Tag Archive

The Walking Dead: A New Frontier Ends Next Tuesday

Posted on May 26, 2017 by Rae Michelle Richards

Telltale’s The Walking Dead: A New Frontier will see its conclusion with the release of episode 5 next Tuesday – May 30th and It will be available on PlayStation 4, Xbox One, PC, iOS and Android.

What will happen to the residents of Richmond as everything hangs on the edge of oblivion? You’ll have to play the game to find out when it releases next week. Our reviews editor Meghan Kass has been reviewing the episodes as they’ve been released so make sure to check out a couple of her reviews to catch up.

The Walking Dead: A New Frontier serves as both a sequel to the excellent The Walking Dead Season 2 for existing players and a fresh start for newcomers. As a treat for players of the previous entries, Clementine (the protagonist from Season 2) makes an appearance in A New Frontier.


Free To Play Title Mobius Final Fantasy Coming To PC

Posted on January 26, 2017 by Rae Michelle Richards

Windows PC players will be able to explore the world of Paramitia as one of million potential Warriors of Light in the Steam port of Mobius Final Fantasy. As they follow the path set out before them  players are guided by are these disembodied voices commanding the Warriors of Light to continue their quest, are these apparitions really on the level? The whole narrative sets an interesting precedent for online only Final Fantasy titles, sure in FFXIV everyone is the main character, as far as lore is concerned, but in the world of Mobius there are thousands or millions of contenders but only one true WOL and the rest are doomed to fail.

Battles in Mobius Final Fantasy draw from other games in the series – with common items, summons and spells making an appearance but what really sets Mobius apart from other entries in the franchise is the fact that its battle system is turn based +  card based. Players can have multiple jobs – each with their own unique decks of cards. Players will have to stack the cards in their favor by unlocking new cards by completing quest and defeating monsters in order to survive the main scenario. and build the best possible decks The cards themselves use different base elements such a stone, ice, fire, cure and more which can lead to interesting strategic options.

Mobius Final Fantasy was originally released on iOS and Android and has multiple free to play chapters available for play. Users on Steam who login to the game will not only be able to claim some freebies including ability tokens and other rarities but also participate in the upcoming Final Fantasy VII Remake cross over event.

Here’s the Steam trailer, the game will arive on Feb 6th.


Razer Publishing Gurgamouth Via OUYA Publishing Label

Posted on October 5, 2016 by Rae Michelle Richards

Razer – the well known hardware manufacturer – has announced that they will be expanding the number of platforms that indie flying fighting game Gurgamoth will be available on multiple platforms including PC, Mac, Android Phones, Razer Forge TV, NVIDIA Shield and Amazon Fire TV set top boxes.

Gurgamoth is a multiplayer “flying fighting” title where multiple friends have just one objective – sacrifice your fellow players using hazards within the environment itself. Success at Gurgamoth requires quick reflexes, a sense of timing and the ability to not start cackling as you send a saw blade flying towards your friends. According to the publisher this title mixes the chaos found within party games with a sense of strategy.

Developed by Galvanic Games for the Playfab 2015 Seattle Game Jam this game has gone on to win several awards including an official selection at the Indie Min booth at PAX East 2016, 2nd place at iFest Seattle 2016  and Gurgamoth was also an official selection at the Power of Play 2016.

The Android release is available now for as little as $4.99, the PC/MAC port has already launched.



Magic: the Gathering – Puzzle Quest | REVIEW

Posted on September 15, 2016 by Jason Nason

There are a lot of puzzle games, and even more of the matching gem style puzzle games. While Candy Crush seems to be the most well known game in the genre, I think the very first one that I ever played was Bejeweled.

For the most part they’re pretty much the same thing. You match up gems of the same colour of three or more and they vanish. You then collect points and more gems fall to fill in the void. If the falling gems make more matches then you get a combo, more points, and so on. The goal for these games are mostly high score.

Later on games started adding in other elements to these games such as RPG battles to extend the life of the games. No longer was the matching of the gems merely the goal of the game but a means to an end. The gems could be used to gain points which could be used to power fighters or other things. I reviewed a mobile game a while back called Spirit Stones that did this well, as did Puzzle and Dragons Z + Super Mario Edition for the Nintendo 3DS.

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Pokémon GO Plus launching September 16th

Posted on September 8, 2016 by Jason Nason

The Pokémon Company just announced that Pokémon GO Plus will be available in much of the world next week, on Sept. 16.

Pokémon GO Plus is a companion device that connects to your phone over Bluetooth Smart (the Bluetooth low energy connection designed for health and fitness applications), allowing you to keep your phone in your pocket and go about your day-to-day activities while still being able to collect valuable resources and capture even the most elusive Pokémon.

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Nintendo’s Super Mario Run Brings Mario to iOS

Posted on September 7, 2016 by Ellen McGrody

Nintendo's Super Mario Run

At today’s Apple media event, Shigeru Miyamoto made a big splash when he appeared on-stage to announce Super Mario Run. Speaking alongside Apple CEO Tim Cook through translator Bill Trinen, Miyamoto detailed Nintendo’s first-ever iOS game. The game features traditional Mario platforming reworked for mobile devices. Super Mario Run launches first on iPhone and iPad this December.

Nintendo and mobile partner DeNA have built Super Mario Run with one-handed play in mind. The game will offer two modes focused on jumping, as Mario runs through the Mushroom Kingdom automatically to the right.

Nintendo will release a set of Mario-themed stickers for use in iMessage in the coming week. Users can subscribe to launch notifications through the App Store on their iPad or iPhone.



Final Fantasy XV’s Mobile Game ‘Justive Monsters Five’ Now Available

Posted on August 30, 2016 by Jason Nason

It’s always cool when an in-game minigame makes the leap to full fledged game, and the pinball game within Final Fantasy XV has now debuted for mobile devices.

Justice Monsters Five, the pinball minigame in Final Fantasy XV, is now a full-fledged mobile app. This brand-new style of pinball game combines role-playing elements with some of the franchise’s most iconic monsters.

Players join the Justice Monsters – Bomb Bro, Casanova Coeurl, Fab Flan and Lamiana – in the struggle to save the Nova Galaxy from the diabolical Lord Vexxos. Using simple touch and flick controls, engage in exhilarating battles, unleash special attacks, and recruit and train new monsters to fight for justice and defeat the forces of evil.

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Niantic Responds To User Complaints About Pokevision & 3 Step Removal

Posted on August 2, 2016 by Rae Michelle Richards

Niantic the developers behind Pokemon Go have finally issued a rather lengthy statement addressing user’s complaints after the removal of the ‘steps’ feature that allowed trainers to track nearby Pokemon, the closure of 3rd party sites like PokeVision that allowed players to see real time monster placement and the lack of availability in South America.

This particular Facebook post comes after a number of users on the r/PokemonGO subreddit gained notoriety for successfully requesting refunds for in-game purchases. Users have reported receiving partial or full refunds for every dollar spent on Pokemon Go by claiming that the most recent update, which removed the steps feature, damaged the game and does not fulfill the original vision promised by Niantic.

Here are the instructions provided to iphone users by [Insert username] from reddit to get a refund on itunes. This particular thread exploded with over 3,000+ replies – ranging from outraged, doubtful of both Nintendo & Niantic to straight up finding the lack of communication humorous.

How to get a refund using the web

1.Go to Apple’s problem reports page:


2.Login with your Apple ID user name (typically your email address) and password.

3.Select the appropriate tab—all, music, movies, TV shows, apps, or books.

4.Find the purchase you want refunded

5.Select Open item but not functions as expected

6.Fill in the description,


Niantic’s statement probably doesn’t bring the kind of news that many trainers were expecting: The changes 3-step has helped ease load on the servers in the early days of the game, but the feature was not functioning to Niantic’s “product vision” and thus had to be removed. Their lack of communication is apparently due to the fact that Niantic’s staff are working around the clock to improve Pokemon Go and as of publication Niantic is still hiring for a dedicated community manager for Pokemon Go.

Here is their full statement from Facebook:



As many of you know, we recently made some changes to Pokémon GO.

– We have removed the ‘3-step’ display in order to improve upon the underlying design. The original feature, although enjoyed by many, was also confusing and did not meet our underlying product goals. We will keep you posted as we strive to improve this feature.

– We have limited access by third-party services which were interfering with our ability to maintain quality of service for our users and to bring Pokémon GO to users around the world. The large number of users has made the roll-out of Pokémon GO around the world an… interesting… challenge. And we aren’t done yet! Yes, Brazil, we want to bring the game to you (and many other countries where it is not yet available).

We have read your posts and emails and we hear the frustration from folks in places where we haven’t launched yet, and from those of you who miss these features. We want you to know that we have been working crazy hours to keep the game running as we continue to launch globally. If you haven’t heard us Tweeting much it’s because we’ve been heads down working on the game. But we’ll do our best going forward to keep you posted on what’s going on.

Be safe, be nice to your fellow trainers, and keep on exploring.

The Pokémon GO team”

What do you think about Niantic’s statement? Do you have faith they will fix Pokemon Go before the player base leaves en mass?


New Pokemon Go Update Adds Trainer Re-Customization, Removes ‘3 Step’ Feature

Posted on July 30, 2016 by Rae Michelle Richards

The latest version of Pokemon GO, Version 1.1.0 has rolled out on the Android & iOS platforms. This update brings an often requested feature – Trainer re-customization, allowing players to fit their digital avatar with different clothing. While browsing the re-customization screen it appears that a few new hats have been added, including one that is modeled after Red’s hat from Pokemon Blue & Red. Trainers can also swap their in-game gender with the press of a button.

Other fixes include updated achievement animations / graphics. Improved memory optimization, adjusted battle damage – which nerfed the popular Eevee evolution Vaporean and the usual bug fixes that come with incremental patches.


Probably the most controversial change in this update won’t be the nerfing of certain move but the removal of the ‘three step’ counter that appeared on the nearby Pokemon screen. The feature was intended to give players a visual representation of how close wild monsters where to them but it never worked as intended. Instead all Pokemon displayed the maximum range, three footprints, leading the community to dub the glitch the “three step glitch”.  With the removal of the step icons players have no way to tell how far/close Pokemon are to them.

What do you think of this update? Let us know!

Here is the full patch notes:

Trainers, Pokémon GO has been updated to version 0.31.0:
– Avatars can now be re-customized from the Trainer profile screen
– Adjusted battle move damage values for some Pokémon
– Refined certain Gym animations
– Improved memory issues
– Removed footprints of nearby Pokémon
– Modified battle damage calculation
– Various bug fixes during wild Pokémon encounter
– Updated Pokémon details screen
– Updated achievement medal images
– Fixed issues with displaying certain map features
– Minor text fixes


Fairune 2 to remain 3DS exclusive

Posted on July 13, 2016 by Jason Nason

With Fairune 2 set to be released in the 3DS eShop in Japan today, Circle Entertainment has shared thru social media that the game will remain a 3DS exclusive title.

The original Fairune title, released for the Nintendo 3DS in 2014, was later ported by developers Skipmore and URARA-WORKS as a free-to-play mobile title. That won’t be the case this time as it appears that there are no plans to port Fairune 2 to mobile platforms.

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New Pokemon Go Details Emerge From The Tall Grass

Posted on May 25, 2016 by Rae Michelle Richards

Today Pokemon Go publisher Nintendo released new information about how gym battles and shops will work in the beta version of the smartphone game. Prior to this announcement we’ve seen similar details leak out from folks who are in the current “Pokemon Go Field Test” in Japan but today marks the first official confirmation about the mechanics behind Gyms.

In Pokemon Go players take on the role of a Pokemon trainer, just like in previous main entries in the series, only this time instead of exploring the world of Kanto or other fictional regions the player’s GPS and camera from their smartphone supply the backdrop for Pokemon battles.  Gyms will be located in real world locations allowing trainers to take their journey to be the greatest to familiar locales. Gyms will operate differently from those in the main games – the reigning champion will be a real player whose team is stationed in the gym even when they are not nearby. Players can defeat the gym by defeating the gym by reducing its “prestige points” to zero. A gym’s prestige points can be increased by other trainers choosing to train the Pokemon with the defending team. Once the current leader has been disposed the new Gym leader will have their pokemon team stationed at the gym until it is defeated.


In order to take on a gym trainers are going to need the basics – potions and pokeballs – at the very least to even begin their journey. Pokemon Go has potential trainers covered with locations called PokeStops which function like the shops from the main games. These locations will be positioned in well known locations like historical sites, art installations and monuments. This should ensure that trainers will be able to access their essentials regardless of where they might be.

Nintendo and Niantic have confirmed that the game will be free-to-play with optional micro transactions on both Android and iOS. No release date has yet to be revealed but several regional field tests have been conducted in Japan and the North American field test began today.

Source: Nintendo of Europe Press Release


Skylanders Battlecast Launches on Mobile

Posted on May 25, 2016 by Jason Nason

Activision’s Skylanders Battlecast launches today. Based on the Skylanders videogame series, Skylanders Battlecast is a new, free-to-play mobile card game where players build their ultimate deck of cards, master strategic card combinations and use them in never before seen battles!

In addition to the digital cards in the game, physical card packs are also available for purchase in retail stores.

The special card packs bring Skylanders Battlecast cards to life as players scan their physical cards with their mobile devices to bring them to life through augmented reality. The game also allows players to add cards to an in-game digital spell book.

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Nintendo: Animal Crossing and Fire Emblem apps on the way

Posted on April 27, 2016 by Jason Nason

Get ready for at least two more Nintendo apps for your smart phone this year. Nintendo announced that its next two mobile apps will be based on Fire Emblem and Animal Crossing franchises.

Nintendo plans to release both of these applications this fall.

For Fire Emblem, Nintendo plans to make it more accessible in comparison to the Fire Emblem games for Nintendo’s gaming systems. Nintendo said that it aims to offer the great value of a role-playing strategy game while make it more approachable.

Nintendo will design the Animal Crossing mobile game so that it will be connected with the world of Animal Crossing for Nintendo platforms. They said that by playing both Animal Crossing games, users will find increased enjoyment. It’s not known if this is in relation to current Animal Crossing Games (New Leaf or Happy Home Designer) or if the app will be compatible with a new, unannounced Animal Crossing console game.

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Shinigami Battle Dragons In The Bleach X Puzzles & Dragons Crossover

Posted on April 4, 2016 by Rae Michelle Richards

Popular mobile game Puzzles & Dragons opens their door to the Soul Society from Weekly Shonen Jumps long running franchise Bleach in a special two week event. Players will be able to explore several bleach themed dungeons ranging from the intermediate difficulty all the way up to mythic difficulty in their quest to take out the 13 royal guard squads.

A rare egg machine has been added that gives players the chance to score some Bleach characters – everyone from the main character Ichigo Kurosak to fan favorites like the cat-girl ninja Yoruichi Shihoin. Below is the complete list of characters that players can unlock if their willing to invest the time and have the skill:

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Space Grunts | Review

Posted on March 28, 2016 by Robyn Robo


Space Grunts is a lovely little game available now on Steam for PC/Linux/Windows, the Humble Store, Apple’s App Store & Google Play. For this article I reviewed it on Linux. The game was released cross-platform at the end of February. The one-man development team, Orange Pixel, has a track record of creating simple cross-platform action games. This game is similar to those in of its action-oriented screen shaking chibi-pixel style. It is unique, however, in of that it’s a turn based rogue like with a light strategy bent.

Like its predecessors’, Space Grunts is a straightforward game at face value, with three moderately unique classes to choose from, dropping you right into alien stomping action. As a full-on rogue like it features a wide variety of items, enemies, traps and variations on each. The dungeon is randomly generated, only saving your progress at the beginning of each level, but your ‘save’ is deleted if you die. Further, the current level regenerates upon loading a save. This means that save-scumming is pretty much impossible, which lends some credibility to the global leaderboard. If you can’t crack your way into that, there’s also a daily challenge with its own, daily, leaderboard. The game is glossed and polished extremely well, setting it apart from many in the genre.

In addition to the general polished feel, the game sets itself apart with the action heritage of Orange Pixel’s other games. While Pascal Bestebroer’s (Orange Pixel’s sole full-time developer) other games may not normally be turn based, they are all solid mobile adaptations of existing genres. Their past games have included Gunslugs, a run ‘n gun, Heroes of Loot, a twin-stick dungeon crawler & Groundskeeper, another run ‘n gun. All of these appear to have tapped the same team for art and music as well. Similarly, Space Grunts can be played quickly and is good for a jam session on the go. While this is unlikely to get you into high score territory, it’s fun and refreshing. The controls are simple, inventory management and character development are very light and mostly automatic. You can play with a joypad, keyboard, mouse and of course on mobile devices’ touchscreens. Played quickly, the game feels more like an old top-down shooter, such as Alien Breed, than a rogue like. Gameplay immediately reverts to a slower turn based rogue-like, however, when you’re faced with a challenging room.

Levels in the game are, thankfully, split into sealed rooms. Each room requires you to open the door before the monsters, turrets and NPCs come alive. This allows players to pace out the action and approach each room as its own unique puzzle to be beaten. A perfect puzzle-like assessment is impossible as a monster’s health is unknown at start and slightly random without an extra, turn limited, in game item. This means that there is an additional element of chance beyond just the loot drops and enemy movements, which I found refreshing over number-crunching.


Why not both? Poison and healing spores.

With perma-death and no saves for old characters, you’ll be starting fresh frequently. The game doesn’t make this difficult and accepting that is part of the fun. Each play through is a chance to get further in the dungeon, or see a new hidden area. There are plenty of types of areas too, each occupying several levels and having unique challenges to it. Some are hidden behind destroyable architecture in the game, others caused by activating a found item. Lots of things are breakable, dropping loot or exploding in unique ways, even rooms can be reshaped by explosions. Despite the wide variety, I’ve yet to see an area that is simply unbeatable. It’s conceivable you may find an acid covered floor you can’t cross without boots and be unable to proceed. Some destructible elements are fairly unpredictable too, such as crystal flowers that can either heal your or irradiate a room. That said, I haven’t seen an area which careful tactics, experience and critical thought can’t manage. This is a hard balance to achieve with random dungeons, and again that polish is where the game shines.


Exploration is a joy, taking things one room at a time. Some levels are fairly linear while others amble about with hidden bosses, and dead-ends. Some rooms seem to have pre-programmed archetypes. For example, there are rooms made entirely of flame grates firing in random sequences, almost always with an item in the middle. Being able to learn how best to navigate each room and when to use your items is essential. The items are almost never permanent, minus some stat upgrades and detectors. This makes almost everything ephemeral and takes some of the bite out of a character’s death, which in this case is probably a good thing. Characters dying so quickly, it’s reasonable that there’s no way to make permanent progress ‘developing’ them.


I’m not showing what level this is from, because it’s embarrassing.

There are, by the way, only three main character types. Each has a unique variation on three main attributes: strength, tech and luck. These are respectively the character’s brute damage and hit points, ability to fully utilize new items, and likelihood of finding items. The characters’ types of “captain”, “strongarm” and “techjunky” don’t quite translate into the rogue/fighter/mage roles you’d expect. They do come close, though. All character types start off with the same three weapons, but are able to use each to different effect. There’s only four main weapons in the game, the three starters plus a crowbar mostly good for opening crates you find later on. Weapons can be upgraded via random drops, and there are limited use weapons such as mines, RC robot bombs and flame throwers. Other drops run the gamut of possible upgrades, one off ammo-burners, regeneration items, time stoppers, teleporters, practically anything you can think of. Ammo packs and health packs are used immediately, so it’s sometimes wise to skip around the health packs for backtracking within a level.


Always wanted a Space Cube

There is some permanent progress to be made in the game. In addition to leaderboards and daily challenges, there are data cards revealing backgrounds on each enemy, a Moonbase Log updated as your characters proceed further into the dungeon and meet NPCs, statistics about your gameplay, three unlockable ‘skins’ that are actually more powerful characters, and plenty of achievements to reach. These synced across systems for me in Steam, I can’t vouch for Google Play but I assume it uses the cloud sync there as well. Proper support of ‘cloud saves’ has been on the uptake in games, and it’s lovely. I only wish there were ways to sync from Steam to the mobile app stores and vice versa with games like this. All of those extra numbers and items, in addition seeking the final boss of the dungeon, gives you plenty to rank your game mastery against.

The graphics are a solidly modern take on pixel art. Which is to say, pixelated but not retro. The effects and fog-layers are often high-resolution and 3D, glowing light sources and reflections abound. Your character even leaves little ephemeral foot prints. Effects and animations in the game run constantly, somewhat masking its turn based play. I see the style of the characters & mobs as anime influenced, with that big-headed chibi look to them. This look is in tune with the restraints of mobile screen sizes but still reasonably fun to look at on a bigger PC monitor. The music is similar, good, easy to listen to, but not overwhelming. A series of slick bubbly techno-ish tunes played over the ambient noises of machines in the dungeon and sound effects. The music neither grated on my nerves, nor made me pause to listen. I’d say only slightly better than average in this regard but it fits the game well and doesn’t sound like stock effects.


Glowing, reflective, shininess

Despite having a one-man development team, Orange Pixel maintains proper community forums. They are very active on those and release frequent bug fixes and updates to their games. I have to say I’m impressed. I’ve seen plenty of better funded developers not do nearly as well by their fans.

The game also doesn’t “feature” in-app-purchases. Once you’ve bought it, you have the full game, regardless of platform. Prices vary between mobile and PC, which is frustrating even if it is standard practice. The PC version is the most expensive, at $9.99, while the Android and iOS versions are $3.99. It is nice to see Android & iOS at the same price point.

Are you a fan of Nethack or Rogue like games? If so, are you looking for something mobile friendly, more accessible and modern? Then this is a fantastic choice. If you were let down by “Steam Marines”, or if you want more of the same, definitely consider this game. Space marine alien stomping is one of my favorite themes and Space Grunts pulls off the ambience of it well. The graphics are slick, the music fitting and the gameplay tight. It isn’t a rich, beyond-expectations game, but it is clever and well made. It feels absolutely worth the price. Especially if you like the genre or want to try something new on mobile. Orange Pixel has been around for a while now releasing these well packaged, small games. Their experience and style shine through.


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