Yearly Archives: 2020
Samurai Jack Game Release Date Announced
Marvel’s Avengers: Kamala Khan Actress on Bringing Ms. Marvel to Life
Necrobarista Review – Pour One Out
Death positivity--a movement that encourages people to openly acknowledge and normalize the traditionally taboo topics of dying and grief--is a relatively new subject for video game narratives, though it has been popularized through indie titles like A Mortician's Tale and What Remains of Edith Finch. Necrobarista joins that conversation but with a more hands-off approach, telling the player a story that revolves around the themes of death as opposed to letting players be a part of the narrative. Ultimately, this is to the game's detriment, but Necrobarista still manages to deliver a genuinely moving character-driven narrative about coming to terms with death, whether it's that of a loved one or our own.
As it's a visual novel, there's not much in terms of gameplay when it comes to Necrobarista. Your primary means of understanding its world is by reading its story, which is told in a slice-of-life format that provides a quick snippet of the daily goings-on inside a Melbourne-based cafe called Terminal over the course of several days. Terminal exists on an in-between plane (it's technically a part of the living world but it exists as a potential stopping point before the afterlife), allowing both the living and the dead to wander through its doors. The dead are only permitted to stay 24 hours before Terminal staff must encourage them to move on to the afterlife--whether that's heaven, hell, or something else entirely is unknown as no one has ever come back from it. The dead who stay longer than 24 hours begin upsetting the balance of the universe, which runs up a tab that the cafe has to then pay off. At the start of Necrobarista, the cafe has recently been passed down from immortal necromancer Chay to his protege, Maddy, along with several centuries' worth of debt.











An assertive, sarcastic, and loud-mouthed necromancer with no patience for customers who want extravagant coffee orders, Maddy is the immediate star of Necrobarista's story. Necrobarista ditches the traditional 2D-style of most visual novels for a 3D cinematic presentation with clear anime aesthetics, allowing the visual novel to instill a great deal of nuance into each character's movements and facial expressions. Even without any spoken dialogue, you get a good sense of who a person is and how they would sound within seconds of meeting them, and Maddy is the best example--she pulls off a variety of expressions that convey a mixture of snark, disdain, and coy playfulness. This is clearly a young woman who's very intelligent and driven and doesn't enjoy suffering some of the idiots she's forced to serve.
Continue Reading at GameSpotNecrobarista Review – Pour One Out
Death positivity--a movement that encourages people to openly acknowledge and normalize the traditionally taboo topics of dying and grief--is a relatively new subject for video game narratives, though it has been popularized through indie titles like A Mortician's Tale and What Remains of Edith Finch. Necrobarista joins that conversation but with a more hands-off approach, telling the player a story that revolves around the themes of death as opposed to letting players be a part of the narrative. Ultimately, this is to the game's detriment, but Necrobarista still manages to deliver a genuinely moving character-driven narrative about coming to terms with death, whether it's that of a loved one or our own.
As it's a visual novel, there's not much in terms of gameplay when it comes to Necrobarista. Your primary means of understanding its world is by reading its story, which is told in a slice-of-life format that provides a quick snippet of the daily goings-on inside a Melbourne-based cafe called Terminal over the course of several days. Terminal exists on an in-between plane (it's technically a part of the living world but it exists as a potential stopping point before the afterlife), allowing both the living and the dead to wander through its doors. The dead are only permitted to stay 24 hours before Terminal staff must encourage them to move on to the afterlife--whether that's heaven, hell, or something else entirely is unknown as no one has ever come back from it. The dead who stay longer than 24 hours begin upsetting the balance of the universe, which runs up a tab that the cafe has to then pay off. At the start of Necrobarista, the cafe has recently been passed down from immortal necromancer Chay to his protege, Maddy, along with several centuries' worth of debt.











An assertive, sarcastic, and loud-mouthed necromancer with no patience for customers who want extravagant coffee orders, Maddy is the immediate star of Necrobarista's story. Necrobarista ditches the traditional 2D-style of most visual novels for a 3D cinematic presentation with clear anime aesthetics, allowing the visual novel to instill a great deal of nuance into each character's movements and facial expressions. Even without any spoken dialogue, you get a good sense of who a person is and how they would sound within seconds of meeting them, and Maddy is the best example--she pulls off a variety of expressions that convey a mixture of snark, disdain, and coy playfulness. This is clearly a young woman who's very intelligent and driven and doesn't enjoy suffering some of the idiots she's forced to serve.
Continue Reading at GameSpotXbox Game Pass Unlikely to Be On Switch and PlayStation
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Final Fantasy 7 Remake Part 2 Has Entered Full Development
According to the blog source, full development has started for the second part of Final Fantasy 7 Remake, following the first part's release in April of 2020. Aitakimochi pulled another interesting quote from the same interview, which details Nomura's intentions for the second part's release. "We know that everyone wants the next instalment quickly. We would also like to deliver it as soon as possible. Since we were also able to see the line of quality from the first instalment, we hope to make the next instalment even better in quality that can make for an even better experience," the quote reads. "We would to get it out as soon as possible, so please wait for it. I think we can clearly convey the direction when we officially announce the next instalment." Perhaps more interestingly, executive producer Yoshinori Kitase also explained that "The new story of Final Fantasy 7 has only just begun." That contrasts a little with Kitase's previous comments, when he said the original game's story wasn't being drastically changed. [ignvideo url="https://www.ign.com/videos/2020/04/06/final-fantasy-7-remake-review"] So hopefully we'll see Final Fantasy 7 Remake Part 2's reveal in the near future. We reported back in early July that the game's development was "affected by COVID-19," and was subsequently being worked on from home. We gave the first part of Final Fantasy 7 Remake an 8 back in April, noting that it "breathes exciting new life into a classic." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.Interesting bits from a 15 page interview on FF7R that's released in tomorrow's Famitsu:
-The next installment is already in full development -They couldn't go further with the Madam M massage scene otherwise ratings would go up -Roche was supposed to have a battle in Ch. 14 pic.twitter.com/UbQ8xQpYq4 — ☆オードリーAudrey☆ (@aitaikimochi) July 21, 2020