11:26AM

QCF: Zeno Clash 2

lmost four years after the release of the first person brawler Zeno Clash, we return to the eccentric world of Zenozoik and its bizarre inhabitants. In Zeno Clash 2, players will explore much more of the landscape, while completing quests and finding allies along the way. While combat has been improved along with new weapons, the overall game play still has the same issues as the original. ACE attempts to flesh out the experience within the nine or ten hour campaign, however punching and kicking will only carry this abnormal adventure so far.

Click to read more ...

2:40AM

QCF: Animal Crossing: New Leaf

This Review was Freelanced by Cody Winn; you can find his other work here.

f there's one thing that really impresses me as a gamer, it's when a developer gives me control of their game world; lent trust and the magical brush of creation, or even just modification, I become obsessed for months on end, singing the game's praises and praising the game's every pixelated inch. With a game like Animal Crossing: New Leaf, I control my destiny -- even if it comes at the price of being monetarily enslaved by a raccoon.

Click to read more ...

2:06AM

PPR Presents Play Play: Killer Instinct

uring Microsoft’s E3 presser on Monday, one of our predictions came to be and we all saw the revival of Killer Instinct and the plans to release it exclusively to the upcoming X-bone. Considering this was a better time than any other was, we decided to release our new weekly video series, Play Play. This video series will basically be a quick-look styled videos on all games, new or old with one of us piloting the controller and the rest joining in on the conversation. In this debut episode, we talk about how Jago-on-Jago sounds dumb, Rape Jokes being uncool, and how fucking stupid the 90’s really were.

Rate and subscribe to us iTunes today, follow us on our new Twitch page, subscribe to our YouTube, mail us at our new email Mailbag@presspauseradio.com, and be sure to stalk us on our social network pages while you stop by at our Forums and register as well!

11:53PM

QCF: Evoland

amers are a fickle bunch, and while I understand that I’m posing an opinionated statement as fact, the evidence that supports the conclusion isn’t just some common consensus that you can argue, it’s reality. Keeping that in mind, when a game pays some sort of tribute or homage to some bit of allusion in video game culture that only a gamer would recognize then the odds have always shown the reference to be a surefire hit among players as a standout moment within the game. Whether it’s shameless and shallow or well thought out and brilliant, the love letter mechanic has always been met with open reception. Still, how well does the concept pan out when the game is entirely built around it?

Shiro Games aims for the stakes with Evoland, a literal portrayal of the growth in adventure video games from the late eighties to the present. While the gimmick is heartwarming and will appeal to an audience in some capacity, it barely stands to prop up a game that can’t competently stand on its own otherwise.

Click to read more ...

7:23AM

QCF: Thomas Was Alone

ver the years we've seen video games grow from a simplistic collection of various shooter, puzzle, and platform titles to a wide array of entire virtual worlds that players lose themselves in for weeks. With the combined work of multiple developers on a single team, the standard modern video game consists of realistic visuals, compelling soundtracks, and an overall story-driven environment that often leaves players craving more.

With games continually following these new trends, it's harder for more simplistic throwbacks to convey any highly compelling story elements – that is, if they're not created with enough heart or offer players enough groundbreaking elements. However, not too long ago, one creative indie darling proved this could still be done with a minimalistic presentation created with few resources: Thomas Was Alone.

Click to read more ...

9:33AM

QCF: Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness Ep4

This Review was Frelanced by Johnathan Sawyer; you can find his other work here.

n 2012, Zeboyd Games picked up what was thought to be a dead series with Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, and with it, brought life back into it with the release of Episode 3. The risk seemed great into changing it into a classic console-style RPG, but it wound up being a major improvement over the two previous games. While the game itself was a blast, missing story elements and other needed improvements prompted a little to be desired.

But here we are in 2013 with the release of Episode 4. it takes every aspect of Episode 3 and either corrects or improves upon any issues that one would have seen in the last episode, and definitely leaves all of your senses smiling (you know, if they had mouths).

Click to read more ...

8:52PM

Bullet Heaven HD, Episode 73 - Kingdom Grand Prix

hippu Mahou Daisakusen (疾風魔法大作戦): Kingdom Grand Prix, otherwise translated (depending how you interpret it) as "Gale Great Battle of Magic" or "Hurricane Magic Armageddon: Kingdom Grand Prix" is a mouthful to say as well as slick racing/shmup hybrid! But how does this nifty mashup blend together? Watch to find out.

Click to read more ...

9:08PM

QCF: The Night of The Rabbit

aedalic Entertainment pulls double duty as developer and publisher to bring us their game vision, The Night of the Rabbit. It’s an adventure title of the point-and-click variety that saw release on PC and Mac on May 29, 2013. Characters, story, exploration, and visuals tend to be the driving point for most point-and-click adventures, and I’m happy to report that The Night of the Rabbit delivers in all categories.

The story book scenery is flat out beautiful. From the rich warm colors of a setting sun to the aurora borealis bristling over the arctic, you can tell the art team put their very best effort into their work and had fun doing it. My wife (who doesn’t typically play video games) was immediately drawn in by the game’s presentation. That says a lot about the influence a great art team can have on a product.

Click to read more ...