Play a lizard and duel a horse in the bizarre and wonderful Soulcalibur Vi.
The samurai Mitsurugi launches into a vertical combo, sweeping his katana above his head and down again. He has several versions of this attack with varying ranges and speed, and it’s easy to dodge. In other fighting games these windows of vulnerability are fleeting moments, but in Soulcalibur they are long enough to savor. A deft step left with Geralt exposes the samurai completely, and I punish Mitsurugi with a quick combo to his side.
Soulcalibur VI creates satisfying battles with a simple set of commands. You have a horizontal attack, a vertical attack, a kick, and a block. Special moves ask you to press two buttons at once along with a direction or two, and aside from a super attack and power-up move on the right bumper, that’s more or less it. You can string together combos of three or four blows, but it’s more important to know when to block, when to dodge and when to strike.
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Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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