text:
Category Archives: Preview
Game Quicky: The Pepper Prince – Episode 1 (PC) ~ Rhyming For A Cake
Official Steam page – Developer's website
Quite often I get indie developers requesting me to take a look to their game. Today I want to talk about a game called "The Pepper Prince" which is an episodic adventure fully created in ASCII art. At the moment, there are 5 episodes planned and only the first episode has been released. Full disclosure, the developers provided me with a press key for this review. And as usual, in this article you will find my 100% honest opinion. So, let's get backing and rhyming for a wedding cake of two princes. Yes, princes. And also as usual, feel free to leave a comment with your opinion on the content of this article and/or the game in the comment section down below.
The story in this game is very quirky. It's completely written in rhyme and it's enjoyable to read through. The humor, charm and pacing is just on point.
The only minor thing is that the story was over before I knew it, it was that well-crafted, it drew me in that much that I forgot that each episode contains only one hour of gameplay. I'm now even more excited to play the following parts of the story.
The gameplay of this game is quite enjoyable. It's a great point-and-click game where you need to look for items to help other characters that in turn help you to progress your quest. The "TO DO" list in the journal was a great help when I didn't know what my next steps would be.
The visual presentation isn't for everybody. I can totally imagine some players looking at the ASCII art and skipping this game. But not for this retro gamer, oh no! While playing this game, I felt like I looked up my old-school retro gaming PC and I was playing those old DOS games during those winter-y nights with a cup of hot chocolate and an a warm blanket wrapped around me. This game leaves a lot up to the imagination and I love it when games pull this off well.
The music in this game adds to the old school charm. The only thing I would recommend to the developers is that there is an option to have more MIDI music playing. It would just make the whole experience that more perfect.
The difficulty in this game is just right. Thanks to the journal, you have a great list of all the things you have to do. You can always ask about various tasks to all the characters that often point you in the right direction. While this game doesn't have a mini-map screen, the characters point you in the right direction by saying things like: "I have seen him go west." and things like that. Now, this game isn't too challenging. In a matter of fact, it's quite easy and relaxing actually.
Now, this game is very well created. But, there are some things I would change in a future update or for the following episodes.
I'm quite happy to see an achievement for speedrunners. You get an achievement when you are able to finish the first episode in 15 minutes. Now, I totally miss one option that would make this even more helpful. A timer. Yes, a timer so speedrunners can keep track of the time and know when they need to restart when they aren't going to make the 15 minute mark.
Something I would personally change is the color of either the items you can pick up and the characters. At the moment, they use the same color. This confused me a few times, thinking that an item was a character I could interact with. In addition to that, a small sound effect when you get something in your inventory would be a great addition.
This whole game is controlled by the mouse. Something that would add quite a lot to the charm of this game is if you were able to use the keyboard to control this game to some extent. Since a lot of old school DOS games don't support the mouse. But that might be just my preference.
This game nailed the charm of an old school DOS game perfectly. The game is enjoyable and great to play through.
The game also has a lot of potential and with a few changes, the game can become even better.
If you are into point-and-click games and or into old school DOS games, I highly recommend this game. Like I said earlier in my article, I was pulled into the charm and story of this game so much, I forgot that the game is quite short. It made me even more excited to play the upcoming episodes of this game. I want to see how the story will continue and where it takes me next.
The game is also quite cheap on Steam, so I think you have no excuse to give this game a go. I enjoyed the relaxing gameplay. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.
This entry was posted in Articles, First Impression, Preview, Reviews and tagged 001, about, adventure, advice, and, announcement, arpegi, art, ascii, blog, blogging, buttonsmashers, cake, changes, cheap, cheats, click, computer, design, dos, episode, facts, feedback, find, forced, free, fun, game, gameplay, games, gay, general, generic, gold, how, hypnotic, indie, information, internet, is, jea, Jonez, jonez001, jonezjea, life, me, media, mobile, more, Movies, music, myself, neko, NekoJonez, not, one, owl, pass, pepper, point, prince, queer, random, review, roleplay, school, season, seasoning, Second, space, spoiler, steam, stuff, test, The, themes, tips, To, tutorial, two, underrated, walkthrough, wedding, when, word, WordPress on March 10, 2019 by NekoJonez.
Publishing: Be Part Of History With Rise Of Ages
Rise of Ages is a sandbox game that lets you explore, build, found cities, make wars and evolve technologies to reach the highest level of a civilization and then travel to other planets! The game begins in prehistory and advances through ages, as the player evolves. In each era, the player will live a unique story, which will lead him to face dangerous dungeons and powerful enemies. Several building blocks and items will allow the player to create their own culture with unique structures.
Development of Rise of Ages began in early 2015, the team has dedicated all its time and effort since then to bring the game to life. Late 2016 a public demo was released at gamejolt to see public reception. The team keeped working on the game and is preparing to lauch the game on early access.
Evolve from stone age to space age, going through a total of six eras.
Discover new technologies, each one expanding your possibilities. There is more than 30 of them.
Found your civilization and call NPCs to live there. A city is just the beginning, claim other cities through war and build an empire.
Each NPC will have a job and will work for you. They can specialize in a profession and become better at it. You can even create a supply chain.
Experience a unique story on each age through dozens of quests and multiple side quests.
Fight bosses that are powerful enemies and unimaginable beings.
Craft multiple objects from your hands or from your skilled workers.
Explore the world beyond the limits, going through the left/right most side of a region will leave you to the World Map that connects multiple regions of the world.
Check out the last public demo of Rise of Ages. gamejolt.com.
About Anguis Game Studio
Anguis Game Studio is an independent game studio based in Porto Alegre, Brazil. We are working on our first title Rise of Ages
More information on Anguis Game Studio, our logo & relevant media are available here.
Rise of Ages Credits
Michel Alves: Founder & Programmer
Ronaldo Boeira: Founder & Artist
Inquiries: contact@anguis.net
Twitter: twitter.com/AnguisStudio
Facebook: facebook.com/anguisstudio
Web: anguis.net
More information can be found in the press kit located here: http://playriseofages.com/presskit/sheet.php?p=Rise%20of%20Ages
The game is released on Steam TODAY: https://store.steampowered.com/app/744270/Rise_of_Ages/
This entry was posted in Preview, Publishing and tagged 001, Access, adventure, advice, Ages, anguis, arpegi, art, blogging, brazil, buttonsmashers, casual, content, cool, design, Early, feedback, first, free, game, gameplay, games, gaming, general, generic, Google, growth, impression, indie, information, inspiration, internet, jea, Jonez, jonez001, jonezjea, kit, life, me, mobile, more, music, myself, neko, NekoJonez, new, news, Of, on, opinion, own, press, Preview, random, release, review, rise, roman, RTS, sandbox, school, space, spoiler, steam, studio, survival, test, walkthrough, WordPress, work on January 29, 2019 by NekoJonez.
First Impression: Fort Triumph (PC) ~ How To Move?
Steam page
So, I recently bought a Switch. One of the games I want to play on it is Mario + Rabbits – Kingdom Battle. Due to budget constraints, I'm unable to play that game now. Thankfully, I found Fort Triumph on Steam. A game that plays similarly to that game. Now, is it a good replacement or not? Let's find out in this first impression. Note, that I got a press copy of the game but the developers requested that I give 100% my opinion on this game. This game is also in early access and under very active development. Every week this game gets a patch. This review is written on v0.7.4.5 & v0.7.7 so any complaints or suggestions might be invalid later in time. So, let's go to FORT TRIUMPH
How to move?
In this game, you play as Liandra Pageturner (or whatever random name the generator decides to spit out) and her crew of various warriors. You start out in a prologue where you learn the basics after talking to your horse. I adore the names in this game of the characters. It fits the funny writing of this game really well. While this game isn't "LMFAO"-funny, it can crack you up from time to time and makes you put a smile on your face.
It's a story where things aren't taken too seriously. Which is quite surprising for this gameplay-style, since they mostly have very in-depth stories. It's a breath of fresh air actually. A suggestion for the future development is that, in the final version of this game, you give also prologue chapters to each other character. This fleshes them out a bit more and gives the player the chance to get used to other playstyles each character brings.
So far, I have only played a few missions of the first campaign and I have to say that I really enjoyed myself. I can't wait to see where the story is going to take us. Storywise, they don't need to make any improvements. The way it's getting developed it perfect. Like I said earlier, a bit more introduction to the other characters would be neat.
I already mentioned this in my introduction, but this game is in early access. So, I can criticize it for bugs like freezing when you alt+tab out of the game during dialogues. These things get patched out since the developer is very active on the forums and listing to feedback from their players. It's always a joy to see what will be changed after the next update. There is currently a built-in bug reporting tool which is extremely handy.
Now, this is a tactical combat game. At this point in time, I really think that it's a good idea that you mention everything you think to the developers. Like, when the enemies almost never miss an attack and you seem to miss your long-range attacks all the time. There is a lot of polishing work that needs to be done. This game has a lot of potential but needs user input and playtesting.
Polishing with a cloth
This game currently has 1 and a half campaigns. In the first "campaign" you get mostly introduced the basic mechanics of the game. The only issue I have is that most of this tutorial focuses on two characters. And not on the 4 characters you have at your disposal in chapter 1.
In the first chapter, the difficulty curve is a bit, wack. At this moment in time, the game isn't that balanced. I'm quite certain that in the future, this game will be more polished and we might get difficulty settings.
Now, before I continue, it might look like I'll be bashing the game left and right. That I'm finding negatives all over the place. But, keep in mind that this game is still under development. There is a lot here already, the only thing the developers now need to do is to polish the game up in something quite unique. I'm not hating on the game, nor am I saying it's a bad game. With that said, let's move on.
Visually, this game looks amazing. I really like the art style of this game. The levels you visit are detailed and the animation is amazing. I really like how long-distance shots give you a zoom in on the action as if you were watching an action movie. Maybe it's a good idea to disable those to give the game more fighting power on older hardware?
The UI of this game needs some polishing. Things I would love to see is, in what order you are going to move your units and the enemy units are going to move like in Stella Glow. Also, I would love to see where you could move with your character. You do see the boundaries, yes. But, I would love to see a visual representation on the ground how far you can go.
Besides that, I would love to have a sort of mini-map. And on that mini-map, you would see where certain protective places are and maybe easier see if you are in the enemy's line of sight.
The biggest issue with the UI right now is the level up system. It works just fine, don't get me wrong. The issue with it is, that it doesn't jump directly in the eye. I didn't always notice that I couldn't continue since one of my units leveled up. Maybe a sound effect and a bit more visual flair would be great.
Now, I'm not going to review the mechanics too much in-depth since they are subject to change. For example, the leveling up system gives you two random choices of new abilities. This makes leveling up unique and interesting. But, the stats don't increase nearly as much. I barely notice any change in stats apart from a very tiny bit of additional health.
At the moment of writing, I really don't like the difficulty curve in this game. I'm not saying that the game is too hard. I'm saying that this game gets way to hard, way to fast. For example, some enemies drop healing items, but you can't store them.
In addition to that, you can't save during missions. You will lose progress. This is something I wish they changed. Now, I could possibly rant about this, but the changelog said: "added basic save game information". So, here is my hoping they will expand this feature. 🙂
Randomised subtitle.
Now, I know that this game isn't the easiest one around. And honestly, besides some tweaks, I don't mind it at all. Stella Glow was also pretty difficult and I loved the challenge in that game.
After I got used to the controls in this game, I was trying different strategies and replaying missions in the hope I was able to beat it this time. This game is a lot of fun to play and should be played in longer sessions. In addition to the music, this game's atmosphere is a joy to see. The sound effects are really well done too. There should be a bit more, for example, some grunts and moans during conversations would be pretty welcome.
Speaking about the controls, I really have to get used to them. The big issue is that I played more of my tactical RPG's on the Nintendo (3)DS and those use a completely different control scheme.
Something I would love to see is a rebind option for the camera controls. Yes, you can control the camera to see the amazing detailed world from various different angles. Now, the controls don't recognize AZERTY as AZERTY but as QWERTY. And in the version I played, there were no options to rebind them.
So, it's quite clear that this game needs a lot of polishing work and besides that, more content. At this moment there is only one chapter, besides the tutorial. The game has a lot of potential but needs play-testers. Please, I urge you to go and take a look at the Steam store page and if that interests you, go ahead and buy it and give it a try.
The game didn't disappoint me at all. It made me think about things to help improve this game and drew me into its world. I can't wait to play more in the future and see where the developers will take the game.
You have two options if you enjoy TRPG's. You either play the game and give feedback to help the game grow. Or you either wait until the game goes out of early access and play it then. Don't let the cartoony graphics fool you. This game is good and it's cheap, only 20€.
So, that's everything I wanted to say about the game for now. When this game is in a more complete state, I'll take another look at this but for now: thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, take care and have a great rest of your day.
This entry was posted in Articles, First Impression, Preview, Reviews and tagged 0.7.7, 001, about, Access, advice, announcement, arpegi, art, best, blogging, buttonsmashers, changes, computer, coockiebyte, cookiebyte, cool, delevoper, design, Early, entertainment, Fantasy, feedback, Final, fort, free, fun, game, games, gem, generic, held, hidden, how, idea's, in, info, internet, jea, Jonez, jonezjea, kickstarter, listing, me, meets, more, music, neko, NekoJonez, opinion, own, play, playtesting, polishing, press, Preview, progress, rant, reload, review, Reviews, RPG, save, setting, spoiler, story, stuff, tactical, tactics, test, To, triumph, underrated, unity, v0.7.8, word, writing, xcom on May 28, 2018 by NekoJonez.
Preview: Repentant (PC) ~ Has the Little Kite flown?
For those who remember Little Kite, I have talked about last year in December, I have some interesting news for you. The developer Anate Studio contacted me to announce the sequel called Repentant! Or is it a sequel? Let's look at what's released so far. As usual, feel free to give your opinion on the content of this article and/or the game in the comment section down below.
Information for the developer
It's dramatic point & click adventure about a man who is trying to atone for the sins of the past.
The story in this game shows the events that took place after seven years after the events of the game Little Kite. The main character, Oliver, survived but suffers from pangs of conscience because of his behavior in the past. This led to the fact that his family left him and because he is obliged to continue criminal activities. But soon, he gets a chance to atone for his sins by helping another person.
Everything will occur in a small store with three characters. Oliver is a man who has a dark past. A shopkeeper decides to rob his own store, together with the help of a girl. This decision was made thanks to severe life circumstance.
Despite the characters and references to the previous game, this game can be played and enjoyed even if you haven't played Little Kite.
The game will be available for Windows and Mac.
Video with gameplay demo: https://www.youtube.com/watch?v=iJ2xPO78kx4&t=5s
Stay tuned for news of developing progress
Facebook: https://www.facebook.com/anatestudio/?ref=bookmarks
Twitter: https://twitter.com/anatestudio
Developers site: www.anatestudio.net
I really enjoyed playing Little Kite. Because, some parts of the story stuck with me personally. So, when a mail arrived from the developer in my inbox talking about a new game and a possible sequel to that game, you can say that a hype train left the station for me.
Looking at the screenshots and gameplay demo, a few things can be concluded. In terms of art-style, atmosphere and gameplay, nothing much is going to be changed. And that's a good thing! Visually, this game looks amazing and I'm a big fan of the style. It reminds me about games like Hotel Dusk and older Broken Sword games.
Gameplay-wise, it looks like this is going to be a point-and-click game. Why change a working formula? The previous game in the series was also a point-and-click adventure game and a highly enjoyable at that.
While you might notice some typo's here and there in the preview video, I'm not too worried about that. Since, the developer said that the video only has a draft version of the text and the proofreading will happen later in development.
In terms of the story, I'm quite interested. I'm honestly expecting a story where betrayal and a mystery will be the central focus of the game. While the game will take place in one place, I'm curious to see how this place is used. There is a lot that can be done with only a few rooms, that fact is proven by all the "escape the room" games that exist.
Watching the preview video, I am even more hyped to play this game. I really like details like the names of the places showing up when you go from screen to screen. This makes it a lot easier to navigate in a point-and-click game.
The only thing I didn't really like in the preview video was one minor thing. The looping of the sound-effects inside the store with not smooth enough. If you pay attention, you can hear when the sound effect starts and when it stops. That's all.
Real talk now for a moment, the developer is planning to possibly release this game upcoming spring. If you can create an adventure game in a year with at this quality, I have a lot of respect for the developers. Creating games isn't easy and I really hope this game succeeded. I can't wait to see more from this game and I can't wait either to play it. So, if you are as interested as I'm in this game, I urge you to follow the developer on Twitter and Facebook for more updates.
So, that's everything I wanted to say about this game for now. Thank you so much for reading and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, take care and have a great rest of your day!
This entry was posted in Articles, Preview and tagged 001, adventure, anate, arpegi, buttonsmashers, developer, development, first, flown, for, free, from, gameplay, has, hype, impressions, in, information, Jonez, jonez001, jonezjea, kit, kite, linux, little, mac, more, neko, NekoJonez, personal, point-and-click, press, Preview, previews, release, repentant, sequel, spoiler, spring, story, studios, teaser, The, thoughts, trailer, train, windows on March 11, 2018 by NekoJonez.
First Impression: Dragon Of Legends (PC) ~ DRAGONS!
Steam page – Official website
Today I wanted to talk about a game that drew my attention instantly when I saw the pitch. The name of the game is "Dragon of Legends". Now, I can't explain why, but I have a big fascination for dragons if they are used right in stories. This interest led me to play a lot of interesting games like the before mentioned Legend of Dragons. So, when the developer of this game and I mailed a bit back and forth, he gave me a Steam Press key to try out the game. I want to make one thing clear, he said that he didn't want to read the article before it went up since he didn't want to influence me or my opinion. So, this will be my opinion. So, this game is still in early access and under active development. So, that means that the issues and things I talk about in this article will be irrelevant or changed when you read this article in the future. For this review, I played version 1.01 released on 22nd December 2017. As usual, feel free to leave a comment with your opinion on the content of this article and/or the game.
PS: on this date, the game has been released on Steam for one month! Congrats to the developers!
Signs of things to come
In this game, you play as a character you make and name yourself. In this game, you shipwreck on a beach and you find your mentor, Aldar dying. He provides you with his book and you set on a journey to unlock the secrets of that book. In addition to that, you must clear you and your mentors' name for a big disaster.
That's the story of the game for now. I wonder if the introduction will be changed in the final version, but I honestly like that there isn't too long of an introduction. You get right into the game without any delays instead of having to sit through a long-winded introduction.
Before I talk about the game, I wanted to mention a strange issue I had with the main menu. The game usually boots in a windowed mode. If I full screened the game in the main menu or the adventure menu, the UI glitches out and made some buttons hard to click. Yet, after I loaded my character, it fixed itself. This was so strange. It's something you will only experience in the main menu and the character menu. Since the issue was back when I went to change character on the load screen.
In any case, in this version, we can choose between three character classes. A mage, a warrior, and a ranged character. The editor to create your character has quite a few options, but the female characters aren't in the game at this moment in time.
After I created my character, I was on my merry way, exploring the beaches my character just stranded on. A short explanation happens when your mentor dies and you must take his place. This is how your quest starts.
The story is far is rather enjoyable. The writing in this game make the world come alive have a unique atmosphere. You really get the feeling you start your adventure small and you work your way up to improve your skills.
While the controls of this game are currently hardcoded into the game, the developer actually said in the Steam Forums that you will be able to rebind the keys in a future version. So, for now, I must awkwardly switch between AZERTY and QWERTY. This isn't a big problem at all since it will be fixed in the future. So, the game will be polished in the future.
Balancing combat & polish
Something I found surprising is that in single player, the game isn't paused when you open the pause menu. This will be most likely a bug, but I hope this will be fixed in a future version of the game. If you want to play this game, remember that this you will be playing a very early build. The game lacks a lot of polish and not everything is implemented into the game yet.
Something that should be polished is the combat. Maybe it's just me or the way how I play RPG's like this but the combat is broken in my opinion. One of the first quests is to defeat 5 wolfs and 5 boars. Both enemies charge at you, making range combat difficult.
Something that could help is that you aim where you point your mouse instead of where your character is oriented. This could avoid unnecessary damage, in my opinion. Since I feel that it is cheap hits if you have a mouse pointer and you attack in the direction you are facing. It would make a bit more sense in my opinion.
Also, the difficulty for the first quest is a might be a bit too high in my opinion. The enemies hit a tad bit too hard for the introduction quest of the game. Or that might just be me.
If you died during a quest, you need to restart that quest. I think that it would be a bit more interesting if the stakes were a bit higher. What I mean is that you should lose some items or some money instead of just respawning at the latest spawn point you activated.
Gameplay wise, this game plays an RPG. While it's currently quite rough around the edges, the game is still in early alpha. While it was tricky to figure out how I could equip armor and find things in the UI at first, as soon as I got used to it, I was able to do everything.
Other things the developer could do to improve this game is adding more sound effects. In the build I played, there was a huge lack of sound effects. I can understand that it's an alpha build, but the world and game come way more to life if the right sound effects are used.
Some additional visual effects might be a great idea too. For example, you get a sound effect that plays when you level up, but a visual effect would be nice too. To remind the player that they leveled up and can spend points to upgrade your character.
I touched upon this earlier, but the game isn't paused when you press "ESC". Well, this is a lot of the UI. If you open the quest menu, you open a book with your quests. I understand the design choice since it has story context. But, at least, pause the game so the player can read what to do.
In this version, some bugs are present. Of course, it's an alpha build after all. For example, you can walk next to doors and you enter the building. While you are doing this, you clip through the building.
Another example is, if you start a dialogue with somebody and you run into another direction so the character is off screen, the dialogue box will follow you and disappear after a while. This can be fixed in two ways, either you lock the movement of the player until the dialogue is over OR you avoid that the text boxes move when they are off-screen.
The final example I want to give is the fact that you can use potions to heal when you died. I can go on for a while, but these things are things you can patch out in future development versions. That's why this game is released in alpha, to iron out the bugs and add additional content. (Like, where is the potion shop?)
So far, I have beaten the first quest and tried to find as many bugs or issues with the game as I could. While there are a lot of things that could improve, most of them are not that game breaking. The game that's currently here is solid and enjoyable to play.
DRAGONS!
The visual presentation of this game is right up my alley. The pixel art and 16-bit inspired look, I find amazing. It's no secret that I enjoy playing a retro game occasionally, and I get nostalgic seeing this artwork.
There is one minor thing I would change in terms of the UI, and that is the portrait in the top left of the screen. It would add so much if that portrait changes into your character's face. If that's planned for a future release, please do it.
If I could change one thing in the game, that would be the font. I mind opinion, in some places, the font looks blurry or badly rendered. Also, it made me think of some places there were some black bar or white spaces between the UI.
The animations are good. While some of them lack impact due to not having sound effects yet, some require just a bit more work. Like, the stunning animation. I would think it would have more impact if the character wobbled a bit.
So, in terms of the presentation, you also have the music. The music is rather calm and melodic. I really enjoy this music and I think it really fits the game quite well. Maybe this might be just me, but it makes me nostalgic for the MIDI-music from back in the day. If the soundtrack would be sold for a cheap price on Steam, I wouldn't mind buying it and add it to my playlist when I'm relaxing.
The game does autosave, I think. I have no idea at what points it autosaves though. So, I think adding an animation for that would be nice. Like a map screen, that would be a handy feature to have as well.
Trying to review an early access/alpha game is a tricky thing to do. On one hand, you know that there still some work that needs to be done to finalize the game while on the other hand, I want to review the experience I just had. At its current state, the game needs a lot of improvement, but it's on the right track.
Personally, I believe that if the developer continues with the development and improving the game, I think this game might become even better. At this moment, the game is a bit rough which makes the 10€ asking price a great price to try the game out.
If you enjoy or find interesting what I have talked about, give this game a shot. It comes recommended from me. It has quite a lot of potential. I'll certainly keep an eye on this game while it develops further since I enjoyed this game quite a lot.
That's everything I wanted to say about this game for now. Thank you for reading this article and I hope you enjoyed reading this as much as I enjoyed writing it. I hope to see you in another article but until then, have a great rest of your day and take care!
This entry was posted in First Impression, Preview and tagged 001, Access, alpha, arpegi, bit, changes, combat, crash, dragon, dragons, Early, first, free, game, games, geninue, how, impression, information, jea, Jonez, jonez001, jonezjea, Legend, likemindedd, multiplayer, neko, NekoJonez, Of, opinion, own, pc, problems, retro, review, RPG, singleplayer, spoiler, styled, thriven, To, tutorial, v1.01, version, walkthrough, work on January 16, 2018 by NekoJonez.
10 Games I'm looking forward to playing in 2018
2018 is almost here. So, it's time to look forward to what the new year will bring. Tomorrow, I'll take a look at my favorite games of 2017. Ah, next year will be an interesting year. A year where I'm planning to delve into the Nintendo Switch library. So, what games that release next year, am I looking forward too. That's what this article is about. Also, note that this list isn't in any sort of order, so yeah. Please know that this is my list, so if you think that a game is missing, feel free to talk about it in the comments or feel free to talk in the comments about the games I selected. In any case, here we go!
#10 – Age Of Empires – Definitive Edition (PC) (Release: 2018)
The original Age Of Empires game fills me with nostalgic feelings. While I'm not the best-skilled player when it comes to RTS-games, I do enjoy playing them quite a lot.
2017 was an amazing year to be a fan of the Age Of Empires franchise. Not only did got the announcement of this game releasing next year, we also got the confirmation that Age Of Empires 4 is under development.
The hype is real for me. I can't wait to see what the new games will bring. So, I'm sure keeping an eye out for this title!
#9 – SystemShock (PC) – (Release: Q2 2018)
I have always been told that the System Shock games where the inspiration for the amazing Bioshock series.
I always wanted to play these games but didn't have the time for it. The thing is, I even have System Shock 2 in my Steam library.
Even when Bioshock and System Shock aren't the same game, I'm quite excited to see where these claims come from. In addition to that, I read a lot about this game and that made me only more interested in playing this game. So, I'm quite curious how this game is going to turn out!
#8 – Secret of Mana (PC) (Release: 15 February 2018)
I have played the first bit of Secret Of Mana several times. I think it's quite a good game.
I can't say why, but I always get distracted by other games and forget about this game.
So, that's why I'm looking forward to the release of the remake of this game. Now I'll have an excuse to really play this game with improved visuals. Not that I dislike the 16-bit visuals, I'm a retro game collector after all.
Besides, I have to come clean and say that I don't own the SNES cartridge and bought the game on Android. Yeah, not the best idea ever, I know. So, that's the main reason why I'm excited to play the remake of this game. A way I can play it with better controls than touch controls.
#7 – Shin Megami Tensei – Strange Journey Redux (3DS) (Release: Early 2018)
Since I played Tokyo Mirage Sessions #FE, I wanted to try out a game from the Shin Megami Tensei series. While I was lucky to buy a few games into my collection from garage sales and digital sales, I still didn't have the time to really play one of these games.
Also, I was looking for the DS title to start with. Since I played that game at a friends house one day and wanted to start with the start of series on the handhelds.
That's why I'm so happy that an updated port is coming to the 3DS. I actually pre-ordered this game for a while now. So, if I didn't put this game on my list, I would have been disappointed with myself.
#6 – Radiant Historia: Perfect Chronology (3DS) (Release: 2018)
And my list of games "I still want to play but didn't have the time for" continues with another RPG. I have played Radiant Historia for a bit and actually got distracted with other games.
This 3DS remake isn't just a port of the DS game. It will have an additional plot, new features and music, voice acting and more.
In addition to that, it's published by the same publisher who published Etrian Odyssey V here in Europe. So, I'm hyped!
#5 – Dragon Quest Builders (Switch) (Release: 9 February 2018)
This games has been on my "to play" list since it released. I found out about this game when I was looking around for Minecraft-styled games.
Now, next year, this game will be ported to the Nintendo Switch. And not only that, the sequel for this game will release for the Switch as well.
Consider me a happy camper now, since I enjoy the Dragon Quest games quite a lot and I enjoy myself some Minecraft as well. This cross over works quite well when I look to the various let's plays I have seen.
I didn't watch a ton of content on this game, since I wanted to avoid spoiling the whole game for me. Especially now that I know that this game is coming to the Nintendo Switch.
#4 – Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (Switch) (Release: 27 March 2018)
When I look to the teasers for this game, I get the impression that the gameplay will be similar to Tokyo Mirage Sessions #FE.
I do realize there will be differences, but I think it's too late. I already made up my mind. This game is one that I would love to have in my collection.
This game looks right up my alley and I think that this will be one of my first Switch games I play in 2018, since it comes out right around the date I'm planning to buy a Switch.
So, if this game would come bundled with the Switch, I think I won't hesitate for a second. This game will become a part of my collection for sure!
#3 – Ace Attorney (Switch) (Release: 2018)
While there aren't a lot of concrete details for this game, there are more rumors and speculations that this will happen.
What's even more, in the article I linked, there are reports of Capcom planning THREE Ace Attorney titles for the Switch and to release them all in 2018.
It'll be quite interesting to see what happens in 2018 for our Ace Attorney. If remakes/ports will come out for the Nintendo Switch or new games. I wouldn't mind any port of games, but I would love Ace Attorney 7 to come in 2018. Or at least a new main game, even when it's a spin-off. So, please Capcom, make it happen!
#2 – The Swords Of Ditto (Steam) (Release: 2018)
When I first saw the trailer for this game, I just fell in love with the charm and art-style this game has.
This game is a RPG where you set out to defeat the evil Mormo. In this Action-RPG you can play solo and co-op. And it's the "co-op" part that interests me the most. I was looking for a new game to play with my friends and I think this will be the perfect game for us to play.
Just take a look at the Steam Store page and I think you might understand why this game sounds so interesting to play with friends. At least, I think that it's interesting!
#1 – Bloodstained: Ritual of the Night (PC/Switch) (Release: 2018)
Ah, the Castlevania series is one of my favorite action games ever made.
While I was afraid for the future of the series, I was quite pleased when I saw that one of the producers of the games is going to create this new game. Koji Igarashi, thank you for doing this!
While I found out about this game after the KickStarter ended, I am still very exited to play this game. So, I'll be surely looking forward to this game. The only thing that I still have to decide is that I get this game on the Switch or on my PC. Or maybe both, if my wallet allows it.
While I know that this game started it's live as a KickStarter, I'm praying that this game will not do a "Mighty Number 9" but a "A Hat In Time" and a "Shovel Knight". Make it a great game guys, feel free to delay it when it needs more polish!
Besides a few new games, it look like 2018 will most likely be a "catch-up" year for me. I'm mostly interested in ports and remakes to the Switch, PC and 3DS. It might be a good idea to play a bit of of catch-up with my endless list that is called my backlog.
I can't wait to see what 2018 will have in store for me. Since next year will be a special year for me. I'll reveal why when the time comes, but for now, let me say that I am looking forward to 2018 and I can't wait to see what it will throw in my way.
Thank you so much for reading. If you wonder what my favorite games where in 2017, you will have to wait until tomorrow at 8PM Brussels time. It shall be revealed then.
I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!
This entry was posted in Articles, Preview and tagged 001, 10, 2018, 4, ace, age, alchemists, am, and, atelier, attorney, be, blood, bloodstained, builders, chronology, date, definitive, ditto, dragon, edition, empires, forward, games, historia, i, in, iv, jea, Jonez, jonez001, jonezjea, journey, looking, lydie, mana, megami, mysterious, neko, NekoJonez, Night, Nintendo, Of, paintings, pc, perfect, playing, quest, radiant, redux, release, remake, ritual, secret, shin, shock, Strange, suelle, switch, swords, system, ten, tensei, The, too, top on December 30, 2017 by NekoJonez.
Preview: Neon Valley Revenge (PC) ~ Let's Go Shooting in Tron?
Recently, I came across a game on the world wide web called Neon Valley Revenge. This game is so interesting, I wish that there was already a demo I could play. So, let me tell you when I'm so interested in this game. I also got in contact with the developers and the CEO told me that a demo might come in the future. In any case, let's take a look at Neon Valley Revenge. As usual, feel free to leave a comment in the comment section down below with your opinion on the content of the article and/or the game.
Let's Go Shooting in Tron
I chose the title of this article for a reason. This game is going to be a shooter set in a sort of Tron-ish looking world. It's going to be an online shooter too.
From the currently released material on their website, I'm not sure if this game is going to have a single player campaign.
I think there is no need to talk about the visuals in depth since the screenshots in the article will do the trick I think. A picture can say more than a thousand words after all. But, if you want to see the game in action, you can look at this teaser trailer where the developers show off some combat mechanics. You can find more information about it in their article about the video.
Something that gets me interested in the game is the fact that the wall jumping. This opens up the map in so many different directions and I can't wait to see how hectic matches can be online. Also, I like that there seems to be a 1st and 3rd person mode in the game. Personally, I like to play my shooters in 1st person, but if there is going to be an option, this will please both parties.
Also, if the music from the video is going to be any indication of the soundtrack that this game will have in store, I'm getting even more hyped for the game. I think that the music really fits the presentation they are going to this game. There are some hidden hints placed in an article about the music that might possibly get into the game.
In another blog post, the developers confirmed the wall jumping amongst other forms of movement. Two other things that are pretty interesting is the air control and the dashing. It's quite clear that this game is going for a futuristic vibe. I like the execution in this game since it really fits the theme visually. So, the artist did a great job in design everything.
Speaking about the artist, the main developer Jonathan D. and David Belli made the animations. Now, do you want to hear something even more impressive? Besides those two, there are three other people working on this game. The team is presented in this blog post.
So, the developers also revealed a bit how it's going to work in the gameplay department. For this, I point you to a page talking about one of the maps. There will be commands to easily and quickly do things like vote and kicking players.
There are other various bits of information on that same page. You can find the control scheme and some information on how high scores and weapon load outs will work. Currently, the controls won't be customizable, but the keyword is "currently". I personally hope that the developer knows that "QWERTY" isn't the only keyboard layout. I know, I know; it's a pet peeve of mine, but I hate it when I play a game using my "AZERTY" keyboard and I have to place my fingers in a weird position to play the game.
So, I'm going to keep an eye on this game. When the demo is ready, I'll surely give it a shot with my friends who are into shooters. From just seeing the already released (press) material, I can't wait to see this game become a finished product. There is, even more, to discover on their website when it comes to art and screenshots.
Now I would like to thank you for reading this article and I hope you enjoyed reading the article as much as I enjoyed writing it. I hope to be able to welcome you in another article on my blog but until then, have a great rest of your day and take care. And before I finish this article, I want to share the press kit for this game with you. So here it is! It's written by the CEO of the developers Daydream Productions, Jonathan D.
Daydream Productions presents
Neon Valley: Revenge is an online shooter with Neo 80s design influence. Full of retro neon-infused graphics and hardcore gameplay features, join the digital frontier of Neon Valley and claim your place at the top!
Health shield system inspired by Halo: Combat Evolved
Agility focused movement for freedom of control. Wall jumping, dashing and air control
Assortment of weapons and gadgets with unconventional mechanics
Skill and style based points scoring system
Arcade style high score leaderboards
Neo 80s design and synthwave music
I have been dabbling in game development since the tender age of 14. Mostly working with pixel art and some basic programming using the program Beyond. And after my education, I worked on several projects with friends or freelance based. However, after many of them fell through, I felt like I had to just go for it and push through whatever challenges lie ahead. To develop my own game, a project I could use to broaden my skillset and begin as a professional game developer. I aimed for a game design within my reach… Something which did not go so well.
Neon Valley is a project I have worked on the last 2-3 years. Mostly in my free time and a lot of the time which should have been my sleep. As I am originally an artist and designer I had to learn programming, so I could begin developing my own ideas. This project was for that purpose but as it developed I wanted to take the extra step. So I took it to the next level, revamped a lot of the art and turned it into a somewhat full-fledged game. Or at least direct my goals towards that. Neon Valley transformed from a small prototype shooter to an online multiplayer shooter.
I had to learn not only C# programming in Unity but also pick up how to program networking. And beyond that VFX, designing game mechanics, Lighting, bla bla bla oh my god. So it has been a rough couple years for this little artist, something very out of my comfort zone. It was not the straightforward copy paste of my 14yr old projects. But I love it none the less and am very excited to present my figurative but-also-kind-of-literal blood sweat and tears.
I wish to tailor-make a competitive online shooter that allows a diverse variety of gameplay styles. Currently, there is only a handful of items in the game. However, over the next few months, I will be designing more characters, weapons, and gadgets, testing them one by one with the players. Experimenting with the gameplay feel and a variety of gameplay mechanics at the player's disposal. I hope to over time develop Neon Valley into a place where players can develop their own gameplay styles without feeling forced into specific "Meta" gameplay.
This entry was posted in Articles, Preview and tagged 001, a, arpegi, competition, controls, d, daydream, development, game, go, information, into, jea, jonathan, Jonez, jonez001, jonezjea, jumping, kit, let's, more, neko, NekoJonez, neon, play, press, Preview, previews, productions, release, revenge, review, shooter, shooting, test, tron, valley, wall, with on December 24, 2017 by NekoJonez.
Preview: Shadow On Broadway (PC) ~ Let's Solve This Demo!
Today we are going to talk about something quite unique. This game is created by a group of students and this is their first game. A more complete story can be read on their about page. The reason I decided to write an article about this game is because I tried to create games in the past with my friends. So, this story speaks to me. My games weren't as fleshed out or developed as this game is. But, is this game any good or is this a project better left between friends and family of the developers? Let's take an honest look at the game. I have beaten this demo three times, the first two levels are playable, so if you want the full game, you will have to follow them on Facebook for future updates. Also, as usual, feel free to leave a comment with your opinion on the game and/or the content of the article in the comment section down below.
Note: while I have beaten the game, I'm not going to label this as a review. I have chosen to label this as a preview since it's a demo that shows off the first two levels of the game in an alpha stage.
A Mystery
In this game, you play as a P.I. named Jack and you must find Nancy. Together with Genevieve, you find a lead on which gang has Nancy. So, you can start to look for her.
While the setup for the story isn't unique, what matters is how the story is written. The writing is okay. I enjoy detective/crime stories but I have read better-written stories. That's not to say that this story is bad, the pacing is great but there are things left unexplained and things that don't really "click" with the overall presentation.
Most of the story will be told while the next level loads. This will happen in nice black and white drawn panels. They are displayed like you are reading a visual novel. If you aren't interested in the story, you can skip it by clicking after the level loaded. The voice acting will keep playing if you clicked until the cutscene transitioned into the level, but the comic book way of presenting the story won't progress.
Speaking of the voice acting, it's decent. There were a few things that could be improved in terms of the voice acting. Sometimes the voice acting lacked the emotion or the needed "punch". To avoid spoilers, I won't give specific examples but you will hear it once or twice. But then again, this might be me being too critical of a free game made by a group of people who just released their first game. Since the sound quality is amazing when it comes to the voice acting. It's just that additional "punch" that is lacking.
There are also subtitles that show up on the top of your screen when the characters are talking. The only thing that annoyed me about them is the fact that a lot of subtitles are missing the "." at the end of the sentence. You also get a sort of tutorial, where the keys are explained. These show up above the health bar in red while you hear the sound of pressing keys on a typewriter while letter per letter is shown.
This brings me to the sound design. The soundtrack of this game is good. The music is good and helps a lot building the atmosphere. The sound effects are overall good with a few exceptions. The sound effects of hitting enemies and them dying is just bad.
The sound of hitting the enemies is just annoying. When I heard it the first time, I just imagined a room full of them and them dying all at the same time. The sound of the enemies dying didn't fit the enemies at all.
Solving it
The gameplay of this game is pretty good. You play either as Jack or Genevieve. Both have different abilities that are unique to them.
Jack can roll to dodge attacks and Genevieve has a few magical moves. Their moves are easy to get used too since the controls are responsive. Yet, I have a few complaints when it comes to the controls.
The first problem with the controls is something I'm annoyed by if games do this. I live in Belgium and we have an "AZERTY"-layout in our keyboards. Usually, the game rebinds the "WASD"-movement keys to "ZQSD" but this game doesn't do that. Thankfully, I could use the arrow keys as a replacement but this made it awkward for me when I had to fight. Since my arms are so close to each other. Oh well.
This brings me right to my second problem. Because of that, some keys were too far from my fingers to use. This became a problem in the second level when I was playing around with the magic abilities of Genevieve.
And the final issue I have with the controls is the lack of a rebind option and the options menu. You can't rebind the keys and the options menu for the "controls" only shows a few of the keys. This needs to be a bit more worked out.
This brings me to the menu system and the UI. Something I pay a lot of attention too. And in this game, the menu system is okay apart from two things. I think that when you open the pause menu, it should make the menu more the focus. Now, it's just displayed on top of the level. My second "issue" with the menu system is a very small one. But, why is there on every menu "return" used to return to the previous menu but in the sound menu it's "back"?
A small suggestion for the sound menu is, when you mess around with the sliders, it would be nice if you hear a sample so you can tweak it to your liking.
Now, I'm sorry but the UI isn't the prettiest of things in this game. Now, am I saying the art chosen for the HUD and everything is bad? No, not at all. The problem is that it doesn't fit the presentation at all. It would make the game so much better if the HUD blends in with the presentation a bit more.
Close, but no cigar.
Now, it might seem that this game is bad or mediocre. The thing is, the game is still in its early stages and it shows. I think it's a wise move of the developers to put the game online and get as much feedback as they can to improve their game.
Something I really liked about the demo was the presentation. The atmosphere of the game is just perfect. The filter put onto the gameplay is pretty good. Yet, it bugs me that I still need to complain about something here. The animation still needs a lot of work. The animation of the first boss special attack is unfinished and the animation of some scripted events aren't present yet. Which is a shame, since the character models are well made and detailed. But without things like lip synching or some more movement of the characters, while those scripted events play out, it gives the game a cheap and unfinished feel.
Since this demo is quite short and can be beaten in a few minutes, this game doesn't have a save feature. In fact, I didn't need a save feature in this demo since I never came close to dying. The demo is easy, some puzzles might stump you for a bit but a seasoned puzzle gamer will blast through them. This doesn't mean that the puzzles are bad, they are easy to figure out and they don't slow down the gameplay.
Like I touched upon before, in this game you must explore and investigate an area. In this game, you must solve puzzles and defeat enemies. I just talked about the puzzles, so let's talk about the combat. The combat is pretty good, it's too bad that there weren't more challenging situations in the demo to experiment more with the combat system of the game.
If the developers would use these two levels as the opening of the full version of the game, my only hope is that they make those two levels longer. It's better to have a couple of longer levels than a bunch of short levels. Since it allows for more creativity instead of an incoherent mess of ideas. That's my opinion.
In one of my playthroughs, a glitch stopped me in my tracks. The camera froze just before the cutscene of the 2nd boss but I could continue playing the game. Blindly. The glitch stopped me from pausing the game too. I tried to replicate it several times, but I can't tell what caused it.
Thanks to this glitch, I learned that you can use your attacks during those scripted cutscenes. This was so nostalgic to me since you could do that in the old Tomb Raider games too.
I want to mention one other thing about the 2nd boss too. Dress his arena a bit more. In the scripted cutscene, you show us walking to him while he is sitting on a stage in a theatre. But, when the fight starts, it almost looks like you are in an ordinary room.
If I may give a final suggestion before I go to my conclusion, I think there is a missed opportunity in the game. I think it would be a good idea if you put "Demo / Alpha version" somewhere in the main menu or as a message when you start the game. Since otherwise, people might think that this is going to reflect on the full version and that might put off potential players.
My conclusion for this game is a simple one to make. I think the developers Team Noir are working on something interesting here. The game looks promising but lacks a lot of polish. The HUD doesn't fit the atmosphere, the animation needs some work, the story needs a bit more depth… but the fundamentals are there.
I have played a lot of good and bad free games in my gaming life and this is getting so close to the good category. I honestly think they released the demo too soon. This game could have benefitted from more polish. I have played far worse games where the game bugs out or the controls lock up. That doesn't happen in this game. Apart from one glitch I couldn't reproduce or trigger for a second time, everything works in this game like it's supposed to be.
The content of this demo promises an interesting game. Developing a game is hard and requires a lot of work and skill. Looking at this demo, it's obvious that the skill is already there. It just needs some more work.
That's everything I wanted to talk about in this game/demo. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then have a great rest of your day and take care!
This entry was posted in First Impression, Preview, Reviews and tagged 001, action, adventure, arpegi, australia, Brisbane, broadway, dective, demo, development, first, formed, free, freeware, game, gamejolt, gameplay, impression, indie, indiedb, jazz, jea, Jonez, jonez001, jonezjea, mac, music, neko, NekoJonez, noir, on, opinion, own, press, Preview, puzzle, queensland, recently, release, review, shadow, small, students, style, team, unique, windows on November 18, 2017 by NekoJonez.
Publishing: The Riddle of the Sphinx: The Awakening in HD on mobile devices – Kickstarter
Explore the Great Pyramid and SOLVE the Riddle of the Sphinx: The Awakening in HD on mobile devices and more!
Jeff and Karen Tobler, along with Charlie and Marta Tobler, their son and daughter in law, are "rebuilding" the Giza Sphinx and Great Pyramid — one of the Seven Wonders of the Ancient World — in enhanced HD resolution in newly rendered, breathtaking environments. The adventuring family has turned to Kickstarter to fund their epic Historical Egyptian adventure re-make.
MOSELLE (SAINT LOUIS), Missouri, Nov 1, 2017 — Old World Studios announced the launch of Riddle of the Sphinx: The Awakening. Husband and wife teams, Jeff and Karen Tobler, along with Charlie and Marta Tobler, have turned to Kickstarter (https://riddleofthesphinx.com/kickstarter-launch) to fund this epic Egyptian adventure.
Riddle of the Sphinx is an epic adventure game that takes the player through the compelling archaeological ruins and history of ancient Egypt while uncovering age-old mysteries surrounding the Great Pyramid and Sphinx. Players of all ages will have access to amazing life-like 3D environments in this larger than life archaeological adventure game.
Set within and around the ancient Egyptian monuments, Riddle of the Sphinx is backed by years of extensive research and painstaking recreation of the existing Giza Plateau, Great Sphinx, and Great Pyramid — one of the existing Seven Wonders of the Ancient World. Major levels of the game involve exploring real-life archaeological finds, then taking those discoveries to the next level. Players assume their role as close friend and confidant of famous archaeologist Sir Gil Blythe Geoffreys as he excavates the site of the Sphinx. The tale begins as Sir Geoffreys realizes he has unwittingly unleashed an ancient curse while translating a key scroll. Sir Geoffreys dies, and the scroll mysteriously disappears. The player's task is to locate the missing scroll, finish Sir Geoffrey's translation, and solve the time-worn puzzle before . . . well, we won't spoil the intricately woven plot.
What took the ancient Egyptians half a million workers and decades of grueling manual labor to complete, Jeff and Karen originally completed in just under 6 years. But now, they are utilizing the latest in 3d rendering software to create absolutely stunning settings for the game's epic storyline, bringing an even more realistic immersive experience to exploring the Sphinx and Great Pyramid, as well as the huge scope of historical discoveries including hidden corridors, lost tombs, and secret chambers that tie to a larger mystery… a riddle.
"One aspect of Riddle of the Sphinx that intrigued me was the age-range of players who were impacted. It surprised us that parents were playing with their children, older house-bound players could 'escape' through the game and even long-distance engaged couples played over the phone. It was really encouraging that Riddle of the Sphinx was the tool for people to share time with each other and create lasting memories. We are excited to see new relationships forged and more memories made with the new real-time 3d version," said Karen Tobler, Co-Creator of Riddle of the Sphinx.
"Riddle of the Sphinx is the ultimate Egyptian adventure game with realistic megalithic monuments, lost tombs, hidden corridors, and sacred artifacts pointing to solving the Riddle of the Sphinx… it's a game where everyone can become the adventuring archaeologist that we all secretly want to be," shared Jeff Tobler, co-developer of Riddle of the Sphinx.
Old World Studios is offering unique Kickstarter pledge rewards to backers of the Riddle of the Sphinx: The Awakening.
For more information visit https://riddleofthesphinx.com/ or their Kickstarter campaign https://riddleofthesphinx.com/kickstarter-launch
The Facebook page: https://www.facebook.com/riddleofthesphinxgame/
About Old World Studios
Old World Studios is the adventure game division of LifeTree Group, LLC (originally Omni Creative Group, Int'l). In 1994, the husband-wife team, Jeff, and Karen Tobler began work on Riddle of the Sphinx, a project that started as a means to virtually explore the Giza Plateau, Great Sphinx, and Great Pyramid. The story grew to include the fulfillment of the many theories, lore, and myths of secret chambers, hidden corridors, and lost treasure associated with the Great Pyramid — the response was phenomenal! Riddle of the Sphinx and its sequel The Omega Stone continue to be sold and played worldwide.
This entry was posted in Articles, Preview, Publishing and tagged 001, adventure, and, android, apple, campaign, explore, game, games, gaming, Google, great, HD, iOS, jea, jeff, Jonez, jonez001, jonezjea, karen, kickstarter, kit, lifetree, mobile, neko, NekoJonez, Of, play, playstore, press, Preview, Publishing, puzzle, pyramid, reboot, remake, riddle, solve, spynx, store, The, tobler on November 5, 2017 by NekoJonez.
Gamer's Thoughts: Mekamon (Robotics) ~ Robot Games
Hello there, dear reader! I hope you are having a great day today. If that isn't the case, allow me to give you something to read to escape the reality for a bit. So, today I'm going to talk about something unique. Most of you know that I'm studying to become a computer scientist. I specialize in networking and computer techy. Yet, I'm always interested in the fields of computer science that I lack the skills for. One of these fields is robotics. By the way, one of my blogger friends KillerRobotics writes an interesting blog about robotics. So, go and check him out, okay? As usual, feel free to leave a comment with your opinion on the article and/or the robot in the comment section down below!
Mekamon
Last week, I received an email from the people over at Reach Robotics. They are developing one of the first gaming robots called Mekamon. While I'm personally not too well versed into robotics, the videos they have put out, look rather interesting.
They have put out two videos about the robot. One where they show off the robot on the playground and one where they show off how the robot walks on any surface. You can find even more information on their blog.
Here is something quite interesting that the developers behind this robot told me:
MekaMon is the world's first gaming robot. A fully modular, augmented reality enabled, connected battle-bot. And now's your chance to see it in action. We've been busy creating a short series of videos to let users know that their MekaMon isn't just for the living room floor. From MekaMon's day out in the park, to terrain trials, we've brought viewers into the world of MekaMon's amazing movement.
MekaMon features three degrees of freedom per leg, which offers motion unprecedented in the world of consumer robotics. Take that motion into our Mek v. Mek battles or AR single player missions and you've got a serious gaming platform, straight from the control of your smartphone.
Old robotic toys
I remember that there were robot-buddies in the past. But those robots haven't been popular here, where I live. What interests me the most is the fact that this robot is modular.
Most of the robotic toys I saw in the stores or at my friends their houses were mostly voice controlled or had just a few games or things you could do with them. MekaMon is modular so you can add additional modules to create a new experience.
I'm still a bit bummed out that I wasn't allowed to mess around with the robots that my friends had. Since I had a "curse" on me, I was able to "break" the robot and make it do funny things. In retrospect, I was able to find bugs in the programming and exploit them and make the operating system crash.
I had the biggest issue with voice recognition robots. When I was younger, most of those type of robots were unable to recognize my voice. Maybe I tried to pronounce it in a wrong way or maybe I didn't use it in the right way.
Happy to see
You know, I'm quite happy to see things like this happening. One of the biggest reasons I'm quite a big fan of Nintendo is because they try to promote their consoles with different gimmicks. The Wii has motion controls, the 3DS has glassless 3D, the DS has two screens and so on and so forth.
As a game collector, I'm quite interested in various ways to experience a game. This is a unique way of playing games I haven't seen a lot. A robot that you can take outside to play games with in real life, it's Pokémon Go all over again.
I really hope something like this picks up steam. It might do something of the stereotype some people have about the gaming community. That we are all so-called shut-in people that do nothing besides looking at their screens all day. Maybe I'm being a bit too harsh on our community but sadly enough, I know people who really think that way about us.
Yet, ranting about that is a totally different article. I'm quite interested in seeing what kind of games you will be able to play using the MekaMon. The only thing I'm somewhat worried about is the fact that it's controlled by your smartphone.
Now, hear me out about this. If they don't pull this off right, hacked clients might pop up on the internet and may skew games with all those annoying consequences as an unwanted bonus.
But, I'm certain that things like this will be monitored when the robot is released and it wouldn't surprise me if there are going to be methods in place to prevent things like this happening.
In any case, I'm going to follow the development of this robot. Since I would love to see the games you can play with it and see some demo videos of people actually playing a game with them.
If this article made you interested in the MekaMon, go to their website I linked at the top of this article. It's a quite nice read and you don't need to be very tech savvy to understand everything. I can't wait to see where this is going and I wish the developers the best. And if this robot is released, I might even buy it, if my budget allows it that is.
But, you don't have to wait. If you go to the official website of the robot, you can get in the pre-order queue and pre-order this robot for when it comes out! Here is the official website, if you didn't want to go back to the top of the article.
So, that's everything I wanted to talk about for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!
This entry was posted in Articles, First Impression, Game Quickies, Gamer's Thoughts, Personal, Preview and tagged 001, about, AR, experience, future, gamers, gaming, hype, information, jea, Jonez, jonez001, jonezjea, killer, killerrobotics, mekamon, more, multiplayer, neko, NekoJonez, new, Preview, reach, reachrobotics, robotics, thoughts on October 15, 2017 by NekoJonez.
Preview: Griff – The Winged Lion (PC) ~ 5th Console generation inspired game
Developers' Website
Another retro-inspired game? I know, we have seen quite a lot of them lately. But, this time, it's quite different. Today, I want to talk about Griff the Winged Lion. A retro-inspired game by major titles from the 5th console generation. Games like Spyro and Crash are two of the biggest inspirations for this game. So, in this preview, I'm going to talk about the released press and promotional materials, the provided demo and what my ideas are for the game. As usual, feel free to leave a comment with your opinion on the game and/or the content of this article.
If you want to support this game to see it completed, you can help the developers on KickStarter!
The promo & press materials
If you want to check out the press kit for yourself, you can do it right here. In the provided press kit, we can read the story. The story is about Griff, a king's son who goes on a journey to find answers about his mysterious fate.
I think that there is a lot of potential in the story. Since my experience with gaming stories and writing stories myself in the past is telling me that there is going to be more than just that. I'm convinced that the story presented in the press kit is just going to be the tip of the iceberg. Something is going to happen that changes everything. I'm quite curious to see what it will be.
So far, the characters that get described are an amazing throwback at the characters from the games they took inspiration from. I can't wait to see how everything will fit together into one story.
When I keep reading in the press kit, I see some features that get me excited to play the full version of this game. First, the fact that there will be 5 playable characters gets me excited. I enjoy adventure platformers where you have to switch between characters to solve puzzles.
Second, the fact that this game is based on mythological creatures, I can't wait to see which mythologies get covered. I have a soft spot when it comes to mythology in games…
Third, the voice cast for this game is well-known actors in the scene. The 4 names that are listed are impressive. If an indie project like this has such a great voice cast, I can't wait to see the result.
I really urge you to look at the press kit since there are a lot of screenshots to be seen to give you an idea of the final product. Also, check out the KickStarter page, since you can download the demo right from there. Speaking of the demo…
I looked at the demo provided in the Kickstarter. While I know that the demo isn't a great representation of the final representation of the game, but I would like to say a few things.
The demo of the game is quite short. Maybe a bit too short in my opinion. I think it would be fun if there were one or two levels available to play in the game. Since now I only got a basic understanding of how the controls will feel and how the game will look visually.
There was one issue in the demo that I found very annoying. The fact that the "enter" button was used to select and both go from full screen to windowed mode was annoying.
One thing I would love to see changed in some parts of the UI still looks a bit too modern and out of place in the 5th console generation. Especially the character portraits in the top left corner. But then again, this is an early build so I can excuse that.
Something I really didn't like was the swimming controls in the game. I'm under the impression that the camera controls flip under water. That moving the mouse up, moves Griff more under the water. While above water, moving the mouse up, moves the camera up.
Something else I didn't like was the fact that you could get yourself stuck when you go to the king. There was no way back up, so I had to restart the demo to explore the rest of the game. There is a way to get out there, but it took me a bit too long to figure that out.
One minor detail that you could change but would make it a nice touch is to change the XBOX controller into a PS4 controller on the control screen. Since you draw inspiration from games that are published on Sony systems. See where I'm going with this? It is in the details.
And that's everything I didn't like about the demo. The music, the visual presentation, the controls and everything else looks quite promising. While there isn't too much to do in the demo and you can "finish" the demo in 15 minutes, I really want more. I want to see more and see this game get fully developed. Since, after I played this demo, I'm bursting with ideas. Speaking about those ideas…
My ideas for the game
Okay, it's that time of the preview articles again. A time where I throw around ideas that I would love to see in the finished product. Keep in mind, that these might not even get implemented. These are three ideas I have after seeing all the press materials and playing the short demo.
I think it would be amazing if there is a level where you must use the "turn your enemies into gold" mechanic that is promoted. What I mean is, that you turn enemies into solid gold and must use them as platforms to reach other platforms.
Another idea I had was, give the game a speed run feature. What I mean is, build in a feature that speed runners can use to help them time their in-game time when playing the game. I can see a lot of potential in this game for speed running. So, seriously, grab that chance.
Since this is somewhat of a coming of age story, I think it would be amazing if there is a level where you must guide younger lion cubs to safety from hunters. From what I understand of the plot, the story is about Griff proving that he can become king when his father would pass away.
Overall, I'm quite excited for how the game is going to turn out. I'm crossing my fingers that they reach their Kickstarter goal. Also, if they are unable to reach that goal, I seriously hope that they don't drop this project. This game has quite a lot of potential and it would be a shame if it died.
If anything interested you in this article, go and look at the Kickstarter page. I seriously think you will enjoy it. You can download the demo I used to base my article on. This can become an amazing tribute to the early PlayStation games and much more.
I have said everything that I wanted to say about the game for now. Thank you so much for reading this article and I hope you enjoyed reading this as much as I enjoyed writing it. I hope to be able to welcome you in another article on my blog but until then, take care and have a great rest of your day.
This entry was posted in Articles, Preview and tagged 001, 5th, 64, arpegi, bit, breakerbox, console, crash, demo, development, game, generation, griff, inspired, jea, Jonez, jonez001, jonezjea, like, lion, more, neko, NekoJonez, nostalgia, press, Preview, retro, review, spyro, studios, The, under, winged on September 29, 2017 by NekoJonez.
Preview: Spinnortality (PC) ~ Immortal Empire
Today we are going to take a look at a game that lets you build a huge empire. A game where you can become immortal and conquer the world. The game currently isn't released to the public, but I got the chance to play the development version. The game will also release on Steam, since it got greenlight. I also want to stress that this article isn't a paid review or promotion. In this article, you will find my honest opinion on the game. Also, beware, since this game is still under ONE MAN development, things I mention here might change and/or improve in the final version. But enough introducing of the game, it's time to give this cyberpunk tycoon adventure a start.
The current planned release this is 31st August 2017, but this is subject to change.
Control it all
The goal of this game is to become immortal and conquer the world with your empire. In this game, you can control everything that your mega-corporation does.
Want to get a special law passed in a country? This game has it. Want to control media? Yes, this feature is in the game! Want to rig elections? Guess what, this is also a feature in this game. There is a lot more to do in this game, so it's advised that you play through the tutorial.
In the press build, I think the tutorial could use some improvement. Since there is a lot you can do in this game, I honestly think that it would be better if you were able to replay certain tutorials. Basically, that you have a list of missions. Each mission is a tutorial. This way a player can replay a tutorial if they want more explanation about a certain part of the game or when they forgot how something worked.
After I played the tutorial sections, one thing was clear to me. This game isn't for casual players. There is a lot of things you need to keep track of. Since this game is turn based, you could argue that you could play this game in short bursts, but I wouldn't recommend that.
The gameplay of this game is simple on the surface but it's very in-depth. The only thing you will need for this game is a mouse. You rarely need the keyboard, only to input your name at the start and/or the name of your save file.
Too much for me
My first few playthroughs of this game left me confused. I honestly think there is too much to do from the start in this game.
After some time, I got used the mechanics of this game. I learned how the game worked after replaying the tutorial for a few times. Again, read the tutorial carefully. I think this game would be improved if there is a "Help" button, where certain things are explained that were explained during the tutorial or like a "What does this thing do?"-sort of button. Where you need to click on and then you click on another button to get some explanation.
Basically, I think the biggest issue in this game is that the game is a bit overwhelming to new comers. If you don't play a lot of management games, you will get lost in everything you need to keep track off in this game. The game is fun and well put together, but like I said, it isn't newcomer friendly.
Also, you need to take your time to play this game. If you click on everything just to advance your turn, you will lose all your money before you know it. Take your time and think everything through while playing this game.
In the press build, there were a couple of bugs. But, I'm not going to hold this against the game since I told them all to the developer so he can fix them before the game launches. Most of the bugs were minor things that could be improved.
Spin that globe
So, now that I have talked about the gameplay, I think it's time to talk about all the other aspects of this game.
I love how you can save and load your game at any time. This is very handy since when you made a wrong move, you can easily load an older save file to try and fix your mistake.
Visually, the game nailed its theme. The game looks quite good for being created by one man. I really liked the animation of the moon going around the globe, very well done. While there is a lot to keep track off, the UI is very well built too. All icons give a great representation of what options you could find where. The only thing I would improve is to make sure you can easily see what's a clickable feature and what not.
Personally, I'm not a fan of the music. I really enjoy melodic music, and this game doesn't have that. Is the music bad? No, I have heard and played games with much worse music. The music adds a lot to the theme and presentation of the game, but it isn't my cup of tea. Some tracks were enjoyable like the menu theme, but some tracks used in this game weren't to my liking.
During my play sessions, I had one idea I would love to see implemented in the game. When you start a new game, you can choose a region where you start. This will also decide your currency. You could take this idea even further with making it more tricky to change laws in other parts of the world. For example, a European based country has it more difficult with changing a law in the North America.
But, that's everything I wanted to say about this game. It's time to give my final thoughts.
In conclusion, at its current state, I don't think it's ready for release just yet. It needs some polish to be "easier" for non-management gamers to understand the game. Apart from some minor bugs, everything works pretty well.
The game is interesting and unique. Would I recommend this game? Currently, I would recommend it to people who enjoy games like Europa Universalis IV and games of that nature. Otherwise, this game isn't for you and you might not enjoy this game at all. This game truly has potential to become a great game, but it still needs some work.
Thank you for reading this article and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, take care and have a great rest of your day.
Note: The developer told me that he will work on making the experience better for newcomers when the game is released.
This entry was posted in Articles, Preview, Reviews and tagged 001, arpegi, build, coperation, easy, empire, even, evil, free, gameplay, games, gaming, Google, Greenlight, how, immortal, indie, james, jea, Jonez, jonez001, jonezjea, management, mega, more, neko, NekoJonez, press, Preview, reads, release, review, spinnortality, steam, tags, them, time, tutorial, when, who on July 26, 2017 by NekoJonez.
San Diego Comic-Con Official Screening "ART OF THE GAME: Ukiyo-e Heroes"
So, do you guys and girls remember the movie Ukiyo-E Heroes? It's a documentary that I wrote about a month or two ago. Well, the crew emailed me again to give some interesting news. So, that's why I'm writing a quick follow-up article telling you that there is going to be some new things!
So, if you haven't read the original article, here is a quick rundown.
A journey of discovery into how a Canadian craftsman and an American designer with a father and son generation gap who collaborate to revive the ancient Japanese woodcut (Ukiyo-e) using pop-culture icons: Super Mario and Pokémon, and now Shadow of the Colossus.
If you are interested and you missed the original screening, well then you are in luck! Since there will be a new screening on SD-ComicCon '17! This will happen on July 22 at 8:20PM.
But wait, there is more. The screening is followed by Q&A with the artist Jed Henry and the director Toru Tokikawa. If you want to know more, follow this link: http://sched.co/BO2t
Also, there is a new trailer that you can enjoy. This trailer can be found currently pinned on their Facebook page.
Sadly enough, I won't be able to attend the screening; but if you are in the area, I would highly recommend you going to see it. Since the previous screening was a success. Also, there is talk that the documentary might make the journey overseas into Europe.
Before I wrap up this article, I want to share the social media links of this documentary:
Website: https://www.facebook.com/artofthegamedoc/
Reviews & Updates: https://twitter.com/artofthegamedoc
Gifs for gamers: https://artofthegame.tumblr.com/
Fun gifs: https://www.instagram.com/artofthegamedoc/
In any case, that's everything I have to say in this follow-up article. Thank you for reading this article and I hope you enjoyed reading this as much as I enjoyed writing this. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.
This entry was posted in Articles, Personal, Preview and tagged art, comic, con, diego, director, documentary, e, game, heroes, hype, jea, Jonez, jonez001, jonezjea, neko, NekoJonez, Of, official, q&a, qanda, san, screening, The, tokikawa, toru, ukiyo on July 17, 2017 by NekoJonez.
Publishing: Mr Pumpkin Adventure available for PS Vita!
Mr. Pumpkin has lost his memory! Help him regain it by embarking on a grand adventure. Can you solve all of the logic puzzles that will reveal all of his enemies?
Immerse yourself in a game of logic and puzzle-solving that will help Mr. Pumpkin regain his memory. Make your way through an adventure-filled kingdom of plants – 50 wonderful scenes that will take you through this fantastical world on our quest to help Mr. Pumpkin!
Embark on an adventure in logic with Mr. Pumpkin! Help him regain his memory by traveling through the gorgeous, fantastical plant kingdom. Over 50 varied scenes await you, in which you'll find pieces of the puzzle that will restore poor Mr. Pumpkin back to health. Escape evil forces and challenge your mind!
– One of the most interesting logic games in a while…
– Solid mix of puzzles and logical challenges
– Fantastical world of plants and flowers
This entry was posted in Articles, Preview and tagged 001, adventure, advertisment, arpegi, available, for, information, jea, Jonez, jonez001, jonezjea, logic, more, mr, neko, NekoJonez, PS, pumpkin, puzzle, QubicGames, vita on July 14, 2017 by NekoJonez.


text:
Home / Tin Yat Dragon Blog / Taoism Perspective on Roles Inside a Family
Taoism Perspective on Roles Inside a Family
Tin Jee | 19 August, 2020
The Taoist way of living a life is always the most natural and beneficial to everyone, because it promotes flowing with nature and doing what nature sets us to do. If we are born to walk on legs, why do you want to start walking upside down with your hands instead? That's not going to make it better, but worse! Many families don't really specifically assign a role to everyone in the house, and they try to do whatever each feels like, which often ends up in disagreement, arguments, and conflicts. Taoism has its own way to assign the roles to people according to nature's pattern, which can at least teach you how to set the standards and reduce conflicts in the house.
In a family of 3 or 4, there is always a father, mother, and children or child. If you look at the pattern of creation, there won't be a child without the sperm first, therefore the father is the first one in the lineage tree. We say that the father is like the sky, which provide resources for the life to be born. Some say we need to treat female and male "equal" these days, but that isn't the case for Taoists. Yes, you can both be as important, but the female is born to take the sperm and not create them.
The mother's role is like the ground, they take the "seed" which is the sperm, and cultivate it, giving birth to the actual life, which is the child. The mother shall not see herself as a leader in the team, because the leader is the one who gives the seed, which is the father. Some might think this is sexist or maybe not fair, yet when did nature tell us this world is about "fairness"? Nature builds up like a pyramid structure, because time sets the standard. Whoever start things is the leader, and that's basically how nature works. Who comes first, who is the leader of the next generation. The mother's role is to take care of the seed and grow it, make it turn into another life, a baby, a child. Just like "the ground," the mother keeps feeding the child as they grow up, feeding them with normal food, and also brain food that teaches them how to be a proper human being.
The Confucianism way says "the child not learning is the father's fault, the teachings are not strict enough is the teacher's fault," but somehow Taoism doesn't agree with that. We say that the father is the provider and leader. Therefore, the father's role is to make sure the son has a future, and knows his direction and such. Giving the proper vision of life to the child is important, because he needs to know where he is going, why he is here, and the goal of his life. After that, it's the mother's job to make sure the child is learning, strict or not, is up to the mother, because she plays the role of a manager, while the father is the big boss above.
The role of the child is to be the final "product" of the sky and ground, which means he is responsible for producing the fruit, the future, and making sure that the next generation can be produced for the future. What does that mean? What if the child doesn't want to have babies with another person and just wants to stick to himself for the rest of his life? That's fine too. The pattern is, he should be "the future creator," which means he needs to invest his time, energy, and life into making sure he can grow up and have the ability to make a living and provide a FUTURE for the family later on. In short, he should aim to give back to the parents and make sure the family can keep going.
The common issue out there is that the father is overpowering and trying to "teach" the kid a lot while the mother is backing off and trying to be the laid-back type. The mother is not doing her job and the father is overpowering like a CFO in the company who bosses around people like he is the manager. The child cannot take it because it is against the nature's pattern.
The father should be more inclined towards being a "sun," and burning himself for creating light for the world, while not interfering with things so much. By being a good role model himself, this is already a way of teaching his son. Most fathers these days can't even act properly themselves, so how can they expect the child to do better? What do you expect?
When the child has issues, it is the mother's role to inject wisdom and teach the child, also give them the right amount of pressure to keep them moving. If the child is lazy, the mother should get them motivated and help them to get back on track, just like a good manager at work will do to his employees. Just being a bitch doesn't help though - imagine a manager who only knows how to scold people and not look out for them? It's not going to work! A good manager always tries to fuel the lowers and help them push and move forward, thinking for the lowers and always pushing them to move forward.
The Taoist way of living a life and seeing the roles in a family is very "natural" because it is how nature works and the way how nature operates. However, if you decide to go against nature, then you will see the negative results on your end, and life just gets much harder than it is. You are trying to fly and sail against the wind, what do you expect? The theory is simple, and you get it already, but when it comes to actually doing it, that's another story. Therefore, you should ordain and learn, because that also translates to real life teaching and guidance, which a reader in this blog won't have.

redpajama_set_name: RedPajamaCommonCrawl


Access the latest evidence-based clinical practice guideline recommendations with the AAO-HNSF Guideline Pocketcards. Available for purchase in both digital and print.
Mobile versions of the pocketcards are available through the Guideline Central App. Click here to download the mobile app!
AAO-HNS Members receive a 10% discount by using PROMO CODE: OTOCPG during checkout.


T.J. Dillashaw faces Henry Cejud on January 19 in the first major MMA action of 2019. Let's check out that matchup after a quick look back at UFC 232, the final big event of 2018 that was tough on some bettors.
The impossible happened at UFC 232, which featured upsets, finishes, the return of the king, and a new two-division champion cementing herself as the greatest women's fighter of all time. If you were a bettor, however, it was a bit of a rough night. We liked a lot of the favorites for UFC 232 and they just didn't seem to show up.
The night started great with Uriah Hall coming from behind to win via KO in round 3 against Bevon Lewis, but then the wheels came off. An insane toe-eye-poke cost us with Cat Zingano when her fight with Megan Anderson was ruled a TKO. Ilir Latifi hit Corey Anderson with the kitchen sink and somehow his chin held up. Carlos Condit did everything we wanted in round 1 and almost snapped Michael Chiesa's arm off with a beautiful armbar and somehow gave it away in round 2. Cris Cyborg came out with the worst game plan in history against Amanda Nunes and got KO'd stiff in a brawl that lasted 51 seconds rather than using her skill and size advantages over a longer fight. Jon Jones got us a little redemption in the main event, bringing our night to a 2-4 on the evening.
We now have plenty of time to get ready for the first action of 2019, so let's take a look at what's ahead.
T.J. Dillashaw vs. Henry CejudoSaturday, January 19; at Brooklyn, N.Y.
UFC on ESPN+1 on January 19 is the first major MMA event of the year and it will be headlined by a champion-vs.-champion fight when T.J. Dillashaw drops from 135 to face champion Henry Cejudo for the 125-pound strap. Dillashaw has shown himself to be one of the very best to ever step in the octagon with his dismantling of highly touted challenger and former champion Cody Garbrandt not once, but twice, and both by brutal KO. His speed at his home weight class is unmatched and the power he can muster for a fighter his size is remarkable. He is also a very skilled wrestler and seems to be constantly evolving his game to stay on top of his division.
Cejudo is an Olympic gold medalist wrestler who has transitioned incredibly well to MMA. He was thrown to Dillashaw too early in his career and lost a five-round decision, but it only took him a few years to polish up his striking and show that he was worthy of another shot. In the rematch, Cejudo edged out a very close decision, taking the title and becoming only the second ever flyweight champion in UFC history. I had him winning that fight as a +350 underdog and it was a great night. On paper the wrestling advantage would likely go to Cejudo as he is an Olympian, but how much of that transitions to MMA wrestling, which is much different in use? Dillashaw is the larger fighter and the more polished striker of the two. Neither has cardio issues and I would give the power edge to Dillashaw.
As the line sits now Dillashaw is a -200 favorite with Cejudo a +175 underdog. We don't have to make a play just yet on this fight, so we are going to keep an eye on that line but my early lean is to Dillashaw. Cejudo did dethrone Dillashaw but it was a wrestling heavyfight against a man very close to his own size. Dillashaw can KO anybody in either weight class and I don't see him being taken down due to his size advantage. If Cejudo is forced to strike with a killer such as Dillashaw, I don't see the night going to well for him. The big question with Dillashaw is, can he make the weight? Dillashaw has always fought at bantamweight and this will be his first shot at flyweight. I am sure he will make the 125 limit, but how will it affect his performance? We regularly see fighters who cut too much weight gas out and suffer from depleted strength and explosiveness, and those are two of Dillashaw's greatest assets. If he is slowed down or can't keep pace with Cejudo, this fight is very different.
Other notable fighters on the card include: Donald Cerrone, Greg Hardy, J.J. Calderwood, Ion Cutelaba, and Paige Van Zant! This card is shaping up to be exciting and a great kickoff to 2019. I just wish we didn't have to wait quite so long for it to arrive. As the fights get closer we will break down some of the other matches more in-depth and have some picks.
The only other major MMA action in the first month of 2019 is the conclusion of the Bellator Heavyweight Grand Prix on January 26 in Los Angeles.


text:
Different to, different than or different from? British and American English difference
source: Simple English Videos 2018年1月19日
Do we say different to or different than? Or do we say different from?
Find out in this video and learn about a British and American English difference.
Subscribe: https://www.youtube.com/subscription_...
Facebook Page: https://www.facebook.com/SimpleEnglis...
Twitter: @vickivideos
To get notified by email: https://forms.aweber.com/form/46/1978...
Visit our website: http://www.SimpleEnglishVideos.com
A checklist for correcting common English mistakes: http://www.simple...
CNN 10 - February 20, 2018
Let's Learn English Level 2 Lesson 17: Flour Baby,...
Different to, different than or different from? Br...
Drop 'VERY' from your Vocabulary. Learn Intensifie...
English Conversation Practice for Beginners to Adv...
How to Speak Cockney / Practice English with Paul
What You MUST DO to Learn English
Understanding the cashier at the supermarket - Und...
8 Podcasts for Fluent English: Advanced English Li...
What to say at your job interview? English Phrases...
How to say words that are both NOUNS & VERBS? - Wo...
How to Use the Present Continuous - English Verb T...
The First Conditional: The Grammar Gameshow Episod...