "teens with attitude," but Chroma Squad and its unabashed, utterly geeky love-in for all things tokusatsu shows something even harder to find: A game with heart and soul. That heart shines through the rough edges, and in some ways even turns them to its advantage. It might have taken quite a while in getting here, but fans of spandex-clad superheroic finally have the videogame to help them fill that little fantasy. [This review is based on a retail build of the game provided by the publisher.]
Chroma Squad review photo
Lights, Camera, Henshin!
Ever since a badly-dubbed lady popped out of a dumpster on the moon, sending a weird computer-man to seek "teenagers with attitude," geeks of a certain age have been on the lookout for a game that can capture the essence of w...


Chroma Squad photo
Chroma Squad

Run the Japanese superhero TV studio of your dreams in Chroma Squad


Out now for Windows, Mac, and Linux
Apr 30
// Jordan Devore
Chroma Squad, the game about running your own Japanese superhero television studio, is now available on Steam, GOG.com, and the Humble Store for $14.99. What a cool niche. This is part tactical role-playing title, part manage...
Chroma Squad  photo
Chroma Squad

Power Ranger sim Chroma Squad gets dated, trailered


Teenagers with Attitude!
Apr 24
// Josh Tolentino
Ever since I, as a grown man, got back into watching Japanese television shows targeted at seven-year-olds, I've wanted to see a proper, well-done videogame inspired by Super Sentai, Power Rangers, Kamen Rider and other...
Strategy RPG on PC photo
Strategy RPG on PC

Telepath Tactics is out now on PC and it's hard as dongs


Oh good, everyone is dead...again
Apr 22
// Patrick Hancock
Telepath Tactics, a PC strategy RPG, has released today for $14.99. It's created from the ground up by a huge tactics fan, Craig Stern, and it shows. The game is brutally difficult and is intended for "Fire Emblem v...

Review: Frozen Cortex

Mar 18 // Patrick Hancock
  Frozen Cortex (Linux, Mac, PC [reviewed])Developer: Mode 7Publisher: Mode 7Release Date: February 19, 2015MSRP: $24.99 (contains two copies) "Cortex" is a futuristic ball-sport played by robots. The rules are pretty simple: get the ball into the opposite endzone to score seven points. If a robot carrying the ball goes over one of the highlighted "Midzone" squares before scoring, two points are immediately added to that team's point total. To win, a player must simply have more points than the other team and possession of the ball by the time the game is over, which happens after a certain amount of turns. Once the ball is acquired, the player can either run or pass with it, and there is a limit to how many passes can be performed in a single possession. The ball can also only be moved forward at any point. Robots who aren't moving are considered blocking, and any other robot who comes within close proximity of that motionless robot will be hit and deactivated for a short time. Gameplay will be familiar to those who have played Frozen Synapse. Using the mouse, players can map out the path of every robot for the upcoming turn, and can even do so for the opposing team's robots. Then, players can watch the events play out before committing to anything. Dedicated players will take their time and plot out many possible alternate scenarios before finally deciding on the best one. Once a series of moves is "primed," it is sent to the opposing player (or AI) and will play out once both players are done. The default rules can feel rather limiting, but it is possible to create a custom game so players can enjoy the game the way they see fit. In fact, my favorite moments from Frozen Cortex were from playing online custom game modes against friends, since we felt the original rule set was far too restrictive. However, doing this occasionally broke the game.  [embed]289060:57841:0[/embed] All of the single-player modes do use the traditional rules, so it is best for players to get accustomed to them and the strategies that go along with them. In the main game mode, Knockout, players are tasked with taking a team as far as possible without losing. One loss results in a game over and all progress is wiped, traditional to roguelike games. While it can be frustrating to get rather far and lose, the threat of losing everything forces the player to truly think about each move and puts way more importance on every single game compared to the other modes. In between games, there's the opportunity to add new players to the roster, each with their own stats. Want to have a team that is completely beast at blocking? Draft those players! Be warned though, there is almost always a downside to being very proficient in something. It can take some time to get a team that truly fits a playstyle, especially when a single loss will knock players out and the player pool is random, but it's great to be able to personalize a team.  The Global Cortex League and Randomized League mode function similarly, except the latter gives the player a completely randomized team, as the name implies. These modes will keep track of players' wins and losses, and the object is then to simply be the best out of the assortment of teams involved while continuously customizing the team. In Global Cortex League, getting new robots involves spending money on them, and money is gained from either winning or placing bets. There is an underlying theme of corruption that takes place in both the Knockout and Global Cortex League modes, and this is the player's chance to participate! It is always interesting to monitor how a team does and then feel confident enough to place a bet based on past performances. Just like real-life betting, I assume! Though once the betting screen is opened and closed, there doesn't seem to be a way to bring it back up.  While playing, three narrators banter back and forth. In single-player, the opposing coach generally joins in the banter as well. Their banter is incredibly witty, and often elicits a good chuckle, though there is no voice acting. Their personalities become immediately apparent, and will even talk about previous matchups and statistics, just as expected from sports commentators.  The amount of options at any given time is rather small. It's a pass-or-run type situation on offense most of the time, and it simply depends on the situation at hand. Once a player decides to run the ball, they must hold on to it until it's either in the endzone or turned over. This makes running unlikely in a lot of scenarios, but Frozen Cortex is all about mind games with the opponent. "It's highly unlikely they would run at this point" can mean "I should run it" for the offense. The play will end once the ball has traveled a certain amount of distance in the air, but not after a long run. This allows surprise runs to really be effective and takes some effectiveness away from long bombs. The map plays a huge factor in strategy since placing a good blocker in an important intersection completely denies that area from a player. There are certain situations in which the ball carrier cannot score, forcing them to purposefully create a turnover. Players near a grounded ball will automatically run towards it, which can be used to the passer's advantage in turnover situations. For example, if the defense has blockers set up at every possible route, the offense can pass it near a defender to force them to run towards it while they set up to be defense on the next turn. On defense, it is all about placing blockers in key positions and forcing the opponent into as few options as possible. Oh, and always being aware of the "Hail Mary" passes. Often times I set up a strong defense and did not change it for a handful of turns, which makes the game feel overly simple at times. If a player is ahead by a certain score, the opponent may not be able to come back in time, making it useless to even try. In fact, the amount of "unwinnable" situations in Frozen Cortex I've encountered can easily remove a lot of enthusiasm from the game. Its strategy isn't too simple or too deep, but falls somewhere in the grey area in between. The amount of options are always limited, but how those options are utilized is what separates the scrubs from the champs. Often times I feel as if "I've got this," only to be surprised by a huge pass that goes over every single one of my defenders. Other times I'll pull off a run that not only ends up in the endzone, but travels over five Midzone areas as well, staging a huge comeback victory. Players can also challenge each other online in a variety of modes. The variation generally comes in how player stats are distributed among each team's players. The beauty of Frozen Cortex's multiplayer is that it is easy to play a game over a series of days, since it never requires both players to participate at the same time. This, alongside the lack of super-deep gameplay, make it easy to enjoy for those who tend to have a busy schedule in life. Players can customize a team for use in multiplayer, including dividing stats specifically to certain robots as well as customizing the team's look. This is really where some of the best matches come from: the team that players have invested in personally and have customized completely.  The music in Frozen Cortex is, as expected, perfect. It has catchy futuristic tones and really picks up at opportune moments throughout the game. The game's animations truly steal the spotlight visually. I highly encourage all players to watch their matches after they've been completed. Watching the plays in a single series without player turns in between is an amazing spectacle. It's best to approach Frozen Cortex without any preconceived notions. It isn't American Football and it's not just Frozen Synapse with a ball. Frozen Cortex blends these things together and comes out as its own unique experience. There is a good balance of complexity here, so most players shouldn't feel overwhelmed after grasping the basics. The AI does a great job of teaching the player the ropes, by virtue of kicking their butt, which allows them to acclimate quickly. At times it can feel a bit helpless, as certain situations become unwinnable, but generally that boils down to the fault of the player earlier in the match. Frozen Cortex is a great competitive game to play either in short spurts or in longer sessions thanks to its turn-based playstyle, and has a very low barrier to entry for players. [This review is based on a digital copy of the game provided by the publisher.]
Frozen Cortex review photo
Robo-sport-ball
Though it may be easy to see Frozen Cortex and immediately dismiss it because it seems to be rooted in American football (the best football), I want to make it clear that no American football or sportz knowledge is neede...

Talk turns technical with Masquerada: Songs and Shadows' Ian Gregory

Mar 18 // Rob Morrow
[embed]289169:57825:0[/embed] While discussing these various systems, the word synergy came up many times during our brief chat. It became obvious that the team has put a lot of thought into how each classes' skills can and should complement the others, ensuring that no single character is ever considered the "best." As such, each character class has specific strengths and weaknesses, but if each are used effectively, players can manipulate the battlefield by splitting up and isolating creatures from large mobs, as well as maximize the group's damage output potential by layering the classes' complimentary spells and skills into the more lethal combined attacks. Gregory showed me several examples of how the different classes could work together to greater effect. For example, using a pull-like Void spell to gather enemies into a tight group could be combined with a well-timed use of the Sicario's Fissure ability -- a charge attack that damages all enemies in its path -- to maximize your damage output. Another method of combining the group's unique characteristics would be to leverage their elemental capabilities. An example of this would again make use of the water-based Void ability, but this time, instead of lining up enemies for an efficient physical attack, another character's lightning ability could come into play, electrocuting the drenched mob. Positioning on the battlefield also has additional importance in Masquerada. Gregory notes that "all player characters, NPCs, and enemies have armor (seen in the video above as color-coded circles surrounding each character) that must be dealt with before being able to damage them directly." For example, character's attempting to tangle with foes head-on will find themselves dealing damage only to that foe's armor until it can be destroyed. However, armor mitigates only half the damage dealt to a target when struck from the flank and attacks to the rear cause full damage to a target, rendering armor useless. A side note to armor is that the player character's armor has the capacity to regenerate unlike an enemy's, which is rendered useless after a certain number of attacks. Also, certain characters, such as the Sicario, can sacrifice armor altogether for an added boost to damage output at the risk of becoming injured in the act. Character skills are another important aspect that warrants explanation when discussing Masquerada's combat systems. As shown in the video, each character has a row of different abilities at their disposal in the action bar. Gregory notes that anyone familiar with Dota 2 or League of Legends will have a general idea of how to use them from the onset, e.g.,  after each use of a particular ability it won't be available again until its cool-down timer refreshes. One big difference in the way Masquerada handles skills is in how they evolve over time. Witching Hour Studios has chosen to eschew experience points altogether. Instead, at certain key points in the game's story each character will be issued a set amount of skill points to spend in their respective skill trees. This not only avoids tedious grinding, but it ensures that the developers have a good handle on all of the potential outcomes of character development and can tailor the game's encounter difficulty accordingly. Also, each skill can be modified as you progress further in the game, allowing you to tailor characters to your particular play style. Gregory gives a specific example of this when talking about upgrading Cicero's teleportation skill, Zephyr. In this instance, Zephyr can go two ways: offensively or defensively. The offense-oriented modification blasts out hot air when Cicero re-appears and the defensive modification blasts cold air to freeze enemies at Cicero’s original location, buying him valuable time to recover or cast other spells. As the "pause-for-tactics" descriptor indicates, all aspects of Masquerada's combat can play out in real time or the game can be paused to enter a tactical mode by hitting the spacebar for more contemplative and complex setups. You can of course use a mixture of the two if you wish. It's up to the player on how they decide to enjoy the game. However, as mentioned earlier in the article, the game's combat is designed around leveraging each of the character's special abilities in concert with the others to achieve the greatest effect, so the tactical mode will probably be necessary for the more dangerous encounters. A year seems like a long way out to be this intrigued about a game, but I must admit, after getting some quality hands-on experience coupled with Gregory's intricate and passionately detailed description of the mechanics, Masquerada: Songs and Shadows has turned out to be one of my first most-anticipated games coming out next year.
Masquerada preview photo
Character synergy, combat, and skill systems detailed
While at PAX East, I was fortunate enough to schedule a chat with the co-founder and creative director of Singapore-based Witching Hour Studios, Ian Gregory, to talk about the studio's beautiful upcoming "...

Liege trailer photo
Liege trailer

Liege is like chess, but with more face-stabbery


It's looking badass in this new GDC/PAX East trailer
Feb 25
// Rob Morrow
Coda Games' sole developer John Rhee just uploaded a revealing new pre-expo teaser for his Kickstarter-funded SRPG trilogy, Liege. In it, we get to see the most recent gameplay footage of the elegant, turn-based/tactica...
Shadowrun Online update photo
Shadowrun Online update

Shadowrun Online gets major Early Access update


Adds new Rigger class, custom character creation, and much, much more!
Feb 18
// Rob Morrow
"Watch your back. Shoot straight. Conserve ammo. And never, ever cut a deal with a dragon." Hoi, Chummers! The eighth Early Access update for Shadowrun Online just went live yesterday and it's a massive one. Major f...

Breach & Clear: Deadline is a surprisingly good action-RPG

Feb 05 // Jason Faulkner
[embed]287208:57182:0[/embed] Although there are some kinks to work out before release, the core gameplay feels solid. The game is played from an isometric perspective, and focuses on small-unit combat using the four soldiers who make up your squad. This game does something I absolutely love, and that is the ability to switch instantly from a turn-based command mode to real-time combat. I love turn-based games, but if this whole game was turn-based it would be a slog fest. Being able to real-time single zombies or small groups without having to slow-down makes a huge difference for pacing, and I found myself only switching to command mode for hordes or the more powerful mutations. The open world was a real startle. After the tutorial, the game opens up into an action RPG similar to Diablo III. There's tons of exploration and NPCs to meet, some of who will give you quests. The overworld is a constant, but the dungeons look to be randomly generated each playthrough, with different loot drops and enemy varieties. The items themselves need some work as far as interface, but I really liked that the firearms were modeled after real life counterparts, which is a huge attraction for gun buffs. I did run into some issues, the most frustrating being during the tutorial when I was asked to use one of the squad's abilities and the confirmation key didn't work. I had to re-plot the movement and action around 15 times before I was finally able to proceed. The menus still need work, not all the graphics options are there, and there are a few graphical glitches here and there. Whether it's unique or not, I had a lot of fun and with a little polish it could turn into something really great. Breach & Clear: Deadline is currently in alpha and is not a finished title. If you wish to try it out and support the developers, the game is available on Steam Early Access for $14.99.
New Breach and Clear photo
You got your Diablo in my Rainbow Six!
The original Breach & Clear was a tactical strategy title in the vein of the XCOM or Rainbow Six series. It was fairly surprising when its sequel Breach & Clear: Deadline turned out to be an open-world tactical action...

Deadnaut impressions photo
Deadnaut impressions

Exploring the ghost ships of Screwfly's Deadnaut


While it's easy to overlook, this squad-based indie should not be missed
Jan 30
// Rob Morrow
Deadnaut is a tactical, squad-based, sci-fi horror affair from Australian developer Screwfly Studios. The title launched on Steam last November and I'm regrettably only getting around to playing it now. Its un...
Breach & Clear: Deadline  photo
Breach & Clear: Deadline

Breach & Clear: Deadline raids Steam Early Access


We have one copy of the game to give away, courtesy of Devolver Digital!
Jan 26
// Rob Morrow
Mighty Rabbit Studios and Gun Media's top-down tactical thriller, Breach & Clear: Deadline, entered Early Access last week on Steam. After a brief stint in a public pre-alpha, the Gambitious Digital Entertainment&nb...
Breach & Clear: Deadline photo
Breach & Clear: Deadline

Devolver, Gambitious and the Breach & Clear: Deadline teams WANT YOU


To help make their latest title the best Early Access game it can be
Jan 12
// Rob Morrow
Back in September, I had the chance to check out Mighty Rabbit and Gun Media's latest title Breach & Clear: Deadline in person. If you'd like to read my thoughts on what I saw while there, this should get you back up to s...

Crookz brings 1970s style and swagger to heist gameplay

Nov 14 // Alessandro Fillari
Crookz (PC [Previewed], Mac, SteamOS)Developer: SkillTree StudiosPublisher: Kalypso MediaRelease Date: Q2 2015 Set in the 1970s, Crookz places you in charge of a group of thieves, grifters, burglars, and other sneaky individuals in order to break into secure locations that house loot and other treasures. As the trailer suggests, the people you're robbing are sleazy and shady folk that certainly have whats coming to them, and it's your job to ensure the cash moves from their pockets to yours. With each successful score, you expand your arsenal of gadgets and crew members, while taking on increasingly more difficult jobs that will test your skills as a pro robber. While most games follows the more action oriented approach to heists, Crookz takes a very different stab at it by turning it into a quasi puzzle-strategy experience. Instead of getting into massive shootouts and high-speed chances, seeking to emulate the infamous bank heist scene from Heat, you'll have to plan each move step-by-step and utilize your crew's strengths and weaknesses to covertly break into secure locations and procure valuable items and intel. [embed]283824:56325:0[/embed] Similar to a real-time-strategy experience, you can move your characters to specific points on the map, while using their abilities on the fly as you evade guards and avoid alarms. During our demo, we were taking part in a score at a private mansion, and it was loaded with guards and other traps. While it looked daunting at first, it was readily apparent what was required for the score. For every heist, you'll need the right people for the job. Before each mission, you can outfit them with various gadgets and augment their skills to facilitate the needs of the heist. With several characters classes, such as Runner, Tough Guy, Locksmith, Hacker, and of course Robot -- you'll have to learn the lay of the land and get a read on things to succeed. For the mansion job, the runner, tough guy, and locksmith were able to break into the site with ease and take out guards while making it to the loot. If you're unsure of what you need to do, you can take your time and go through each step to figure out the best course of action. But if you're an especially clever planner, than you can meticulously analysis the layout of the environment, guard routes, and security systems to plan out your heist step by step. If done right, you can watch as your crew methodically and expertly tackles the score as if you were witnessing a Rube Goldberg Machine at work with the style and grace of Ocean's Eleven. I found the style and presentation to Crookz to be very refreshing for the heist genre. The music and atmosphere evokes the hip and energetic style of caper films from the 1970s. The music in particular is very much exciting and smooth, the themes throughout the heists pull from influential period films such as Shaft or Deep Throat. In any event, it works well. It has style and swagger in spades, and it feels exciting to play through a heist game that manages to not take itself too seriously, while still looking cool as you pull off the score. Set for release Q2 2015, Crookz is very interesting blend of puzzle and strategy elements sent across the backdrop of 1970s heist thrillers. I'm quite the fan of the era, and the style it evokes is very refreshing to see. With over 20 different mission and some online challenges to tackle, it's very rare to see heist game like this, and I'm very much looking forward to checking more.
Crookz photo
Cleopatra Jones and the Funky Bunch
What happened to the style and cleverness that came from heist thrillers? I remember watching films like Ocean's Eleven and Thief, that had little to no action or shooting. But now, these high-pressure and tense moments just ...

Tactical Zombie Action photo
Tactical Zombie Action

Breach & Clear: Deadline coming this fall to Steam Early Access, co-published by Devolver Digital


iOS Tactical Strategy game returns to PC, adds Zombies
Aug 28
// Rob Morrow
In a somewhat interesting publishing move, Devolver Digital has announced that it will be teaming up with Gambitious to publish Breach & Clear: Deadline, a post-apocalyptic tactical strategy shooter, based on Gun Media's...

Crookz puts a '70s heist movie spin on tactical gaming

Aug 17 // Dale North
[embed]279728:55320:0[/embed] Crookz is a single-player tactical game has players guiding the movement of a crew of thieves through their missions as they infiltrate buildings, sneak around guards, and work through obstacles to lift their heist target. These thieves all have unique skill sets that forces players to think about how they'll work together achieve goals. For example, a technician might have to cut the security cameras off so that the specialist can enter a room to pick a lock.  The game is presented in an isometric view, with the ceiling removed from a missions buildings and obstacles, letting players guide crew members through. Each member is directed by clicking on interaction points, like doors or locks, where context-sensitive options will pop up. Some of these situations have timing attached. For example, the runner would want to wait until an armed guard passed by before sneaking down a hallway. Otherwise, the game's action stays paused, leaving the player to issue commands and develop strategies. Crookz's missions play out like a large, multi branched puzzles. While applying different crew members' specialities to is at the heart of the gameplay, there is some freedom for creativity with the game's single-use items and found treasures. With the right item, the runner could temporarily take on the role of a technician to hack surveillance gear, for example. I watched a mission where a crew of three had to break into a protected building, work their way through laser traps, pick locks, sneak past guards, find keys, hack junction boxes, and more, to make their way to a room where an erotic gold statue protected a huge diamond. It sounds complicated, but you don't take all of these challenges on at once. With the way the player is able to move about the map and thoughtfully apply skills and item use, Crookz has a pretty laid-back pace. The music I heard during this showing was quite good. We were told that they hired a band to track the funky soundtrack, which comes complete with wah-wah guitars and drums.  There are a lot of games with thieves in them, but not many where they sport afros and leisure suits. I dig how the heist vibe somehow really fits with its tactical gameplay. With its 20 missions to work through, Crookz looks like a game that could be really groovy to really dig into. Crookz is coming to PC, Mac, and Linux in 2015. 
 photo
First look at gamescom
A tactical game with a '70s heist movie theme? Finding something like that at gamescom is about as unlikely as finding a videogame trailer with porn star Ron Jeremy in it. But here we are with both. 

The Red Solstice photo
The Red Solstice

Journey to Mars with seven other co-op partners in The Red Solstice


That's all well and good, but girls go to Mars to buy candy bars
Jul 04
// Brittany Vincent
The Red Solstice is a tactical cooperative survival game taking place on Mars in a very distant future. It's headed for Steam Early Access on July 10, and will support up to 8-players for co-op modes across randomly generate...
Tom Clancy's The Division photo
Xbox One owners can grab additional content before anyone else
Tom Clancy's The Division will see its DLC coming to the Xbox One first. Sorry 'bout that, PC and PlayStation 4 adopters. The upcoming tactical shooter is slated for a 2015 release, and the latest footage out of E3 2014...

Acaratus photo
Acaratus

Acaratus brings robots onto the tactical RPG battlefield


Who needs tactics when you have robots with swords?
Jun 03
// Darren Nakamura
There is something about turn-based battles on a square grid that always seems to captivate me. Taking that idea out of the generic fantasy setting garners bonus points for me too. Granted, Acaratus is described to take plac...
 photo

Tactical RPG Eiyuu Senki is coming to North America and Europe


For the first time in English
May 06
// Dale North
Cute Japanese tactical RPG/visual novel Eiyuu Senki is coming to the PS3 in both North America and Europe. This was developed by Tenco and published in Japan by MAGES (part of 5pb.Games) last year, and now independent localiz...

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