This is default featured slide 1 title
This is default featured slide 2 title
This is default featured slide 3 title
This is default featured slide 4 title
This is default featured slide 5 title

Monthly Archives: February 2017

New Video Game Releases for the Week of 4-9-17

With the release of Persona 5 now behind us, so too passes the torrential downpour of great, content-heavy games. As we all start chipping away at the backlog, we must all be wary of that level of comfort. It may allow a few smaller game releases to slip under the radar this week, and there’s quite a few that, at the least, look worthy of investigation.

Tuesday marks the release of Yooka-Laylee, arguably one of the more monumental new games this week, but everyone gets a little bit of everything. Cosmic Star Heroine should satisfy those looking for an old school JRPG (inspired by Chrono Trigger), A Rose in the Twilight looks macabre and full of trepidation mixed with wonder, and The Sexy Brutale presents an equally strange and disturbing murder mystery to be solved.

Oh, and Planescape: Torment gets an Enhanced Edition that offers a pretty genuine makeover for the classic, so that’s sure to strum some major chords of nostalgia for many.

As always, everything is for PC unless stated otherwise, and the bold titles are the games that have piqued my interest.

Monday, April 10th

  • Cluckles’ Adventure
  • Cryptocracy
  • Station 21 – Space Station Simulator
  • Japanese Women – Animated Jigsaws
  • Getaway Island
  • Endless Horde
  • The Safeguard Garrison 2
  • Hunahpu: way of the Warrior
  • Cucumber Blues
  • Fluffy Creatures VS The World

Tuesday, April 11th

  • Cosmic Star Herione – PC/PS4
  • Yooka-Laylee – PC/PS4/X1
  • Shock Tactics
  • A Rose in the Twilight – PC/Vita
  • Starblood Arena – PS4
  • Kero Blaster – PS4
  • The Sexy Brutale – PC
  • Stardew Valley (Collector’s Edition) – PS4/X1
  • Creekside Creep Invasion (Early Access)
  • Symphony of the Machine – PS4
  • Planescape: Torment – Enhanced Edition
  • Snow Moto Racing Freedom
  • Crawl – X1
  • Spring Bonus
  • Sons of Triskelion
  • Solaright
  • Hide vs. Seek
  • Fibrillation HD

Wednesday, April 12th

  • The Sexy Brutale – PS4/X1
  • Rumpus
  • Battle for Enlor
  • Storm Riders

Thursday, April 13th

  • Mr. Shifty
  • The Wild Eternal
  • The Jackbox Party Pack 3 – Switch
  • Star Story: The Horizon Escape
  • Ready for Take off – A320 Simulator
  • Scoop’n Birds – 3DS

Friday, April 14th

  • Asura
  • Hot Plates
  • Ray Gigant – Vita
  • Flinthook – PS4
  • Kingdom of Loot
  • Soma Spirits: Rebalance
  • Need for Drink
  • Cyborg Tower Defense
  • Cat Meat

CosmicBreak Adventures Cheats: Redeem Codes & 3 Best Tips for Cosmoloid, Strategy Guide and Tricks

CosmicBreak Adventures Tip #1: Gameplay.
Defeat all enemies on the left side of the screen to clear the stage. Position your units on the right side of the screen to begin combat!

Deploying a Card costs [Energy]. Energy regenerates over time, so deploy your cards as quickly as you can!

Each Cosmoloid has a position they excel at. [Front] units prefer to be closer to the enemy lines, while [Mid] units fare better from a distance!

After obtaining a new Cosmo Card, you’ll need to put it into your Deck to use it! Drag and drop your cards into the slots in your deck

The Cosmoloid set to the leftmost slot in your Deck is designated as the [Leader] A Leader requires 30% less energy to deploy and is guaranteed to be drawn at the start of battle!

If the last Cosmoloid on your field is defeated, the battle will come to a close, regardless of how many cards or energy you have remaining. Deploy your units as quickly as possible to maximize your chances for victory!

Upgrades allow you to enhance your combat capacity. Start out by upgrading your [Energy Capacity] and [Energy Charge]!

Set reward Cubes as active to unlock the prizes they contain! Play to win big.
Unlock your active Cube by expending Stamina in various game modes

Positioning two or more of the same Cosmoloid vertically grants a [HP Regen] effect while positioning them horizontally grants a [SP Regen] effect.

Defeating an enemy carrying an Energy pack will grant you an amount of energy.

Items can be used during battle to give your units an edge Try using an item after you get one to see their effects!
*You may purchase items for Coins when not in battle.

Upgrades allow you to enhance your combat capacity. Start out by upgrading your [Energy Capacity] and [Energy Charge]!

Clearing Stage 1-10 grants you another Slot! Defeating the 10th stage earns you another Slot (max 8). Expand your unit by assigning a new Card to your decks!

CosmicBreak Adventures Tip #2: Battle: Abilities.

Abilities are passive bonuses. Each Bot has its own set of Abilities and Signature Ability. To see them, go to your “Inventory”, select “Bots”, choose the specific Bot, and tap on “Info”.

Abilities can be permanent or temporary bonuses. Permanent bonuses are passive, or activated on Critical Hit. Temporary bonuses have a chance to proc when you use your Special Attacks. All Abilities are related to the background story of each Bot.

The amount of Special Bonus Skills of each Bot may change, depending on their Tier and Rank. For example, Illumis Tier 1 (1-Star), Rank 1, will only have the Ability Guardian Stash available. When you rank him up to Rank 2, the Bot should unlock I’ll Take You All On! (special).

You can also check our Article about Signature Abilities in our How to Play section.

This Bonus will always be active during a fight and could be triggered at any time, since it is not related to your special attacks.

This Bonus has a chance to activate with your Special Attack. The effect of this buff increases with the Level of the Special Attack.

CosmicBreak Adventures Tip #3: Battle: Special Attacks.

What are the advantages of using a Special Attack or a Special Bonus?
Special attacks depend on your Bot. Each one has a different set of special attacks that is based on their Tier and Rank. This combat style will charge while you are fighting and glow green once the first charge is full, yellow for the second charge, red for the third and final charge.

This move cannot be interrupted, as the cast is instant, though the first 2 levels can be blocked.

The higher the level of your special attack, the stronger the effect of your move. For example, if your Bot has unlocked the set of 3 specials, it will be able to charge its level 1 attack and cast it. You can also continue fighting and charge up to its second or third level, and then cast a more powerful move.

A Bot will always perform the highest available move when the attack is activated. You cannot have 3 charges and activate a level one attack.

Remember that you will need to rank up 2-Star and 3-Star bots to unlock their Tier 2 and Tier 3 specials (respectively).

1-Star Bot: Starts with one-bar Special Attack
2-Star Bot: Starts with one-bar Special Attack
3-Star Bot: Starts with two-bar Special Attack
4-Star Bot: Starts with three-bar Special Attack

Battle: Signature Abilities

Each 2-Star and higher Bot has a powerful, unique ability that benefits them called a Signature Ability.

Signature Abilities are unlocked the first time you receive a duplicate of a 2-Star (and up) Bot. The benefit increases with each subsequent duplicate of that Bot received.

Once the Signature Ability has been unlocked, the Stars of your Bot will change color, from the original Blue to White.

Leveling up your Signature Abilities:
Each duplicate grants + 5 to your Signature Ability level, regardless of the tier of your Bot. The max Signature Ability level is 100.

Mods may also be duplicated, but do not have Signature abilities to unlock and level.


I don’t know about you but as a new owner of a Nintendo Switch, I have been growing more and more anxious to start filling out my library with great new games. Unfortunately Nintendo has been putting us all on a drip feed of new content since the console dropped back in March, but coming on the 28th of this month we’ll finally have a second Nintendo published title on Switch, Mario Kart 8 Deluxe.

Sure it’s just a suped up re-release of a Wii U game, but frankly, if they were any game on the Wii U whose shelf life hadn’t nearly been reached, it’s Mario Kart 8. Plus this time around it seems that Nintendo aimed to create their magnum opus of kart racers, pulling in the best features from nearly every game in the series. For some though this may still be a hard sell as they are looking at it as a straight port with some extra DLC. Well to help clear up any confusion, or to help solidify any presumed value, I wanted to collect a clear and distinct list of all the new features player will find in Mario Kart 8 Deluxe.

  • All Characters, Tracks, and Modes from Mario Kart 8 and its 2 DLC packs will be included
  • 5 New Characters: Inkling Girl, Inkling Boy, King Boo, Dry Bones, and Bowser Jr.
  • New Battle Modes: Balloon Battle, Bob-omb Blast, Renegade Roundup, Coin Runners, and Shine Thief (similar to Mario Kart 64, and Mario Kart Double Dash)
  • 2 New Battle Stages: Urchin Underpass and Battle Stadium
  • New Smart Steering mode for beginners
  • 3 New Vehicles
  • 2 New Items: Ghost and Feather
  • Carry 2 Items at once (similar to Double Dash)
  • Up to 8 player local multiplayer (requires multiple Switches)
  • Amiibo Functionality (Unlocks Mii Costumes)
  • You can now Break when Drifting
  • You can now adjust controls before a race begins (rather than pausing after the race starts)
  • New Third Spark Boost (pink sparks)

Put together, these new changes not only completely boost up the total package value ofMario Kart 8 Deluxe but also help solidify it as the most complete vision of what Nintendo has wanted to accomplish with the series in totality. I couldn’t personally be more excited to start my engines back up at the end of this month. Catch me on the track at “ZeroSkerbo” on Switch.

RIP, Disney Infinity, And Thank You

Last month, the servers for Disney Infinity—once aiming to be the biggest thing in video games and toys—were quietly shut down. It’s fitting for the game’s sad demise that few people even bothered to notice.

We knew it was coming, of course: we were told in July 2016, not long afterInfinity’s cancellation, that the game’s slow death march would begin with the stripping of the PC and mobile versions from app stores at the time, and continue until March 2017 when one of the cornerstones of the project—its online services—were closed down.

This has now taken place. Where once half the point of the game was building new levels and worlds for others to play in, and downloading those made by fans from across the world, Disney Infinity is now strictly a local experience, each copy’s playsets limited to what the user is able to cobble together.

Coupled with the lack of new titles or toys, and the fire sale of figures that took place throughout the back end of 2016, this effectively marks the end forDisney Infinity. Yes, you can technically still buy a copy, but the heart of the game is gone.

And I’ll miss it. As a grown man I never had much time for it, finding the first edition of the game to be a terrible platformer with a UI wholly unsuited for the children the game was aimed at.

But as a Dad, whose kids got old enough to really get into the game just in time to see it die, I’m sad to see it go. While it was never able to recover from its reliance on text menus (Nintendo knows what’s up there), the second and third editions of Infinity made great strides in making the game fun to play.

The Star Wars games in particular ended up being both the first and last examples of how entire cinematic worlds could best be captured within the confines of Infinity’s design, as they were able to remain true to the game’s “do anything” philosophy while still feeling like they were an actual Star Warsexperience, not just a reskinned Infinity level.

After they’d wrung every last drop of fun from the official Infinity playsets, though, my kids spent most of their time in the game’s Toybox mode, downloading dozens of the weird and wonderful stages fans from across the world had made and shared. My daughter also loved constructing her own intricate takes on Frozen’s Arendelle, while my son just…built stuff. Cities, platforming challenges, whatever he felt like bolting together.

I’m normally pretty strict on my kid’s gaming time, but with Infinity, I was often content to let them play for hours because, unlike most other video game experiences available to them, it was never really about the game. They never got frustrated at losing, or dying, or not being able to progress past a certain challenge. There were never thrown controllers, or shouts of despair.

Any time my kids played Infinity, they’d be laughing, high-fiving, eagerly planning and ambitiously collaborating. It was fun to play alongside them in moods like that, but it was also fun to just watch them enjoy it, their synapses on fire as they took random pieces from their favourite movies and smashed them together on the screen, building something that might have originated from the parts of something else, but which as a whole ended up being theirs.

This is a big deal! Almost every other game they play, aside from the odd round of Mario Kart, is a solitary experience. Not because they’re introverts, they just have very different tastes, both in the properties they’re fans of and the kinds of games they enjoy. So there’s rarely a game that they’re both so into that they’ll want to play it together.

Infinity, though, cast its net wide enough across the Disneyverse that they could both always find something or someone they liked and use that as their entry point. One could be Stitch and the other could be Thor and hey somehow they were both in the same video game.

They don’t play the game anymore. Ever since the servers went off last month, their motivation to build and share things has gone, because…they can no longer share the things they (or others) build. And it’s not like they’ll ever be buying any new playsets for it (I had to break it to my daughter after seeing the movie that, no honey, there won’t be Moana Infinity toys).

Which is sad, but if there’s solace to be found in the inevitable (if in this case premature) demise of an online-focused video game, it’s that long after the servers are gone, Infinity’s greatest legacy will still be around.

I’m talking about those toys.

They are magnificent, and no server shutdown will ever change that. Infinitymight not have been the first (or last) entry in the “toys with games” market, but it remains the best, with its figures boasting a better build quality and paint job than any of the competition.

The toy’s greatest accomplishment, though, is in their design. The artists working on the figures were presented with a massive challenge when Infinitylaunched: how do you take dozens of disparate Disney franchises, from 20th century cartoons to live-action dramas to Pixar computer animation, and try and sell them under the same single brand identity?

Their solution was a masterstroke. Infinity’s “superhero” look, giving every character strong, hard lines and mildly cartoonish proportions, didn’t just look great in its own right, but served as the perfect template to unify a range of characters hailing from properties as diverse as Star Wars, Pirates of the Caribbean, Toy Story and Tangled.

My kids loved these toys because of their in-game properties, but I (and my wife) loved them because they look cool as hell. She bought a bunch of figures “for the kids” just so she could display them on the shelf in our living room, and I’ve got a bunch I also bought “for the kids” that are sitting on my work desk. Some of them look so good that I’d probably have bought them for $10-15 even if they had nothing to do with a video game.

Because of all that, I think it’s safe to predict that long after Disney Infinity is gone, its HDD space vacated and its disc lost/trashed/traded away, its legacy will remain. On the toy shelves in my house, yes and most obviously, but I’d like to think it’ll linger in the memories of my kids as well, for whom it was the first (and still the best) video game that they truly played together.

Infinity’s failings as both a game and a business venture have been covered enough already, so I won’t get into them here. I just wanted to say a proper goodbye to an important part of my kid’s childhood video game experience, and say that despite its many flaws I thank it for being what it was: a creative, collaborative outlet that didn’t care about winning or losing or stories, it just wanted to get folks on the same couch and have them play.