Archive for the ‘animation’ tag
‘Rimelands: Hammer of Thor’ Review – Roll the Dice in this Epic Turn-Based RPG
Rimelands: Hammer of Thor [$4.99] is a new tactical turn-based RPG from developers and (of Ravensword [$3.99/Lite] fame). We previewed a hands-on video of the game about a month ago that explained how the turn-based combat worked as well as showcasing some of the games many items and weapons. With Rimelands now available, we've been able to experience these first hand, and came away impressed with how well the different elements of the game come together. The dice-rolling combat mechanic gives it an old school pen-and-paper feel, while the dungeon crawling and loot collection offers plenty to discover in the game. Couple that with an interesting story and top-notch visuals, and Rimelands is one of the best RPG experiences you can have on the iPhone.
Humans have squandered the resources of the world, throwing off the balance of the ecosystem and turning their once beautiful lands into an uninhabitable frozen wasteland. They are forced to move into underground vaults for a thousand years, and when they finally emerge they find that a new race called the Fair Folk have taken over the dominant role above ground. Humans try to reclaim their territory, and war ensues. An uneasy peace is finally reached between the two sides, and they are able to precariously coexist together above ground. This leaves countless underground vaults filled with treasures of the last millennium, ready to be explored and exacted by you, treasure hunter Rose Cristo.
The story in Rimelands sets the stage perfectly for a dungeon crawling adventure. You'll play the role of Rose as she travels to the many towns and vaults in Rimelands discovering treasures, completing quests, and evolving her character with the multitude of items and abilities available. The game is played from an isometric viewpoint and combat and movement are grid-based. This can take some getting used to as you're only able to move in four directions rather than being able to move around the world freely. Coming within striking distance of an enemy allows you to engage in the turn-based combat which is a mixture of long-ranged and melee attacks. An interesting dice mechanic determines your offensive and defensive effectiveness, and playing Rimelands feels like an interactive board game where all of the dull pen-and-paper stuff has been automated for you.
An overhead map lets you travel to the towns and vaults that you discover during the game. Quests are obtained by talking with characters around the world much like your typical RPG. There is a main storyline to follow as well as many side quests to pick up and complete. The dungeons in Rimelands are full of dangerous enemies, as well as many unique treasures. Traversing these dungeons feels very Diablo-esque, as there are many rooms to explore and a ton of loot to obtain, although with strategic turn-based combat instead of the hack 'n slash variety. Making your way through the dungeons is incredibly fun, and I found it hard to stop playing until I was sure I'd explored every nook and cranny of each in order not to miss any lucrative treasure chests.
One of the high points of Rimelands is the extensive variety of items and weapons in the game, as well as the various skill trees for your character. Defeating enemies earns you gold and experience points, and upon leveling up you can choose a new ability from one of three skill trees. Barbarian brings melee effects, Assassin boosts your ranged abilities, and Shaman covers magical abilities. There's quite a bit of diversity with how you want to build your character, and good reason to play through the game multiple times focusing in different areas each time. An engineering dynamic is in the game as well, allowing you to build different weapons with blueprints that you find. It's an interesting idea, but not totally necessary due to the many excellent weapons you're bound to come across in the game anyway.
Graphically Rimelands is a beautiful game. The characters and enemies are fairly detailed, and their animations are excellent. The environments are also very attractive, with snowy terrain when you are in the above ground areas and dark dungeons with nice lighting effects when you go underground. The in-game graphics do have a slightly jagged look to them, but nothing overly detracting. Retina Display support is a possibility down the road, as is a native iPad version, although nothing has been finalized. Rimelands runs just fine in 2x mode on the iPad, and are definitely enjoying the game this way. The story is told via static illustrations and text, and by in-game dialogue between characters as well. There isn't any full motion video or animated cutscenes, but the story is engaging and the illustrated bits look great.
There are plenty of other nuances to Rimelands, and it really is a game with a grand scope. You can expect to get about 8-10 hours out of one playthrough, and there is good incentive to go through multiple times and try out different character builds. Plus, this should only be the first chapter in the Rimelands universe, as more content will be coming down the line via updates as well as planned sequels. Dicework and Crescent Moon have a winner on their hands here, and I'll be looking forward to seeing more from this series. I don't typically love turn-based strategy games, but Rimelands had me hooked almost instantly. It's easy enough to get into whether you enjoy the strategic combat, loot collecting, character leveling, or just want to uncover the story in the unique steampunk universe. For fans of these elements, or any gamer in general, Rimelands: Hammer of Thor is a solid choice.
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From Cyan: ‘Riven’ Screenshots and a New Upcoming Title ‘Stoneship’

In May of last year Cyan Worlds released an iPhone version of their groundbreaking (in its day) point and click adventure Myst [App Store]. Earlier this year we got word that Riven: The Sequel to Myst would be arriving on the iPhone by early summer. And, while it's obviously not here yet, we do have an update for those who've been waiting anxiously for Riven's arrival.



Early this month, Cyan's Mark DeForest (or 'Chogon') made on the Myst online forums indicating that they are expecting Riven to be available in early Fall, with Riven HD for the iPod following sometime after that. What's more, Cyan today launched a simple Riven for iOS website that reveals certain details about the forthcoming iPhone version along with a screenshot gallery.
The original Riven sights and sounds have been meticulously re-assembled for a remarkable experience on the iPhone and iPod touch. Everything that you remember from the original Riven in a format where a simple touch or swipe moves you through the world.
, the install of Riven for the iPhone is huge — and it's not surprising; Riven for the Mac and PC was initially distributed as a set of five CD-ROMs. Cyan has worked to optimize the original game data for the iOS platform but, even so, the game is about a gig and a half in size (probably the largest iOS application out there) and requires over 2 gigabytes of free storage for a successful install.
Riven for iPhone features, as listed by Cyan:
- All the original Ages & gameplay
- High quality images
- Full music & sound effects
- Movies & animations
- Auto-save (when quitting or phone call)
- "Bookmark" system to save & restore progress
- Swipe to turn
- Zoom in anywhere for more detail
- “Hot Spot” hints
- Works with iPhone, iPod touch, and iPad
We'll take a close look at Riven when it arrives and share our experiences with our readers. But, that's not the end of the Cyan news…

A small ad banner has recently appeared on that reads, "never let your timbers be shivered!" A click on the banner takes you to a rather spartan that shows a screenshot of a new iOS game entitled Stoneship. Now, the savvy Myst fan will recall that "Stoneship" is the name of one of the ages in Myst, and this forthcoming title, which looks as if it may be some sort of top-down naval combat / tower defense / puzzle game, was surely inspired by it.
Unfortunately, that's about all the details we've got at the moment on this forthcoming, new title from Cyan. We'll share additional news on this one as we get it.
[ Thanks Jordan ]
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Hands-On with Upcoming ‘Puzzle Agent’ from Telltale Games
I recently had the chance to visit the San Rafael studio and spend some time with their upcoming story-based puzzle game Puzzle Agent. In the game, you'll play the role of Nelson Tethers, the country's preeminent (and only) agent of the FBI Puzzle Research Division. An incident at the eraser factory in Scoggins, Minnesota has brought production of erasers to a halt. Since this particular factory supplies erasers to the White House, the foundations of democracy hang in the balance until they are able to replenish their supply. All inquiries about the factory's closing have resulted in responses in the form of puzzles, so Nelson is sent to investigate the incident and unearths a twisted tale of what's really happening in Scoggins, Minnesota.
The art style in Puzzle Agent is directly inspired by the work of , who is responsible for creating the Grickle comics and animated shorts (which can be seen at his ). Puzzle Agent isn't exactly a Grickle video game, but it does use the same type of characters, animation, and dark humor that the series is known for. Telltale Games producer and designer of Puzzle Agent Mark Darin engrossed himself in the world of Grickle before writing the story for the game, and Graham did the storyboards for characters and locations. For fans of Grickle, it's very much a Grickle game, but is not directly branded as such and doesn't require any previous knowledge of that series to enjoy the minimalist style and twisted sense of humor in Puzzle Agent.
Puzzle Agent can be compared to games like Professor Layton or The Jim and Frank Mysteries in that you're on an adventure and must use solving puzzles to unravel the story and progress through the game, but it makes some smart changes to the formula that sets it apart from similar games. Most notable is that all of the dialogue in the game is voiced, which gives the characters a ton of personality that couldn't be conveyed through text alone. Also, whereas adventure games are traditionally set against 2D backgrounds, Puzzle Agent renders the backgrounds in 3D. The game still has that 2D animated look that it sets out to achieve, but the 3D backgrounds allow for more dramatic camera movements and transitions between scenes.

Another smart design choice is in the way you interact with the environments. Tapping on the screen causes a ring to emanate from the point where you touch, and if there is anything interactive within that radius a small icon will show up. This allows you to inspect large areas without scouring every inch of the screen, or as Mark Darin calls it, “pixel hunting”. As someone who hates to miss anything in an adventure game, and who tirelessly hunt-and-pecked for every coin in Professor Layton, I really appreciate this mechanic. Despite being a multiplatform release, Mark has said that Puzzle Agent was designed from the onset with touch interface in mind, and it really shows.
Puzzle Agent was released for Mac and PC last month, but is shaping up very nicely for its iPhone and iPad release. It looks and plays like a dream on the iPad, and even makes the transition to the smaller screen of the iPhone rather well. Some textures need to be cleaned up a bit on the iPhone version due to being shrunk down to a smaller size, but overall both versions are nearly complete. Telltale expects to be submitting any day now, and hopes to have the game released before the end of August, although that can largely depend on Apple's approval length.
After trying out the game at their offices, I picked up the game for my Mac and have been enjoying it a lot so far. If you're as impatient as I am, you can get Puzzle Agent right now from the or pick it up on . Otherwise be on the lookout for Puzzle Agent on your iPad, iPhone, or iPod touch in the next couple of weeks and expect a full review then as well.
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‘Madden NFL 11′ Review – GameFlow, Where Have You Been All My Life?
The Madden series hardly needs an introduction, as football player turned coach turned commentator John Madden has had his name on football games for the better part of 20 years now. On home consoles, it has become tradition for EA to release a new Madden game each year with updated rosters, a few new features, and other various tweaks. As of tonight, the second yearly installment of the Madden series has arrived for the iPhone.
Last year we took a close look at Madden NFL 10 and thought it was a really great football game for the iPhone. Madden '10 came loaded with all the licensed players, stadiums, logos, and everything else you'd expect of a Madden game along with game modes ranging from single exhibition games to full seasons. The two hip new features of Madden NFL 10 for the iPhone were hot routes allowing players to draw on the screen to control players, and "action control time" which switched the game to slow motion mode allowing for precise maneuvers with the virtual controls.

There wasn't much to complain about with last year's Madden, which really left me wondering what EA was going to include in this year's release to up the ante. The preview we got revealed substantial graphical upgrades including Retina Display support, but it wasn't until I got to spend more time with the game today that I realized just how much more fun the other new features made playing Madden NFL 11.
In the interest of full disclosure, I'm not a sports person by any means. I don't remember the last time I watched anything more than the Super Bowl on TV, and the only sporting events I've attended have been the result of friends with extra tickets. I play sports games, but generally gravitate towards arcade style sports games like Homerun Battle 3D [$4.99 / Free], or sports games that have RPG elements such as Baseball Superstars 2010 [$4.99 / Free].
I mention this because I generally never really got into a Madden game, or really any full football game. The weak link for me always came in choosing from an endless array of both offensive and defensive plays, with each yearly iteration of football game boasting even more plays to choose from. I don't know enough about the strategy of football plays to have ever felt like I was making a wise decision, and when it got down to it, play selection just always seemed like a needless interruption every few seconds while playing the game.
GameFlow changes all of this, and I really can't overstate how awesome a feature it actually is. Using some new AI algorithm likely designed by a team of people who know way more about football than I ever care to, Madden 11's GameFlow will intelligently chooses plays for you. It is absolutely insane how much this changes both the feel and the pace of the game. Using GameFlow, endless submenus of plays are a thing of the past. Instead, you just play football. The plays it selects work fairly well too, or at least, much better than my typical choice of plays which usually alternate between the hail mary and the fake field goal kick– both favorites of mine.
What's also shocking is how much this actually speeds up playing the game. You can tap the screen to skip through the extra animations, victory dances, and other junk and play through a whole football game in what barely seems like any time at all. Of course, if you are the kind of person who knows exactly what every play does, all you have to do is flip GameFlow to off and you have complete control of each and every play.
The hot routes functionality from last year has been expanded, and at any point during the game you can pause the action and draw paths for your players. If you're playing offense and do this, you can save those routes as an audible, or if you're playing defense you can just send your players wherever you want. The whole system works very well, and by drawing lines you can send dispatch players to man to man duty, follow the ball, or really anything else. This really makes defense a lot more fun because you can now actually sensibly direct your team around instead of just tabbing in between players and chasing after whoever has the ball. Check out my top secret LOL offense:

As mentioned already, the graphics of Madden NFL 11 look fantastic. The stadium crowd has actual depth now, and they even wave around signs for the home team. The included weather effects look good, and overall it seems like all the player models and animations are more detailed. Every texture in game also seems to have been substantially improved, making going back and forth between 10 and 11 seem fairly drastic.
Madden 11 also is host to some other noticeable tweaks over last year's as well such as controls that feel a little better and a spruced up interface. There's an in-game store which currently is home to a free roster update, but seems like it might be used for future DLC . Finally, Madden NFL 11 behaves beautifully as an iPhone game, gracefully saving your game and resuming quickly when you load it again.
Like last year, the inevitable comparison between Gameloft's NFL 11 [$6.99] and Madden NFL 11 will likely take place in our forums for months to come, but in my opinion, Madden wins by a landslide. Gameloft's offering seems to run at a higher frame rate, but Madden looks better overall– rspecially when it comes to how the crowd and stadiums are rendered. Madden NFL 11 has local bluetooth multiplayer while NFL 11 is single player only, and the commentary in Madden seems less repetitive than Gameloft's. Where Madden really wins though is in the extra features. With how much I've fallen in love with GameFlow I can hardly bring myself to deal with NFL 11's play selection, and Madden's total defensive control makes playing defense in NFL 11 flat out boring in comparison.
At the end of the day, people who like Madden games likely don't need this review, or anything more than the iTunes link to download the game for that matter. Who I really expect to sway into checking out Madden NFL 11 are the casual sports fans, or people like me, who are vaguely interested in sports games but found the various technicalities of football games to generally be annoying. GameFlow fixes all this, and I can hardly believe that I spent the majority of my day today playing Madden 11 on my iPhone– not because I was trying to power through it to write a review, but because I was actually really enjoying a football game for the first time since on the Sega Genesis.
The iPad and iPhone versions are essentially the same aside from the price difference and UI tweaks to make the controls more comfortable for playing on the iPad. The iPhone version is workable with pixel doubling, and the only thing you're really going to be missing out on is the upcoming "Vintage Voltage Football" mode which is basically just Super Shock Football [$1.99 / Free] with Madden graphics.
International App Store Link: Madden NFL 11
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‘Helsing’s Fire’ Updated – Increased Difficulty, Various Tweaks, and Best of All: New Victory Animation
Last month we took a look at Helsing's Fire [99¢], an absolutely fantastic puzzle game by and published by . We thought the game was great in our review as it sports a unique gameplay mechanic we had yet to see on the iPhone. Players position a torch in the game world, and from there are able to attack the baddies that are within line of sight using a variety of multi-colored tonics. Things eventually get complicated as new monsters are introduced with both behave differently and require different combinations of tonics and torch positioning to vanquish.
Since our review, one of the main criticisms I've seen of the game is how slowly the difficulty ramps up since most of the earlier levels required very little thought at all. Ratloop addressed this concern by both making the game harder faster and adding the "absurd" difficulty level, even warning players in the iTunes description that this new difficulty level is "way too hard." There are now multiple player profiles for those who share their device with other people, and they even added a new colorblind mode for those who had issue with the red, green, and blue palette of the enemies.
Performance has been tweaked for higher frame rates, and you can now listen to your own music while playing. Best of all, there's an entirely new victory animation– The Tomahawk. Overall, 1.1 is a fantastic update to an already great game. If you already own Helsing's Fire, make sure you grab 1.1, and if you need more convincing to download the game, take a look at <a href="our review or read the overwhelmingly positive responses in .
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First Impressions of Gameloft’s ‘NFL 2011′
The newest iteration of Gameloft's officially licensed football game NFL 2011 [$6.99] was released on the App Store this past weekend. While featuring a significant graphical update and some other enhancements, this new version appears to be largely unchanged from the NFL 2010 that was released a year ago. Not necessarily a bad thing, as we enjoyed last year's version, but that was partly due to the “wow” factor of having such a comprehensive football game running on a mobile phone. Since that time, and especially with the release of the new iPhone, the bar of expectations for what is possible in a mobile game have been raised significantly. Because of this, NFL 2011 feels a bit underwhelming.
The improved graphics in NFL 2011 do look great though. The blocky and low-poly player models of NFL 2010 have been largely improved. What really stands out are the excellent animations in the game, replacing the somewhat stiff and repetitive animations from last year's version. Players now exude a lot more personality with celebrations after what can seem like every play. It goes without saying that everything looks all that much better running on an iPhone 4.

Another improvement in NFL 2011 is the move to replace some of the use of virtual buttons (which was complaint we had in the original game) with more natural iPhone specific controls. Certain moves will be performed with a tilt of the device rather than an onscreen icon, and kicking takes the form of swiping on the screen rather than the traditional power meter set with button taps. Also new this year are the addition of replays from the pause menu after any completed play and the removal of the “time freeze” element when dictating what actions your player performs on the field, which gives the game a much more natural feel.
NFL 2011 seems to be a decent package if you enjoy football games, and if you liked last years version then you should definitely enjoy this one as well. If you're looking for a completely different experience, you'll likely feel disappointed. Not coincidently, this release comes just over a week before the release of EA's Madden NFL 11, which we recently previewed and is set to release on August 10th. Last year it seemed that all the positive reactions to Gameloft's NFL entry were trampled by the bull that is the Madden franchise. We'll see if history repeats itself next week when both NFL titles are finally available.
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Turn-Based Strategy Game ‘Highborn’ Free for a Day, iPad Version Now Available
One of our favorite turn-based strategy games, Highborn, has just received a new update and has gone free for today only. Released in early June of this year, Highborn has a wonderful art style, clever writing, single player campaign, and an asynchronous multiplayer mode. Using the typical top-down grid view of most strategic games like this, once you engage in battle with an enemy the game switches to a 3D animation of the ensuing fight between your troops and the enemy. It's a really neat effect, and the overall presentation of Highborn really impresses. As you can see from this excerpt, we really loved the game in our full review:
Highborn comfortably sits as one of the best turn-based strategy games we have played on the iPhone. Beyond its dialogue and characters, which raise the bar entirely for humour, creativity and personality (and ability to plough right through that fourth wall); Highborn looks and plays fantastically, with a depth and attention to detail in its presentation that constantly surprises (just take a look at the character descriptions to see what I mean). If you look past the Facebook integration (which we understand some of you won't, though we strongly urge you to), Highborn also has a lasting and engrossing multiplayer mode that is excellently paced and perfect for portable devices. With additional campaigns promised beyond the 8 lengthy missions currently available (they'll take you hours to complete), Highborn is a robust and content-heavy turn-based strategy game that will surely leave you impressed.
What you can also see from that snippet is that while we loved the way the multiplayer mode worked, we absolutely hated that it forced you to use Facebook to take part in it. I'm sure many other players felt the same, and likely shied away from the multiplayer aspect because of this. Developer Jet Set Games recognized this, and in an update released a couple days ago Facebook was taken out in favor of the OpenFeint social network. While not everyone is a fan of OpenFeint either, it at least affords a way to enjoy the multiplayer in the game without having to add strangers to your own personal Facebook friend list, and doesn't even require an email or any personal info to sign up for. There's even the inclusion of player chat thanks to OpenFeint, not to mention the 30 million strong user base.
Besides Highborn for iPhone being free today, there's also an iPad version that has just been released. The iPad version adds the usual benefits of sharper graphics and a larger play area due to the bigger screen, but essentially the two versions are identical. This isn't necessarily a bad thing though, as the iPhone version is of such high quality and the introductory price for the iPad version is only $2.99. And while Highborn has a fairly decent single player campaign already, what I'm really waiting for is the addition of the second chapter that is hinted at in the game. Still, for one of the best strategy games available on the App Store there's no reason not to at least grab the iPhone version of Highborn while it's free for today only.
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‘Castlevania Puzzle: Encore of the Night’ Review – Gem Matching Battles in a Full Fledged Castlevania Package [Now in U.S.]
‘Madden NFL 11′ Hands-On Preview
Last week at EA's "Hot For The Holidays" event in New York City I was able to sit down and get a considerable amount of playtime in with the predictable yearly sequel of Madden NFL 11 which EA plans on releasing for both the iPhone and iPad with the launch of the console game on August 10th. One of the first things EA showed me in the demonstration was a side by side with Madden NFL 10 [$6.99] and the difference was remarkable. Immediately you notice higher resolution textures everywhere and stadium crowds that actually look like people instead of just a solid multi-color texture, something that was extremely noticeable that you can see in the screenshots of our Madden NFL 10 review.

The player models have also gotten a makeover as well, and appear to have a much higher polygon count as the stick figure models of last year's game are nowhere to be found. The animations seem improved, and the shadows below the players actually represent what they're doing instead of the small dark circles of Madden NFL 10. Weather effects are greatly enhanced too. It was really amazing seeing both 10 and 11 running next to each other, as the difference almost looks like a jump in console generations.
There are a heap of new features in Madden NFL 11, but what interested me the most was the new GameFlow system. With this enabled, instead of needing to wade through endless menus selecting plays that (in my case anyway) you're not even sure are appropriate for that particular point in the game, GameFlow will choose the best play for you. According to EA this takes in to account numerous different factors such as field position, score, and many other factors to make sure you're always using a play that makes sense.
This not only works great on a mobile device where quick play sessions are generally preferred, but also for casual sports players like me who enjoy football games but always just randomly choose whatever play has the most interesting looking lines squiggling about. Speaking of squiggling lines, the Hot Routes system from Madden NFL 10 has been totally reworked and similar functionality has been brought to the defensive portion of the game.

At any time when playing Madden NFL 11 you can pause the action and draw where each of your players should be going with your finger. You can completely customize offensive plays like this, and even save these custom plays to be later recalled using audibles. On the defensive side of things, instead of just randomly tabbing through players and running them towards whoever has the ball on the other team, you can similarly pause the action and customize the routes of each of your players.
The goal behind this was to make playing defense more fun, and it seems like EA succeeded. More often than not in football games it seems like playing defense was always just a clunky necessary evil while you waited to get possession of the ball again. Now that you can actually have precise control over your team, playing defense is actually quite enjoyable as you can easily use your own strategies instead of just controlling one player while the AI handles the rest of your team.
Aside from all the standard game modes we've come to expect from a Madden game, Madden NFL 11 will also include "vintage voltage football," which sounds identical to Chillingo's Super Shock Football [99¢ / Free / HD]. EA even went out and bought an game to make sure the experience was similar to the original tabletop game. It sounds like a lot of effort is going in to this extra game mode, as they've even had custom announcer clips recorded to fit the action that takes place in an electric football game.

Like most Madden games, Madden NFL 11 is a substantial improvement over last year's game. The new features they're adding in should enhance the gameplay significantly on the iPhone, and I'm especially looking forward to the game automatically choosing the best play for me. Stay tuned for August 10th, as we'll have an in-depth look at the game as soon as it hits the App Store.
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‘A Skeleton Story’ Screenshots Released
Back in October of last year we posted about teaser video for the upcoming sidescrolling platformer A Skeleton Story. We had almost no details at the time aside from a brief synopsis of what the game was about, but the absolutely fantastic artwork and animation found in the trailer had us more than excited for the game:
Since then, the developers have posted a whole set of screenshots in . From the looks of it, A Skeleton Story is going to be a two-button platformer with oodles of upgrades you can buy via an in-game store– A formula that has been very successful in other games on the App Store.


There are a whole load of other screenshots and concept art in , and KF Lab has even teased some gameplay videos. This is really all we know about A Skeleton Story right now, but so far the screenshots look great, and the trailer was fun to watch again. Of course even the best art in the world won't make up for gameplay, but we're hopeful with how long the game has been in development that A Skeleton Story will play as good as it looks.
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