Following on from yesterday's hands-on previews
, today we bring you the final two upcoming titles that Square Enix Collective were showcasing at EGX.
Oh My Godheads
Developer Titutitech's local-multiplayer arena game is like capture the flag, only with a difference. This difference is that you're not capturing a flag. Instead, you're capturing a rather large stone head... and it's angry. Very angry. Not only must you (and your teammate if necessary) battle the opposing team to capture as many heads as possible and bring them back to your base, you must also fight the effects that are imposed upon you by an angry god. Up to two players can play on each team and spare slots can be filled with AI if you wish.
This all sounds like something that is a very basic multiplayer match, but there is a variety of arenas that necessitate the need for different strategies. The Egyptian themed Nubian Pyramid offers a basic rectangular arena with the head in the centre of the arena and the team bases at opposite ends, something that is perfect for new players, whereas the bridged Japanese Garden is much more linear and the Aztec Pyramid offers verticality. More experienced players may prefer the Forest Ruins where there is a single player base and a touch pad on which players must step to activate the base in their colour.
When a player grabs hold of the head, they become the most important player in the match. They must be protected if they're going to reach the player base with their precious cargo, but to the enemy they are the target that must be prioritised. Of course, the arenas are all well and good, but it is the godheads that add different modifiers to the match and often make that player weaker. One head is extremely heavy and players will move slower while they are carrying it. Another explodes if it is held for too long, killing the carrier and any surrounding players. A third head would let out an angry hiss before reversing the direction of travel for just long enough to confuse players, while a fourth would let out a smokescreen that made it difficult to see where we were travelling.
Making their debut at EGX was a new arena and a new type of godhead. The arena had a volcanic appearance with platforms the sank and rose up in the centre of a lava pit, conveniently where the godhead was located. Meanwhile, the godhead allowed the carrier to activate a lightning strike, killing all players within the head's vicinity and making the carrier player more powerful, for once. There was much chaos as players fought for the head, only to find that their escape route had sunk into the lava. However, the lightning strike allowed the carrier to dominate the playing field, making them almost invincible to attack from any enemy player. The developers have hinted that they may be toning this down in the future.
In the future, there will be more game modes, arenas and godheads to add to the mix, but modifiers and strategies aside, teamwork is the key to being successful. Only one player can carry the head and they are completely vulnerable while they are doing so, meaning that their team mate must fend off the enemy players. As well as whacking enemy players with a sword, there are exploding pies that can be thrown from a distance. You can always push them to their doom, too, if brutal assault isn't quite working. Most of all, the game has the potential to bring strangers together as well as friends in a fun battle to the best of three.Oh My Godheads
will be coming to PC first. The developer hopes to bring the game to unspecified consoles later in 2017.
A combination of Japanese visual novel and point and click genres, players assume the role of Detective Ito as she investigates the disappearance of her personal and professional partner. The game begins as players travel on a seemingly endless subway train ride, until you realise that you must investigate your surroundings if you ever want to reach the crime scene. A strange poster and a discarded flier on the train floor suggest that Detective Ito may have suffered a tragic and traumatizing event in her past, something that still haunts her to this day. Somehow, I don't think that we'll be hearing the last of this...
We eventually arrive at a seedy alley. For five days Detective Ito's partner had disappeared without a single trace, but now his cell phone has been turned on and it has been traced to this very alley. Using typical point and click searching, we locate the phone alongside a note specifically addressed to us. We need more information, so we interview all of the witnesses that we can find in the area. During these conversations, players can choose how a situation will play out. Do you give in to the seductions of a sleezy businessman to tease out those vital details, or do you physically threaten him for his information instead? All of these decisions will affect the options that are available to the player in the future and will lead to one of 11 endings for the game.
This aspect of the gameplay is none more obvious than when we trace the perpetrator of the crime and Detective Ito's partner to a sewer pipe. He is being held at knifepoint by a young woman who may or may not have psychiatric issues. With a timer slowly ticking by, players must choose the actions that will either save their partner or condemn him to death, as well as choosing whether the suspect lives or dies too. It is at the end of this situation that the game's tutorial ends and players are propelled back to the six months prior to the events in which we have just participated.
The thing that makes this game more noticeable than many point and click titles is the RPG-like SPIN system that represents the different characteristics of Detective Ito's personality: Sanity, Professionalism, Investigation and Neurosis. All of these are tied together and your actions will affect your score in each of these attributes. For example, having a drink with a suspect will likely lead to the reveal of important information, adding to your Investigation score. However, by being drunk on the job, your Professionalism score will be decreased. The overall effects of the SPIN system were difficult to judge during the short amount of time that we spent with the game, but you can be sure that we'll find out more upon the game's full release.Tokyo Dark
will also be coming to PC first but the game is highly likely to be appearing on unspecified consoles later in 2017.