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Galenmn started following Zelda-like adventure Sparklite debuts on all consoles and PC today
Zelda-like adventure Sparklite debuts on all consoles and PC today
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Branttet started following Zelda-like adventure Sparklite debuts on all consoles and PC today
Zelda-like adventure Sparklite debuts on all consoles and PC today
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Zelda-like adventure Sparklite debuts on all consoles and PC today
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Zelda-like adventure Sparklite debuts on all consoles and PC today
Jason Clement posted a article in Industry NewsZelda-like games are a dime dozen these days but Sparklite (from indie developer Merge Games and publisher Red Blue Games) looks to be a cut above the rest with a few things that make it stand out. Part Zelda-like adventure, part rogue-like, and part... crafting-like (?), Sparklite is set in a world where its natural resource (or life force) goes by the same name. Its story focuses on a young heroine named Ada, whose quest is to save the world from an antagonistic, self-named 'Baron' that is seeking to exploit the resource in order to further his own nefarious goals. To do so, you'll explore five procedurally-generated biomes, invent different gadgets and weapons to solve puzzles and defeat enemies, battle giant bosses, and help the local population rebuild The Refuge. Last but not least, all of this will be set to a soundtrack composed by Dale North (of Wizard of Legend fame). If mixing Zelda gameplay, crafting, and a procedurally-generated world sound right up your alley, you can check out Sparklite on the Nintendo Switch eShop, Playstation Store on PlayStation 4, Xbox Games Store on Xbox One, and Steam starting today. The game is also on sale for 15% off on each platform until November 20. Check out the game's launch trailer below! Source: Press Release
Review: A Knight's Quest
Jason Clement posted a article in Switch ReviewsDeveloper: Sky 9 Games Publisher: Curve Digital Platform: Nintendo Switch, PlayStation 4, Xbox One, PC (via Epic Games Store) Release Date: October 10, 2019 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game It's always a bit surprising to me that we don't see more games use 3D Zelda titles as a base, given the series' immense popularity. Sky 9 Games' A Knight's Quest is one of the first indie titles I've seen recently that attempts this and actually gets much closer to replicating the experience (especially the adventure aspect) than most other games have. Unfortunately, there are also a number of aspects that hinder it from living up to its potential. In A Knight's Quest, you play as Rusty – a clumsy adventurer who unwittingly unleashes an unknown, presumably malevolent force that has been sealed away. In order to fight this evil, Rusty is tasked with seeking out four spirit heroes and their powers, which in turn means going on a journey to find each one in their own dungeon. The story isn't necessarily the most original ever, but it works for setting the game in motion. Likewise, the dialogue often aims for funny and nonsensical, but is hit and miss. This is mostly due to just about every character being written with a combination of snarky/sarcastic wit and internet meme culture; kind of like that awkward friend who tries to be funny by repeating outdated internet memes and jokes. In the end, the character dialogue comes off as more of a first draft and could use a bit more refinement. The game takes a good half hour to really get going, but once it does, its world shows off impressive potential. Though it isn't the open-ended, interconnected wilderness featured in The Legend of Zelda: Breath of the Wild, it's apparent the developers took a lot of inspiration from it. There are many large, detailed areas for you to explore with treasure chests and other loot off the beaten path, skeletons at campfires, different enemies littering the landscape, and sidequests you can undertake from certain characters you come across in your travels. In fact, the design of the world and its various areas is perhaps the most impressive and compelling aspect of the game. Not only is it appealing from a visual standpoint, many of the areas are massive in size and can take 20+ minutes or more to traverse for first-time players, adding to the feeling that you're on a long journey. There is also an oddly satisfying 'Zelda meets Mario' aspect to the gameplay, where it incorporates a lot of 3D platforming and vertical exploration in certain areas, giving the game a bit more of a unique flavor in contrast to typical adventure games. Likewise, the soundtrack composed by Will Bedford is excellent and evokes a real sense of adventure and wonder. The overworld theme has a heroic melody reminiscent of the Hyrule Field theme from The Legend of Zelda: Ocarina of Time, and the Desert Proving Grounds theme is a real symphonic highlight, featuring an eclectic mix of strings, horns, flutes, and different kinds of unique percussion (such as bells). Unfortunately, that's just about where the games' good qualities stop. While the world is expansive and looks great, the actual characters look rather bland and mediocre. The enemy design is much more miss than hit, consisting of such things as generic, one-eyed snake creatures, generic skeletons with swords, scorpions, and other creatures that just aren't that original or interesting. Making matters even worse is that they all use the same two or three sound effects, making them even more irritating. Perhaps the biggest issue of all is the combat and controls. For the most part, combat works just enough that you can get through the game, but it's uneven and loose at best. Where it gets a bit dicey is when you face multiple enemies at once. There's at least one major instance in the story where you'll be faced with this scenario; however, you'll realize that the battle system is largely designed around you fighting one enemy at a time. So while you're attacking one, the rest are still doing (sometimes major) damage to you, and it's impossible to dodge every attack. There are certain items (such as bombs) designed to attack large groups, but they're not terribly effective, and the few multi-enemy attacks you have are not super viable because of how long they take to perform (you must wait and charge a few seconds before unleashing them). The flow of battle also simply isn't fast enough for you to fight large groups of enemies evenly, leading Rusty to slowly fight one enemy and clumsily move to the next. Beyond that, a number of standard quality of life features that are generally present in games like this are either simply missing in this one, or not implemented as effectively as they should be. One major issue is there are no maps of each area beyond a simple, illustrated overworld map in your sub-menu. There's a compass at the top of the screen that will show you which direction your objective is in, but it's not 100% foolproof and can sometimes misguide you. Also, fast travel is something that's implemented fairly early on in many games, yet you don't even get access to it in the first half of this game even though you pass by many fast-travel stations (that you can't yet access) in your travels, forcing you to sometimes retrace your steps through long, winding areas. There's also no way to sell off any loot you acquire early on, as well as no meaningful way to buy items (especially health-recovering ones) until the second major area you get to. This leads to another issue in that you simply don't have enough inventory storage slots in the beginning, and thus no way to store some of the more valuable items you come across when you run out of room. And last but not least, there were a number of clipping issues I faced. In one area, my character simply stopped responding to any control input and I had to restart the game entirely to continue, and in yet other areas I would clip through the wall or floor and die instantly. Despite the negatives, I still had fun throughout the game, and there's a lot to admire about A Knight's Quest. Its world is one of the most impressive I've ever seen created by an indie team. The soundtrack is also exceptional and could easily be mistaken for a AAA title's score. Even much of the gameplay (especially dungeons) and main quest itself is pretty fun and compelling. There's arguably a good game beneath a rough exterior here; if the game had another half a year or more of polish, I might've been able to call this a pretty good game. As it currently is, the negative aspects drag a good experience down to just a decent one at best. Pros + Large, impressive world with lots of sidequests and ripe for exploration + Soundtrack is great + Dungeons are surprisingly fun and capture a bit of the Zelda magic Cons - Issues with the fluidity of combat; fighting large groups is incredibly difficult and not really fair for players - Lack of standard quality of life features (especially early on) that would make the game much better and a lot more pleasant to play - Character and enemy models are a bit bland in design - Infrequent clipping issues at various points Overall Score: 6.5 (out of 10) Decent An impressive world (both visually and in design) and epic musical score are undermined by a number of issues plaguing gameplay as well as a lack of standard quality of life features, causing this Zelda-like title to be just a decent adventure at best for those brave enough to overcome its problems. Disclosure: This game was reviewed using downloadable Switch code provided by the publisher.
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Wargroove adding a new campaign and more for free in its upcoming DLC
Jason Clement posted a article in Industry NewsIf you thought you were done with Wargroove after playing through its campaign, think again. Chucklefish announced today that its upcoming DLC, titled Wargroove: Double Trouble, is coming soon and will bring a heap of new features along with it, including a new campaign, all for the low, low price of absolutely free. The new story campaign focuses on the Outlaws faction and introduces new commanders such as the mighty Wulfar; two troublesome twins known as Errol and Orla; and the whip-wielding Vesper -- all of whom will participate in a heist after an unexpected kidnapping and some severe ransom demands. Other things in the new DLC include: 2 new units: Thieves and Riflemen New Arcade missions Competitive online Quick Play maps Public and Private Multiplayer Lobbies – you can now also play custom campaigns online! New Volcano map theme and more updates to the custom Editor tools Outlaw music tracks, composed by Phonetic Hero Editor tool updates Check out Wargroove's website to see updates on the latest balance changes and what the editor tool updates entail. Last but not least, Wargroove: Deluxe Edition (for Nintendo Switch, PS4, and Xbox One) will be heading physically to stores on October 29. It will include a physical disc/cart of the game, a downloadable copy of the OST, a commander sprite sticker sheet, a poster map of Aurania (Outlaw version), a mini strategy guide with tips and stats on all in-game units, and a reversible cover sheet. As for the Wargroove: Double Trouble DLC, no release date has been announced yet but Chucklefish says it will be coming soon. Source: Chucklefish
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First three Dragon Quest games coming to Switch at the end of the month
Jason Clement posted a article in NintendoDragon Quest fans are about to get another dose of the franchise soon as Square Enix announced today that the first three Dragon Quest titles will be making its way to Nintendo Switch later this month. These include Dragon Quest, Dragon Quest II: Luminaries of the Legendary Line, and Dragon Quest III: The Seeds of Salvation -- all three of which make up what is known as the Erdrick Trilogy. Dragon Quest III in particular is largely considered to be one of the best in the series, so be sure to put that one on your radar if you haven't played any of these previously. The three Dragon Quest titles will cost $4.99, $6.49, and $12.49, respectively, and will be available to buy digitally on Nintendo Switch on September 27. Not coincidentally, Dragon Quest XI S: Echoes of an Elusive Age also releases that day; it's a good time to be a Dragon Quest fan! Source: Press Release
Steam Summer Sale 2017
Jason Clement replied to Sailor Liztress's topic in PC, Mac, and Mobile GamesPretty sure that's a bot you're responding to, DC. It's hard keeping up with all of the new ones that keep popping up here nowadays. But on the flipside, it's cool that you're still keeping an eye on this place! How've you been? Feels like forever since we've last talked. xD
Game Podunk Suggestion Thread
Charlespip replied to Jason Clement's question in Podunker Help DeskSign-up thread for another game, lets see if the villagers can redeem themselves I think Ste said the optimum number of people for a game was 27 so well cap it at that for now. Outline of the rules again:
Steam Summer Sale 2017
DarkCobra86 replied to Sailor Liztress's topic in PC, Mac, and Mobile GamesI think you should be able to.
Goonies-inspired indie game 'Knights and Bikes' set to release in late August
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Review: Katana Zero
barrel posted a article in Switch ReviewsDeveloper: Askiisoft Publisher: Devolver Digital Platform: Switch and PC Release Date: April 18, 2019 ESRB: M for Mature One of the most iconic titles in the indie space during recent memory is in no doubt Hotline Miami. From its psychedelic pixelated visuals, catchy soundtrack, to the quick and ruthless gameplay it is little surprise that it garnered such a cult following. So inspiring was it that developer Askiisoft took nearly six years to realize their own take on some of its spiritual tenants in the form of Katana Zero. With so many clear influences from another title does Katana Zero cleave its own worthy impression? While the obvious inspiration intent was never hidden even prior to its completion it really can not be overstated just how much that Katana Zero is dripping with an intense Hotline Miami vibe. Despite a distinctly different choice in primary weaponry as well as a sidescrolling camera perspective Katana Zero is an audio/visual sensory assault right away. Be it the pixelated aesthetic with VHS-esque motifs permeating both menus to mid-level flourishes, the pulsating electronic musical score, or the quick-witted ruthless violence it most certainly nails the presentation. Conversely, any comparison to the recent Sekiro would be tenuous at best beyond, well, dude with sword and challenging gameplay. But a particularly memorable quote from that game, that being "hesitation is defeat", could not be more applicable to the moment to moment gameplay of Katana Zero. Even a split second of hesitation during a sword swing or dodge roll can easily spell the difference between a clean level run to an unceremonious death. And to be quite honest, death is a very common occurrence. Thankfully, Katana Zero often avoids much inherent frustration by its snappy re-spawns upon death and often bite-sized level portions with some generous checkpoints appearing even mid-boss at times. Where the title begins to falter is its inherent gameplay simplicity. While initially a strength due to responsive controls that encourages quick mastery of sword swing timing to dismember foes or even deflect bullets it rarely evolves beyond that. If anything, the game sort of just constantly reminds players to do the same thing over and over, with the occasional crutch use of the slow motion mechanic, but simply in more difficult circumstances. This rarely deviates aside from one or two unique instances like a certain motorcycle segment that directly transfers the player's skillset. Which, for as cool as certain setpiece moments may be, like intense boss fights and intriguing story sequences, it really feels like most of the game could've perhaps used either one more new compelling system mechanic or just simply more moment to moment gameplay variety. Weirdly enough, both the most compelling and disappointing aspect of Katana Zero comes from a place one likely would not expect from a title that evokes simple mindless violence at a quick glance. This surprising strength being actually its main storytelling. At first it starts off with the main character being a contract assassin who visits a sort of questionable psychiatric figure between missions. But, where the daily murderous routine vary are through the various dialogue choices with character interactions that change how certain scenes play out. This also includes a creatively implemented interrupt dialogue option that is used to great effect, to even go as far as to unlock a certain crazy unlockable optional boss fight, and it often creates a strong illusion of choice. And honesty, most of the storytelling is surprisingly engaging from both a writing and visual flourish perspective. Such as the humorous situation of trying to explain the blood on your clothing by perhaps saying you are a cosplayer of some obscure anime to some really dark moments that effectively convey just how menacing the enemies the player is up against. Most of this is likely the lead driving force for the player in contrast to the simplistic gameplay until, well, it ends on an odd cliffhanger that leaves many important story elements and characters (several being prime material for cool fights) clearly unresolved. With no word on a potential sequel, or story chapter dlc, it unfortunately puts a damper ending note for an otherwise brief experience that, while generally enjoyable, felt often underutilized. Katana Zero struggles to find a satisfying balance between snappy almost speedrun-like gameplay and its dark story beats. While often enjoyable in the moment, particularly from a presentational standpoint with catchy tracks and slick pixelated flourishes, it leaves the player with the distinct longing due to a clearly incomplete experience. With not quite enough gameplay variety to stand on its own, and literally not enough story to be resolved in its oddly timed cliffhanger despite being fairly intriguing otherwise, it hinders a title that often looks and feels like it is on the cusp of genuine greatness but by the end swings just short of following through. Pros + Swift, electrifying combat that makes it is easy to jump right back in despite many unceremonious deaths + Intriguing storytelling that also creatively leans into its distorted pixelated visuals and VHS motif + Poppin' soundtrack Cons - Outside of some slick boss fights the general simplistic gameplay doesn't really evolve all that much from start to finish - Ends on an odd cliffhanger with several clearly unresolved story elements (hopefully upcoming free dlc or maybe even a sequel will remedy that?) Overall Score: 7.0 (out of 10) Good While usually enjoyable in the heat of the moment Katana Zero falls just short of capitalizing on either its snappy gameplay or surprisingly intriguing storytelling to be confidently recommended on either front Disclosure: This game was reviewed using downloadable Switch code provided by the publisher.
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Review: Zanki Zero: Last Beginning
barrel posted a article in PS4 ReviewsDeveloper: Spike Chunsoft/Lancarse Publisher: Spike Chunsoft Platform: PS4 and PC Release Date: April 9, 2019 ESRB: M for Mature After the many memorable twists and turns of the iconic Danganronpa series one would guess that the next project by many of its former key staff would strike at a similar gaming vein. And yet, that sort of assumption could not have been further off the mark. Spike Chunsoft's newest title, Zanki Zero: Last Beginning, explores and experiments with much more uncharted territory by combining first-person dungeon crawling gameplay, survival systems, and the perpetual death and rebirth of its lead cast. To say it is a departure from their previous visual novel work would honestly be putting it lightly. As cliche as this turn of phrase likely winds up being it is still more than tempting to say there is not really anything quite like Zanki Zero: Last Beginning as a game. Or, at the very least, it is the most unique first-person dungeon crawler in recent memory within a world where it is all too easy to compare to the highly-acclaimed Etrian Odyssey series, for better or for worse. The most immediate way Zanki Zero establishes its distinct take on the subgenre is through its inherent story/premise. Despite its initial Danganronpa-esque setup, in which several adults find themselves with trapped on an abandoned island (with clear gaps in the memory in how they got there), the title quickly veers into much stranger territory. After the prologue sequence the lead cast of characters not only learns that they can be revived after even the goriest of deaths via an arcade-like "extend machine" to a literal child-like state once more, but also that they are all clones that age an accelerated rate to the point where they will die of old age in roughly two weeks time. This odd narrative pretense is creatively implemented into nearly every facet of the game. Story scenes vary based on each character's current physical age, down to appearance and voice pitch, leading to many odd interactions throughout between the cast throughout as they try and figure out their current bizarre predicament. On a gameplay front, however, the aging mechanic becomes very much a variable to take into account as it directly affects combat prowess such as how quickly characters can attack to the ever-present worry of when one of them may simply die of old age while exploring. Perhaps more morbid than frequently dying of old age as a gameplay mechanic (if one can even live that long) is that dying in different ways, known in-game as "Shigabane", is highly encouraged as it is the primary means of strengthening your characters. For example, dying while being poisoned permanently increases one's resistance to toxin, and kicking the bucket as an old geezer permanently slows down the aging process entirely, and biting the dust while over encumbered permanently increases how much a character can carry at any one time. It is an intriguing system but admittedly becomes somewhat annoying on higher difficulties because so many enemies and environmental obstacles can more or less one-hit KO characters if one does not deliberately grind for different Shigabane in advance, despite being negligible on the lowest difficulties otherwise. While a good majority of Zanki Zero's gameplay mechanics are in its addictive dungeon expeditions (and some creative environmental puzzles) in each story chapter, there are a few noteworthy systems outside of it. For instance, in the main island, hub players can build new facilities such as crafting benches for equipable gear, housing (which has a whole affinity system if certain characters share rooms enough), or even a creating working toilet. Still, it is a shame that, either due to wildly varying drop rates between the different difficulties or item information being obfuscated altogether at times (how was I supposed to know that "monkey adhesive" does not actually drop from the monkey enemies?), a lot of it is unlikely to be underutilized by the end. Regardless, the most disappointing aspects of the entire game are simply the gameplay or story elements that get underdeveloped in spite of the often engaging dungeon crawling. Like, players eventually get access to parasitic implants called "Cilione" that give characters unique skills for healing, attacking, or the ability to open new parts of the terrain, but are never really encouraged to be used that much due to the harsh penalty they inflict on overuse. It is a similar deal with a lot of other gameplay mechanics such as targeting/breaking enemy limbs or keeping up with aspects like the hunger/bladder meters as the necessity of either are nearly entirely decided upon if one is playing on the highest difficulties or not (which thankfully can be toggled between mid-playthrough). Yet, the storytelling itself has even more unrealized potential. Despite having some intriguing character-focused vignettes each chapter that delve into some rather dark subject matter, the main story itself almost serves to contrast by unfortunately meandering a lot. Every other story chapter forces some shallow attempt at shock value and play upon the seven deadly sins motif, but is easily undermined by the fact the characters are, well, clones that can be revived upon death. Plus, it really does not help that even the interesting flashbacks are setup by some truly awful mascot characters that put showcase's the games writing at its absolute worst with juvenile and tone deaf potty humor that thinks it is amusing. It is a shame that, regardless of the developer's Danganronpa pedigree, the storytelling of Zanki Zero is barely a noteworthy footnote in stark contrast to the much more engaging dungeon crawling. Zanki Zero: Last Beginning frequently bounces between both refreshingly unique to incredibly flawed all in the same breath. It plays with a lot of different gameplay systems going from surprisingly addictive dungeon crawling and level puzzles to survival mechanics that do not quite stand out as much as the game wants them to be. If anything, the title should be played more so due to its zany take on dungeon crawling RPGs than going in with preconceived notions of expecting something similar at all story-wise to the developer's prior work in Danganronpa, and that is perfectly fine. Pros + Genuinely unique take on the DRPG mold that is a welcome contrast from the developer's previous work + Varied level motifs and puzzles prevent it from getting tedious like many in the subgenre + Aging mechanic helps present both cutscenes as well as the dungeon crawling in an intriguing light + Quirky overall personality and characters that have twisted backstories Cons - Those expecting it to be particularly similar to Danganronpa, or only care about the main storytelling, are likely to be disappointed - Frequent inventory management or attempting to get different "Shigabane" can get tedious on higher difficulties - Really juvenile writing at times that is especially annoying when the two mascot characters are on-screen (which is too often) - Some underutilized gameplay systems like the base building or Cilione abilities Overall Score: 7.5 (out of 10) Good Zanki Zero: Last Beginning is a refreshingly unique take on dungeon crawlers that is only really held back by it not going quite far enough with certain gameplay systems or, more disappointing, its underutilized storytelling Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
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Goonies-inspired indie game 'Knights and Bikes' set to release in late August
Jason Clement posted a article in Industry NewsKnights and Bikes, London-based Foam Sword Games' first game, has officially gone gold and is coming to a PlayStation 4 or PC near you soon. Dubbed a "Goonies-inspired adventure," Knights and Bikes is a co-op, story-based adventure game that centers on two girls who are searching for the legendary cursed treasure of Penfurzy Island. Across the course of six days you'll explore the island, solve puzzles, talk to different people, and fight off the ancient curse that protects the treasure using such items as frisbees, water balloons, toilet plungers, a game gauntlet, and more. Also central to the gameplay are bikes, which you'll need to upgrade in order to visit certain areas of the island. If the game's painterly, cartoon-like aesthetic seems familiar to you, there's good reason for it: the game's central creators, Rex Crowle and Moo Yu, previously worked at Media Molecule on award-winning games such as LittleBigPlanet and Tearaway. Further bolstering the pedigree on the title is Kenny Young, another Media Molecule alum who also most recently worked on 2018's breakout VR hit Astro Bot Rescue Mission; and Daniel Pemberton, who composed much of the music for LittleBigPlanet 1 and 2, and was the composer for Spider-Man: Into the Spider-Verse. Originally launching as a successful Kickstarter project in 2016, it's been a long ride for Knights and Bikes through its 3+ year development but you'll finally be able to play this whimsical adventure when it comes digitally to PlayStation 4 and PC on August 7. Check out the game's E3 2018 trailer below. Source: Foam Sword Games
No Man's Sky Beyond update set for mid August, bringing VR and much more
Jason Clement posted a article in Industry NewsHello Games has been gradually teasing No Man Sky's next update, Beyond, over the last year, but today they've finally announced when you can expect to play through the upcoming content: August 14. Beyond is described as 'three updates in one, and like prior updates, this one will also be free. Chief among the new inclusions is the inclusion of a 'radically new multiplayer and social experience' as well as support for VR, letting you become more immersed in the vastness of space and alien planets as you experience it first-hand. It's still a bit vague as to what the update entails in full but Hello Games will be trickling out information leading up to Beyond's release in a few weeks. Source: Hello Games
Review: Muv-Luv Alternative
barrel posted a article in Vita/PSP ReviewsDeveloper: âge Publisher: PQube Platform: PS Vita and PC Release Date: June 12, 2018 ESRB: M for Mature It is hardly an overstatement to say that the success of Muv-Luv's Kickstarter is a testament to just how much people adore Muv-Luv Alternative. Being the final act of a visual novel trilogy, Muv-Luv Alternative firmly plays upon the expectations of its once lighthearted roots in the original Muv-Luv to present a far more mature sci-fi tale in which the stakes have never been higher. Does it provide an exciting, satisfying conclusion or will it leave the player traumatized by the end of the whole ordeal? ...That was a trick question, actually, because Muv-Luv Alternative has no shortage of excitement and trauma. As the the trilogy finale, Muv-Luv Alternative expects a strong familiarity of the original Muv-Luv because it takes nearly every route, character, and story element from them into account. Because of this, some amount of narrative spoilers of the previous titles are pretty much unavoidable when talking about Alternative to any serious degree even though there will be an effort to minimize them. With that disclaimer out of the way, Muv-Luv Alternative brings players back in the past, quite literally, as the lead character Takeru Shirogane's consciousness returns to an all too familiar October date yet again in a Groundhog Day fashion. After witnessing the end of mankind during its last ditch effort plan called "Alternative V" within Muv-Luv Unlimited's finale, Takeru is now driven to do whatever it takes to steer mankind's chance at survival back on its course and prevent it from happening once again. With this pretense, Alternative has the really intriguing setup of both the player and lead character being on the page regarding events of games past. As such, most of the in-game dialogue choices have the player/Takeru armed with the knowledge they should not have at this point, yet also the anxiety of the consequences when attempting to change too much to the point where he can not predict events going forward. It is by playing upon this expectation that the storytelling is quite willing to teach players that change may not necessarily be for the better. The previous title, Muv-Luv Unlimited, frequently tip-toed around its darker story elements yet rarely committed to anything to a frustrating degree. Muv-Luv Alternative, however, has an immense sense of foreboding throughout and one can not really overstate just how grim the narrative can shift at any time. For instance, there was certain gut punch sequence in particular that left me so disheartened that I literally could not play the game the following day. Not because I was not engaged I while playing it, but because of how effective the game was at delivering its narrative cruelty. Little did I know that I was not even halfway through the game yet and had so much more (gripping) heartbreak in store. To say that Muv-Luv Alternative is an emotional roller-coaster is putting it lightly, but there is a slow introductory ramp before reaching those immense narratives highs. It is not exactly due to its deliberate Groundhog Day nature of seeing familiar events in a different light either but mostly because of how Takeru himself has a few too many redundant flashbacks and goofy anime antics that it makes the early narrative pacing move to a near crawl in addition to revisiting what should be familiar events. Plus, well, the game itself is massive for visual novel standards and will easily take fifty hours for slower readers to get through. So it is quite demanding to ask players to trudge through noticeably less compelling initial story instances when it goes on for more than a few hours. But still, in spite of its pacing issues, Muv Luv Alternative wisely utilizes a lot of it to work towards some straight up expertly-handled character development for its lead protagonist in particular. Frankly speaking, Takeru was rather obnoxious in the previous games (heck, the start of this game too) to the point it was difficult to believe that any woman would fall head over heels for him in games past and to see him evolve so thoroughly as a person in a very believable way is nothing short of impressive. The many key heroines do certainly have their time in the limelight as well too, of course, like the incredibly strong-willed Meiya to the fascinating yet also so very morally ambiguous scientist Yuuko, but few of them see nearly as much change as Takeru does during Alternative's tale. Going back to the main story, however, in addition to it being very emotionally charged it also far more complex from a world-building perspective than prior Muv-Luv titles.Themes that were vaguely touched upon in Unlimited this game more than delves into like from a political intrigue standpoint, to the inner-workings of their mech suits as well as battle tactics, and, for better or worse, the true horrors of war from both a human perspective and also a very not human one when the alien race called the BETA makes it abundantly clear why mankind is on the brink of extinction in this timeline. It is a highly involved grand finale and after seeing first hand just the lengths it goes to tell it there is no doubt in my mind it is regarded as a classic for a reason. It is easy to put an unreasonable level of expectations upon Muv-Luv Alternative. It demands so much out out of the player upfront with two basically mandatory visual novel predecessors, as well as to be able to put up with Alternative's own fairly plodding early goings from a time-commitment perspective to fully appreciate its massive narrative. But, that is just it, while there are most certainly a few glaring shortcomings Muv-Luv Alternative's narrative high points are incredibly high. Whether it be through the course of its grim but compelling sci-fi tale to its phenomenal lead character development it is easy to see why the fandom is so passionate towards this trilogy finale. Those that are in-fact patient enough to go through the demanding legwork will likely confidently see why Muv-Luv Alternative earns its title as a classic among visual novels. Pros + Stellar character development + Immensely grim, but very compelling storytelling Cons - A few too many flashback moments (and silly anime antics) lead to some really slow early exposition in particular - Context from the previous two Muv-Luv games is basically required Overall Score: 8 (out of 10) Great By being just as grim as it is poignant Muv-Luv Alternative ends up being a thrilling conclusion to the trilogy for those patient enough to put up with its many slower early pacing moments Disclosure: This game was reviewed using downloadable PS Vita code provided by the publisher.
Songbird Symphony mixes platforming and rhythm sequences to weave a different kind of narrative
Jason Clement posted a article in Industry NewsPQube's and JoySteak Studio's Songbird Symphony is out on digital shops this week, and it stars a cute little bird named 'Birb' that sets off on an adventure to discover his heritage. As Birb, you'll move the environment around you by tapping in sync with background beats, solve different puzzles to add new sound queues to the background music, collect feathers to learn more about different birds, and explore interconnected levels with many different passages. Oh, and you'll participate in rhythm battles as well, and with its combination of platforming, rhythm, and puzzles, it definitely looks to be one of the more unique indie titles out this year. If that all sounds good to you, you can check out Songbird Symphony on Nintendo Switch, PlayStation 4, and PC (via Steam) for $16.99. And be sure to check out the trailer below! Source: Press Release
Team17's Automachef serving up culinary puzzles on PC and Switch this week
Jason Clement posted a article in Industry NewsTeam17 is no stranger to games based on cooking thanks to publishing Ghost Town Game's mega smash Overcooked! series in recent years, and this week they're introducing a new game from Hermes Interactive that puts a bit of a different spin on the genre called Automachef. Instead of directly controlling the chefs like in the Overcooked! games, Automachef is all about automating the process via machinery. Essentially, it's one part puzzle game and one part resource management, in which you create the ideal layout for your culinary creations. There are three modes to play through: Campaign, Contracts, and Sandbox. Campaign focuses on having the player create efficient kitchens while keeping in mind spatial, energy, and resource management challenges. Contracts mode puts you in the role of a business owner in which you'll manage funds and expand your business. Lastly, Sandbox mode is exactly what it sounds like, letting you roam free and experiment with creating any type of kitchen you'd like. Oh, and if you play the game on PC, you'll have the option to use Steam Workshop to create your own recipes, ingredients, and levels. Automachef is available to buy digitally right now on Nintendo Switch and PC via Steam for £10.99/14,99€/$14.99. Check out the launch trailer for the game below! Source: Press Release
Share your last beaten games here!
Bizarre Monkey replied to Leah's topic in Bonfire ChattingBasically Astroneer is epic, a nice casual very immersive experience where you play a funny little spaceman and civilize planets in space. The only gripe i have is that one you make a base on all four planets and have built everything there is to build there's not much point to play it again. Also it's one of the few games where the single player is better than multiplayer because as a single player game it is SO immersive and easy to lose yourself in that being on voice chat breaks the suspension of belief and its ultimately less enjoyable.
heyo, not new just taking a swing by
Bizarre Monkey replied to Bizarre Monkey's topic in Welcome New MembersAnd I am not! So HMHMHMHM good news friendos I may have a really epic game demo for you to try around september hopefully! Making a lot of epic progress on the Fantasia game so here's a quick showing of one of the crazy cool bossfights to placeholder music. I could post more but I think this video says enough??
Digimon Story Cyber Sleuth: Complete Edition coming to Switch and PC in the Fall
Jason Clement posted a article in Industry NewsOver the weekend, Bandai Namco announced at Anime Expo that a pair of Digimon titles would be heading to the Nintendo Switch later this year -- namely, Digimon Story: Cyber Sleuth, and its sequel, Digimon Story Cyber Sleuth -- Hacker's Memory. Both will be included in one collection called Digimon Story Cyber Sleuth: Complete Edition. The announcement comes as good news for fans of the series since the PlayStation 4 version of Digimon Story: Cyber Sleuth (the English version of which originally released in 2016) is now out of print physically and was removed from the PlayStation Store in December 2018. While Bandai Namco's official response as to why it was removed is a bit cagey, it's largely assumed that it was due to the license (which Saban currently owns) ending for that particular title. In any case, fans can look forward to playing Digimon Story Cyber Sleuth: Complete Edition when it lands on Nintendo Switch and PC via Steam later this year on October 18. Source: Press Release
Review: Heroine Anthem Zero: Episode 1
Hailinel posted a article in Switch ReviewsDeveloper: WindThunder Publisher: Winking Entertainment Corp. Platform: Switch, PS4, PC, iOS Release Date: May 23, 2019 ESRB: T Note: This review is based on the Nintendo Switch version of the game The episodic game format is not without its risks. While it can potentially ease the cost of development in creating smaller games released in sequence over a span of time, a lot hinges on the ability to keep the player's interest for the duration of the full series. If the first episode doesn't hook the player, they're not likely to return for the rest. Such is one of the hurdles faced by the action RPG, Heroine Anthem Zero. Heroine Anthem Zero: Episode 1, or Heroine Anthem Zero: Sacrifice, is the first chapter of a prequel to the original Heroine Anthem: The Elect of Wassernixe and Heroine Anthem II: The Angel of Sarem, which released back in 2002 and 2003, respectively. As both of those games are rather old and obscure, it's fortunate that Heroine Anthem Zero is set thousands of years prior, and thus requires no knowledge of the originals. Episode 1 features the story of Wanin, a young warrior of the Norse-inspired Uzato tribe that works as a Forest Keeper, patrolling the forest near his hometown for danger. He's accompanied for the duration of the game by the fairy, Mormolia, who assists him in his duties. Most of the game follows the perspective of this pair, who are entertaining, if simplistic, in their writing. Wanin is a brave, capable warrior that cares for his sister, Naire, who has been chosen to serve as the maiden of an important ceremony in a neighboring land, though he's also somewhat oblivious and foolhardy. The more perceptive Mormolia, on the other hand, is quick to anger, often insults Wanin for his obliviousness, and loves to drink. Unfortunately, there's not much else to say about the story, as the main plot beats serve as apparent set-up for what comes, I presume, in Episode 2. And despite the short length, it does not feel particularly well-paced. Large amounts of story and exposition take precedence in the first few hours before turning the focus almost exclusively to gameplay broken up with smaller, lighter story beats for the remainder of the experience. To its credit, the game has some interesting lore. Story sequences are enhanced with great character art, as well as painterly illustrations put on display when characters speak of the myths, legends, and history of their land. The characters are all voiced in Japanese, and their acting boosts the experience as well. The bigger faults with Heroine Anthem Zero lie with its gameplay. As a side-scrolling action RPG, it generally controls well. Wanin can swing his sword in a basic combo as well as dash, double-jump, and scale vertical walls. But the combat overall is very basic and generally lacking in challenge, even on the standard difficulty. There are some enemies that can only be damaged by charging Wanin's sword attack, and enemies can be stunned by sending Mormolia at them. Even the final boss, the most challenging encounter in the game, was little more than a battle of attrition. In fact, I didn't die to any of the bosses in the game. What killed me far more often, and with far more frustration, was the game's platforming. Relatively early on, the game introduces spiked vines that stretch across sections of the ground, walls, and ceilings. At that point, these vines are the single most damaging thing in the game and will knock off huge chunks of life every time you collide with one. The game also features instant-death bottomless pits, and while some are clearly obvious, such as when hopping across a rickety bridge stretched across a chasm, others very much aren't. More than once, I hopped down a hole, thinking it might lead down to an underground cave, only to be met with the 'Game Over' screen. And if you die, you're forced to retry from the last save point you accessed. Another issue comes from the game's map and fast travel system. The map itself is of little use and does nothing to illustrate the actual landscapes. It simply indicates how sections in the zone you're currently in are linked together. Once fast travel is unlocked, most save points will feature a character that will freely take you to most any other save point, but only within the same zone that you're currently in. This means, for example, that it's not possible to jump straight back to town from the western woods. But even then, there's no real incentive to actually make use of the fast travel, as the fast travel character also doubles as the shop with all the best healing items and weapons necessary to beat the game. Possibly the most annoying moment in the game came during a dungeon that serves as the home of the few simplistic-but-required puzzles. In a large chamber, there are four switches that need to be pressed in order to open the way forward. Each of these switches are in turn blocked by gates that open via other switches, and these timed gates will close after a few seconds. After clearing all four gates, hitting the switches, and opening the door ahead, I backtracked to the previous chamber and used the save point, only to find on my return that the switches had all reset and the door ahead had closed, forcing me to redo the entire sequence. Having only played the game on the Switch, I have no idea how its technical performance compares to that of other platforms. Originally released in 2016, Episode 1 was published on the PC, PS4, and iOS before it made its way to Nintendo's console this year. Aspects of some of the game's menus feel tuned more for touch, though playing on a TV is just fine. The only real hiccup comes in the equipment menu, where there's a strangely long, noticeable lag while scrolling through weapons or clothing in the inventory. The game also occasionally encounters odd hitches during cutscenes, and even during the end credits as different images are swapped in and out. For the most part, these graphic hitches aren't that bothersome, but on rarer occasions, I've had similar hitching occur during gameplay. I've had to abort more than a couple of jump attempts because of an odd pause in the animation, though I can't blame any of my deaths on this. On a more positive note, the music in Heroine Anthem Zero is a genuine highlight. The soundtrack, composed by Joe Chou, is comprised of some great music that fits the tone of the world and characters. Tonally, it reminded me at points of games like Valkyrie Profile, and even in the game's most annoying moments, the music was one element that I always appreciated. Heroine Anthem Zero: Episode 1 feels like a mixed bag. I like the characters, the music, the world, and the general sense of the gameplay. But the pacing, platforming, and technical oddities frequently pulled me out of the experience. I can't say that I didn't have any fun, but had there been more polish and fewer annoyances, I could have had a lot more. Based on my experience, I wouldn't rule out playing Episode 2, but I'd hope that it's an improvement. Pros + Fun artwork and interesting, if simple characters + Great music and entertaining voice acting + Attractive and colorful artwork and graphics + Combat is in general lightweight and not stressful Cons + Odd pacing of story and gameplay + Annoying platforming with high-damage hazards and instant-death pits + Lack of responsiveness in some menus, and the map is near useless + Odd animation hitches occur every once in a while that can throw timing off while platforming Overall Score: 5 (out of 10) Average Heroine Anthem Zero: Episode 1 is a mixed bag with likeable characters, music, world, and general gameplay but is brought down by its pacing, platforming, and technical oddities. Disclosure: This game was reviewed using downloadable code provided by the publisher
Pokémon Home Provides a Cloud-Based Pokémon Storage
Jordan Haygood posted a article in NintendoThere once was a time when the only type of Pokémon storage was a series of boxes within a PC in whichever game you were playing. When you put the game down for good, your Pokémon were doomed to remain in their boxes 'til the end of time. With the release of the Nintendo DS came a way to migrate Pokémon from the Game Boy Advance games to the DS iterations. And then came Pokémon Bank, which supplied a way to store Pokémon from the DS and 3DS games and move them around between any of the 3DS titles. Times have changed once again. Now that we have the highly popular mobile app that is Pokémon GO, the Nintendo Switch titles Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee!, and the upcoming Switch titles Pokémon Sword and Pokémon Shield, a new storage method has been born – a cloud-based mobile app called Pokémon Home. Announced at the 2019 Pokémon Press Conference, the app is basically a 'home' for any Pokémon you have, housing creatures from GO, Bank, and any of the Switch titles. As the creators themselves explain it, it's "a place where all Pokémon gather." Storing and transferring your Pokémon aren't the only things you can do with Pokémon Home, however. You will also be able to trade with friends, strangers nearby, or people in other parts of the world. They need the Pokémon Home app, too, of course. Pokémon Home will be available in early 2020, so stay tuned. Source: YouTube
Pokémon Sleep Turns Snoozing Into Gaming
Jordan Haygood posted a article in NintendoFor the past few years, millions have been enjoying the best excuse to get out of the house since a burning house, fittingly titled Pokémon GO. As the name implies, you play by...well, GOing places in the real world, doing all sorts of Pokémon-related activities, such as catching the creatures, battling with them, hatching eggs, and collecting items. It was a brilliant idea, to say the least. Now, it's time to take the idea a step further. No, we won't be playing in space or anything crazy like that. Instead, we'll be playing in our sleep. Nope, nothing crazy at all. Announced at the 2019 Pokémon Press Conference, we will be getting a brand new mobile app known as Pokémon Sleep, which will "turn sleep into entertainment." So basically, while Pokémon GO tracks movement to reward you for being active, Pokémon Sleep will track your sleeping habits and reward you for getting the sleep you need. In the end, the folks involved with these apps really want us to be as healthy as possible by using the Pokémon IP. And what better way, right? Coinciding with Pokémon Sleep will be a new gadget to play with. Remember Pokémon GO Plus? Maybe not. It's a little pokéball themed gadget that connects with GO to add a new and simple way of playing that didn't require looking at your phone. Well, get ready for a new version called Pokémon GO Plus+. No, you read that right. It's a bigger pokéball themed gadget (still small enough to stick in most pockets) that does what the original Plus did, only you can also put it next to your pillow when you sleep to use with Pokémon Sleep. Both Pokémon Sleep and Pokémon GO Plus+ will release sometime in 2020, so stay tuned. Source: YouTube
Review: SteamWorld Quest: Hand of Gilgamech
Jason Clement posted a article in Switch ReviewsDeveloper: Image & Form International AB Publisher: Thunderful Publishing AB Platform: Nintendo Switch Release Date: April 25, 2019 ESRB: E for Everyone At this point in Image & Form's rapidly-expanding SteamWorld franchise we've had two incredible Metroidvania entries; an epic, space-faring tactical strategy title; and a lesser-known tower defense game for DSiware that started it all. According to studio head Brjann Sigurgeirsson, fans had been clamoring for the Swedish developer to give the RPG genre a go and it seems his team was all too happy to oblige. Thus, SteamWorld Quest: Hand of Gilgamech was born. A departure from the sci-fi setting of previous games in the series, SteamWorld Quest features a storybook tale that unfolds in an era of knights, dragons, and magic, narrated by SteamWorld Heist's Seabrass in a welcome cameo. The journey begins with two adolescent female steambots named Armilly and Copernica -- a wannabe knight and a novice alchemist, respectively – who find themselves caught up in a plot against a rising evil. Along the way, you'll pick up a few more party members and discover some unsettling truths about what's really happening, and maybe even experience a twist or two. Naturally, SteamWorld Quest is a bit heavier on the narrative than previous games due to being an RPG. However, the cast is wisely kept smaller and contained versus large and unwieldy, thus giving each character just enough focus and attention to keep them interesting. The writing is downright hilarious at times too, once again showing that Image & Form really does have one of the best localization teams on the indie side of the industry. And though the plot is a little formulaic (yet entirely self-aware), the writers do subvert a few typical story tropes – the two main leads are both female, for one -- and ultimately, there are fulfilling arcs for each of the characters by the time the credits roll. Unlike many other 2D RPGs where a top-down or isometric view is standard, the out-of-battle sequences in SteamWorld Quest take place in a side-scrolling manner where you'll mostly move from left to right (and vice versa) and screen to screen, coming across the occasional treasure chest and/or puzzle, a shopkeeper, and scores of enemies. Touch an enemy (they'll be alerted to your presence if you come too close) and you'll initiate a battle, which is far and away the best part of this game. In fact, I've never played a card-based battle system that I enjoyed more than this one. The mechanics are kept surprisingly simple: at the beginning of each battle, you're dealt eight "punch cards" randomly from your deck of 24 (which you can customize throughout the game), and you can play up to three cards each turn. Playing base cards (usually lower level attacks that have no number) will help you build up your steam power gauge, in turn allowing you to play even stronger cards that unleash powerful attacks, restore health, or cast buffs that help your team (or debuffs on your enemies). What really propels the gameplay in a big way are the variety of options at your disposal. Sure, you can play your cards as they're dealt, but you can also strategically choose to pass on some in order to get the right combination to line up special combos that can, at times, save your bacon entirely. The battle system is also amazingly well-balanced. I played on the Normal difficulty, but the challenge remained consistent throughout, picking up toward the end. Image & Form did a great job making boss fights feel alive and engaging thanks to a number of different scenarios you'll have to play through. For example, one boss poisons your characters every five turns, forcing you to constantly switch between damage control and going on the offense. Other bosses might have lackeys or pawns whose extra attacks and damage can add up over time unless you defeat them. Creative scenarios like this kept me looking forward to each and every battle, which is a rarity for me when it comes to RPGs. If there's one thing that disappointed me, it's the lack of activities and interaction with the world outside of battles. There's little to no interaction with NPCs due to them being sparse, little to no side quests that you can carry out that either reward you with more loot or delves deeper into the game's lore, no interesting minigames to shake things up, and no engaging puzzles aside from the 'lite' ones you come across (find a switch to open a gate, or rotate images a certain way to open a door, etc.). While the battle system is near perfect, the out-of-battle activities and exploration are the biggest aspects Image & Form could and should expand upon should they give the game a sequel (or create other RPGs like it). Still, the game has so much going for it that it's easy to overlook this aspect this time around. The art, like in other recent SteamWorld games, is fantastic and draws on the strengths of Image & Form's talented and creative team while the music keeps the story suspenseful and allows for some lighter moments as well. If you've played other SteamWorld titles, then it shouldn't come as a surprise to you that SteamWorld Quest is another great entry. And if you're hesitant because you're not sure what to make of the card-based battle system, be assured that this is easily one of the best battle systems I've ever played in an RPG; it's both fun and engaging, as is the deck-building element. While the game still has some room to grow for next time (more out-of-battle activities, for example), SteamWorld Quest is a tremendous first step into the RPG genre for Image & Form's ambitious franchise and more than lives up to the lofty expectations the studio has set with its prior games. Overall Score: 8.5 (out of 10) Great SteamWorld Quest is fun, zany, and boasts what is possibly the best card-based battle system in any game to date. Though not without room to improve, this is yet another genre Image & Form has shown considerable skill and expertise developing in, and I can't wait to see what's next. Disclosure: This game was reviewed using downloadable Switch code provided by the publisher


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This article was last updated on the May 8, 2018.
In this article, we'll cover some usage examples of how you can utilize ACF Pro within your X or Pro powered site. We'll mainly be focusing on how to use ACF Pro and so may skip over some finer details.
Note: This article covers only a small portion of what you can achieve with ACF Pro, make sure you take a look at the official documentation which is linked to in the Documentation section below to explore the full possibilities of this powerful tool.
Make sure you already have ACF Pro installed and then in your WordPress Dashboard, you should see the ACF Pro menu item like this:
Go ahead and click on the Custom Fields menu item. This will take you to the main overview of ACF Pro.
The first thing you'll see on the main ACF Pro overview is Field Groups these field groups are what ACF uses to group fields you create for use in your theme, child theme, template or plugin.
As you can see we already have a field group that we've set up earlier, let's explore that to see what's going on and how we can utilize ACF to add an About Author meta box to our single post template.
Here's our basic field group layout:
There's a lot going on here so let's split it down one by one. First, we have our rules, these are the basic rules of how our fields in this specific field group will display. For example in the field group we've created, we have it checked to show this field group if the post type is equal to post. Which means if, for example, you are on a portfolio item the field group won't be displayed.
We could expand on the field group display rule and add multiple other conditions, how you add these conditions is an important part of ACF Pro. There are two options both and as well as Add Rule Group.
Option 1 And allows you to add an additional rule in addition to the first rule that must be matched with the first one to display the field group. This is both useful and powerful with ACF. In this example say if we had a magazine style website. We may not want our Author field group to display in all categories, just our regular blog. So if we had a category called blog in ACF Pro we can then set Post Taxonomy is equal to Blog.
With that set our field group would then look like this:
This now means that our Field Group will only show if the post type is a post and if the post taxonomy is Blog. If only one of these conditions is matched it means the Field Group won't display.
But what about if you wanted it to show if either of those conditions was matched?
Option 2: Add Rule Group allows you to add an additional rule group to the Field Group this is a Or conditional rather than an And conditional, meaning that if either condition A or condition B is met display the Field Group where both Field Group rules don't have to be met to display the field group. So if we set this value to Post Taxonomy is equal to Blog our Field Group would then look like this:
This now means that our Field Group will display if either the post type is a post or if the post taxonomy is set to Blog. Which means if you had the blog taxonomy on another post type the Field Group would still display, whereas with option 1 it wouldn't have displayed as both conditions had to be matched.
Field Group displays are an extremely powerful part of ACF Pro and allow you to achieve near limitless display options.
The remaining options for the Field Group settings are:
What's important to note about all these options is that they are for the Field Group within the wp-admin Not how the Field Group will display in your theme.
For example, if you set the position to Normal (after content) your Fields within the Field Group will then display at the bottom of the page/post you've configured your Field Group to show on. Like this:
However, if we change that to show at the side, our fields within the Field Display group will then show at the side like this:
Once you're happy with your Field Group, go ahead and save it.
On your Field Group click on Add Field:
You'll then see a range of Field options like this:
As you can see there are a variety of options you can fill in for each field, the options will change depending on the field type you have selected, so make sure you have selected the Field Type before filling in the Field Options.
First of all give your field a name, for the purpose of this article as we've already mentioned, we're adding an About Author section to our blog posts.
The Field Label will be the name of the field as it appears on the edit page of the post type that your Field Group is set to display for.
The Field Name is what you will use in your theme, child theme, template or plugin to retrieve the field value so don't make it something too complex. In this case, we've gone for about_author, it can have underscores or dashes but no spaces are allowed.
Field Type, there is a huge range of options from a simple text area to Wysiwyg editors and much much more.
Field Instructions, these are the instructions shown to your other admins, editors, authors and anyone else who has access to the edit of the post type your field group is set to display for.
Required, whether the field itself should be required to be filled in or not, if the field is set to required and isn't filled in an error will be shown on trying to publish/update. As we don't want an empty author bio on our page we're going to set this to required.
Default Value Here you can an enter a default value to be used when creating a new post.
If you select the Wysiwyg option, you'll see a couple of other options.
With these options, you can select if with the Wysiwyg editor if both the Visual and Text options should be available or just one or the other along with if you want to show the media upload buttons for your custom field.
Once you're happy with everything click on Update/Save.
Now you have a field added and a field group created, but what about actually outputting the field value within the theme? As we've created an about author field we want it to display above the Leave a Comment section of our single post template on our selected Stack Ethos.
Before we get started with adding our field first we need to make sure we have a child theme ready. If you don't already have a child theme on your website you can download one here.
Now with your FTP or SFTP program such as Coda, Filezilla, Cyberduck etc log in via FTP/SFTP and navigate to wp-content/themes/x-child and create the following folder at this exact path:
This is the template that is responsible for outputting the single post template of the Ethos stack. Copy the contents of that file from the parent theme at wp-content/themes/x/framework/views/ethos/wp-single.php. The code should look like this:
// =============================================================================
// -----------------------------------------------------------------------------
// Single post output for Ethos.
// =============================================================================
$fullwidth = get_post_meta( get_the_ID(), '_x_post_layout', true );
<?php get_header(); ?>

<div class="<?php x_main_content_class(); ?>" role="main">
<?php while ( have_posts() ) : the_post(); ?>
<?php x_get_view( 'ethos', 'content', get_post_format() ); ?>
<?php x_get_view( 'global', '_comments-template' ); ?>
<?php endwhile; ?>
<?php if ( $fullwidth != 'on' ) : ?>
<?php get_sidebar(); ?>
<?php endif; ?>
<?php get_footer(); ?>
Before this line:

<?php the_field('about_author'); ?>

Add the code to retrieve the value from ACF Pro for the custom field which is:
// =============================================================================
// -----------------------------------------------------------------------------
// Single post output for Ethos.
// =============================================================================
$fullwidth = get_post_meta( get_the_ID(), '_x_post_layout', true );
<?php get_header(); ?>

<div class="<?php x_main_content_class(); ?>" role="main">
<?php while ( have_posts() ) : the_post(); ?>
<?php x_get_view( 'ethos', 'content', get_post_format() ); ?>

<?php the_field('about_author'); ?>

<?php x_get_view( 'global', '_comments-template' ); ?>
<?php endwhile; ?>
<?php if ( $fullwidth != 'on' ) : ?>
<?php get_sidebar(); ?>
<?php endif; ?>
<?php get_footer(); ?>
Note you don't need the paragraph tags there they just give us some extra styling with spacing rather than being all bunched together, this is also a basic implementation and you could add a range of additional styles and markup, the only limit is your imagination.
This leaves the total file looking like this (in our child theme).
Now we've added the code to display our field lets go and add a value to display, open up any post and fill in the author details box with the content you want. Save the post and visit it on the front-end. You should see the new custom field you created displayed like this:
Congrats! You've successfully created a custom field group, added a custom field and got the custom field displaying by using a child theme and the get_field function of ACF Pro. You can find out more about the get_field function here.
We've included a basic ACF Pro integration with Cornerstone which allows you to use a shortcode within your pages and posts created with Cornerstone to automatically pull through the value of your ACF Pro custom field without having to modify template files.
You'd use:
Within your Cornerstone content where field_name is the name of your field as shown in the ACF Pro field edit screen. Please note, this is a basic integration and will only support text-based fields. For example, it won't output a gallery. Also, use the WYSIWYG type field with caution - WordPress's visual editor automatically adds
tags, which can break element markup causing display issues.
As we mentioned further up, we're only going to cover how to use ACF Pro and not every option it provides, to learn more about ACF Pro check out the official documentation here.
Users will frequently inquire about the version of ACF Pro being utilized within X or Pro. Because of the way that we are utilizing the plugin in X or Pro, it should be noted that the version of ACF Pro included with the theme is made intentionally for numerous reasons. The following is just a few of the reasons why we do not always utilize the latest version of the ACF Pro plugin:
Because of these reasons (among others), there is no need to register your license for ACF Pro if you happen to have one. In fact, doing so is discouraged in order to prevent any potential conflicts when updating, as previously mentioned. If you happen to see a notification in your WordPress admin panel asking you to register ACF Pro upon activation, simply dismiss this notice.
Hopefully, the information provided above has helped you to gain a better understanding of what to expect from utilizing ACF Pro within X or Pro. Ultimately, there are a few things to take away from this article:

subset: commoncrawl


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top news
Don't miss OMC HAIRWORLD & Int'l Beauty Fair Korea 2016!Monday, 15 February 2016 15:53
Korea is an exotic mystery of the orient, and if you've been looking for an educational vacation OMC HAIRWORLD & Int'l Beauty Fair Korea 2016, is the perfect combination of elements!
OMC Hairworld + Int'l Beauty Fair Korea: A Winning Combination!Thursday, 31 December 2015 11:38
Rapidly growing in size and importance, the Int'l Beauty Fair Korea is one of the not-to-be-missed professional appointments in the Asian hair and beauty industry calendar.
Meet the winners of the 2015 OMC Europe Cup in Paris!Friday, 25 September 2015 14:42
The coveted 2015 OMC Europe Cup final awards ceremony was spectacular with 36 OMC member countries present amongst 700 competitors between the Ladies and Gents Seniors and junior's competitors and 13 different Teams categories in Hair, Aesthetic and Nails sections.
Chasing the Dream: OMC Europe Cup Open 2015Sunday, 06 September 2015 02:07
From the 20th to the 21st of September, Paris will host the OMC Europe Cup Open 2015. Contestants expected from all corners of the globe.
In the Air with the OMC Prestige ClubMonday, 20 July 2015 15:19
OMC Prestige Club is mastermind in creating the flawless 'In the Air' collection with an array of textures that dares to challenge the rules gravity and experimentation in hairdressing.
Deadline Approaching – Compete at ISSE Long Beach 2015!Friday, 09 January 2015 16:15
Compete on Monday, January 26, 2015! Enter the PBA Hairstyling Competitions for Students & Professionals at ISSE Long Beach 2015!
Revolution Collection by the OMC Prestige Club Creative TeamThursday, 01 January 2015 16:59
Revolution not only in the mind, but also in women's fashion, combining glamour and femininity. In the New Year, feeling cozy with cashmere and fur clothes in the spirit of the seventies, or pure with structured textures as we had in the futuristic sixties.
OMC World Best Online Photo Competition Winners 2014 Announced!Wednesday, 03 December 2014 14:10
The OMC World Best Online Photo Competition Winners 2014 names and looks have been released and the looks are nothing short of inspirational and creative – enjoy the amazing pictures!
OMC Prestige Club Trends: Fierce & StunningMonday, 10 November 2014 00:29
This powerful OMC Prestige Club collection is fierce. This edgy collection is full of daring short and highly texturized long hair looks from stunning geometric bobs to beautiful cascading waves.
Leader of the Month: OMC World President Salvatore FoderaWednesday, 01 October 2014 14:50
With immeasurable talent and an eye that can measure a hair's breath, Salvatore Fodera is internationally renowned in two different worlds.


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My Secret Pal struck yet again!
I got up early this morning to run a couple of errands and look what was parked on my door step:
I was not expecting any more presents from my SP10, so you can imagine my surprise. Included was a thoughtfully written letter, flavored chocolates wrapped with ribbon on the cutest purple heart (with a note inside: "To The Purple Princess"), and a Best of "Sade" cd. How did my SP know that I love Sade? If it was a guess, it was a dead on guess. Also, and I forgot to specifically mention it before, is a origami star (?). My other packages also included small pieces of origami. I am loving the well thought shapes.
When I signed up for SP10 I had no idea I would be so fortunate as to get such an extreme spoiler. I feel so blessed and overwhelmed.
Thank you Sp10! Whomever you are!
3 years ago


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Magento Booking and Reservation System
Currently, almost customers select to purchase online include booking tickets, booking courses and reservation. They want to check information, book and reservation only with one click simply at anytime. That is the reason Cmsideas designed Magento Booking and Reservation extension. This Magento extension is very useful for Hotel managers, Travel agents, Event's organizers, Course's operator, Cinema, Restaurant,.... Booking and reservation extension helps managers save money to hire staffs and manage system, and also helps customers save time and feel more satisfied. All of the products or services are managed efficiently.Visit publisher site: Magento Booking and Reservation System
Listing Details
- Version:
- 2.0
- Filed in:
Plugins / Magento Extensions / Customer Service
- Submitted on:
- Last Updated:
- Jan 4, 2016
- Publisher:
- Cmsideas Other listings by this publisher
License & Pricing Information
- License Type:
- Commercial
- Price:
- Additional Info:
User ReviewsBe the first to review this listing!
Not yet reviewed by any member.... You can be the FIRST one to write a review for Magento Booking and Reservation System


text:
Burgundy Broccoli, Non-Heading(75 days) F-1 hybrid. We became enamored of this Bejo Seeds sprouting type when our summer trial of standard green-headed broccoli was torched by dry heat. In contrast, Burgundy's huge and healthy green plants built loose central crowns of indigo that slowly spread to long green-stemmed spires topped with namesake-colored stand-alone florets. Over 3 hot weeks, Burgundy allowed steady harvests for our trial tasters. "LOVE this!" was the unanimous refrain when they enjoyed the tender sweet green stems and dark sprouts both raw and lightly steamed. A further fall trial showed even better lasting production and flavor. Burgundy's broad temperature tolerance lends itself to succession transplanting from very early spring through late summer for savvy gardeners and market growers. ④
to start or resume an order


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Articles tagged "Steve Berry"
Thriller Thursday (3/7/19)
A lawyer and a former U.S. Justice Department operative walk into a bar…to celebrate Thriller Thursday!
THE PERFECT ALIBI by Phillip Margolin
"Legal-thriller fans will find it satisfying to see Margolin back at the top of his game…his writing has regained its stylistic flourishes, and his pacing is impeccable."–Booklist
THE MALTA EXCHANGE by Steve Berry
"Bestseller Berry's enthralling 14th Cotton Malone novel (after 2018's THE BISHOP'S PAWN) finds former U.S. Justice Department operative Malone on a freelance assignment to retrieve long-lost correspondence between Benito Mussolini and Winston Churchill…. Fans of Dan Brown will have fun, and some may even prefer Berry's action-oriented hero to Brown's cerebral Robert Langdon."–Publishers Weekly, starred review
For Your Consideration: March 2019 LibraryReads Titles
Download, read, and vote for your favorite March 2019 titles for the March 2019 LibraryReads list!
*Votes due February 1!
REDEMPTION POINT by Candice Fox
"Wrongly accused of abducting Claire Bingley, former police detective Ted Conkaffey is protecting himself from Claire's murderous father by hiding out in a remote town in the Australian rain forest and trying to find the real culprit. Meanwhile, the detective inspector investigating the killing of two bartenders at the local Barking Frog Inn is a homicide first timer. Enter tattooed-to-the-hilt Amanda Pharrell, a private detective who's done time for murder and who joins with Ted to discover who's responsible for all the blood. Just the way Ned Kelly Award–winning Fox joins forces with James Patterson now and again."–Library Journal, Pre-Pub Alert
MAKE ME A CITY by Jonathan Carr
"The rise of Chicago in the 19th century provides the frame for a trove of colorful stories and characters in this entertaining debut novel…Carr has a sure touch, and in many extended anecdotes, his narrative skills show exceptional detail, pacing, and tension. A solid storyteller enlivens a rich patch of American history."–Kirkus Reviewsreadmoreremove
Booklist's "Falling for Mystery" Webinar (10/30/18)
We hope you tuned in to today's Booklist's "Falling for Mystery" webinar, but if not, here is the title list.
The archived webinar is available here.
While you're at it, request to be whitelisted for our e-galleys on Edelweiss.
Thriller Thursday (4/12/18 Edition)
We're thrilled to have 2 finalists for the 2018 ITW Thriller Awards!
Best Hardcover Novel
THE BREAKDOWN by B.A. Paris
Best Young Adult Novel
PROOF OF LIES by Diana Rodriguez Wallach
The winners will be announced at ThrillerFest XIII on July 14, 2018 at the Grand Hyatt, NYC.
And now for today's #ThrillerThursday reads:
A DEATH OF NO IMPORTANCE by Mariah Fredericks
Two starred reviews! Fredericks' compelling adult debut novel follows Jane Prescott, a ladies' maid in an upper-crust 1910 NYC household, after her mistress's playboy fiancé is gruesomely murdered. "The novel's voice, plotting, pace, characterization, and historical background are all expertly crafted, while the resolution—which feels both surprising and convincing—will leave readers hungry for more." — Publishers Weekly, starred review
INQUISITION by David Gibbins
Archaeologist Jack Howard and his team are excavating a 17th-century shipwreck off Cornwall in England when they find clues that lead to the fabled Holy Grail—and the present-day inheritors of the Inquisition. "Steve Berry fans eager for an intelligent blend of suspense and reality, including some horrific contemporary developments, will be rewarded." — Publishers Weekly, starred review
DATE WITH MALICE by Julia Chapman
The second book in the Samson and Delilah mystery series set in the Yorkshire Dales has the investigators looking into several disturbing incidents at the local retirement community. "Mystery readers who love to escape to Louise Penny's village of Three Pines will enjoy becoming acquainted with the Dales town of Bruncliffe and its quirky residents. The ongoing suspenseful story line will keep series fans hooked." — Library Journal, starred review readmoreremove
Thriller Thursday (3/29/18 Edition)
Thrills and chills abound in our #ThrillerThursday picks!
THE BISHOP'S PAWN by Steve Berry
Also available in audio
In Cotton Malone's first assignment ever he investigates the feud between J. Edgar Hoover and Martin Luther King Jr.! "In his latest Cotton Malone thriller, Berry takes on contemporary history as he weaves another tale of conspiracy and intrigue. As fast-paced and exciting as all his previous books, this is another winner in the author's best-selling series." — Library Journal, starred review
CRIMSON LAKE by Candice Fox
Also available in audio
How does a man rebuild his life after being wrongfully imprisoned for a teenage girl's abduction? By teaming up with a convicted murder-turned-PI to investigate the disappearance of a local celebrity author. "This compelling first solo by one of James Patterson's many coauthors boasts full-bodied characters, suspense with a quirky edge, and a strong sense of place." — Booklist, starred review
GLIMPSE by Jonathan Maberry
Maberry's breakout psychological/supernatural thriller stars a recovering drug addict named Rain Thomas, who starts losing time. As reality and nightmare collide, Rain learns just how far she'll go to save someone she loves. "Maberry's narrative skills remain first-rate here, and his writing displays more subtlety and greater structural elegance than in past works. A success on all fronts." — Booklist, starred review
NOT THAT I COULD TELL by Jessica Strawser
Also available in audio
A group of friends meets Saturday night, by Monday, one of them is gone. Was it something they said…or is something far more sinister lurking beneath their smiles? "Full of slow-burning intrigue, Strawser's second novel will appeal to fans of Liane Moriarty's BIG LITTLE LIES and Jennifer Kitses' SMALL HOURS." — Booklist readmoreremove
March 2018 Bestsellers & Recent Releases
Our sales team created an Edelweiss collection of our month's bestsellers and recently released titles — what a perfect collection development tool for you! Here are some of the top titles for March 2018:
Recent Releases:
THE SUN DOES SHINE: How I Found Life and Freedom on Death Row by Anthony Ray Hinton, with a foreword by Bryan Stevenson
THE BISHOP'S PAWN by Steve Berry
THE ITALIAN PARTY by Christina Lynch
SOMETIMES I LIE by Alice Feeney
THE MERRY SPINSTER: Tales of Everyday Horror by Daniel Mallory Ortberg
WHERE THERE'S HOPE: Healing, Moving Forward, and Never Giving Up by Elizabeth Smart
Recent Award Winners:
PRAIRIE FIRES: The American Dreams of Laura Ingalls Wilder by Caroline Fraser (NBCC winner, Biography)
WHEREAS by Layli Long Soldier (NBCC & PEN Award winners, Poetry)
THE BUTCHERING ART: Joseph Lister's Quest to Transform the Grisly World of Victorian Medicine by Lindsey Fitzharris (PEN Award winner)
THE SHAPE OF WATER by Guillermo del Toro & Daniel Kraus (Oscar winner)
This Edelweiss collection will be updated on a monthly basis so check back often!
BISHOP'S PAWN Signed Giveaway
New York Times bestselling author Steve Berry is famous for creating fascinating historical thrillers based on real life events and people. His new book, THE BISHOP'S PAWN, takes series star Cotton Malone all the way back to his first assignment: investigating the feud between J. Edgar Hoover and Martin Luther King Jr.!
We're giving away a signed copy of THE BISHOP'S PAWN to ONE lucky librarian!
To enter the giveaway, simply email email@example.com from your professional/library-issued e-mail address (subject: Bishop's Pawn) by Sunday, April 8, and make sure to include your library's mailing address. Read on for the fine print—good luck!
UPDATE 4/12/18: This giveaway is now closed. Congratulations to our winner, Elizabeth Lange at Fox Lake District Library, Fox Lake IL!
RT Book Reviews 2017 Reviewer's Choice Awards
Congratulations to the 28 Macmillan titles nominated for Romantic Times Book Reviews' 2017 Reviewer's Choice Awards!
Best Mainstream Fiction Protagonist
I LIKED MY LIFE by Abby Fabiaschi
Best Contemporary Mystery
A DARKNESS ABSOLUTE by Kelley Armstrong
BLUE LIGHT YOKOHAMA by Nicolas Obregon
Best Suspense
SHATTERED by Allison Brennan
Best Thriller
THE LOST ORDER by Steve Berry
LOOK BEHIND YOU by Iris Johansen and Roy Johansen
Best Amateur Sleuth
STICKS AND BONES by Carolyn Haines
Best Historical Mystery
DEATH IN ST. PETERSBURG by Tasha Alexander
THE DAUGHTER OF SHERLOCK HOLMES by Leonard Goldberg
THE ORPHAN OF FLORENCE by Jeanne Kalogridis
Best Romantic Suspense
THE WOMAN WHO COULDN'T SCREAM by Christina Dodd
Best Paranormal Romantic Suspense
STORMCHASER by Cherry Adair
Best Historical Romance
THE SCOT BEDS HIS WIFE by Kerrigan Byrne
Best Historical Love & Laughter
I DARED THE DUKE by Anna Bennett
Best First Historical Romance/ Historical Fiction
THE WARDROBE MISTRESS by Meghan Masterson
Best Erotic Romance
THE BILLIONAIRES: The Bosses by Calista Fox
Best Futuristic Romance
BORN OF VENGEANCE by Sherrilyn Kenyon
Best Urban Fantasy
ALL THOSE EXPLOSIONS WERE SOMEONE ELSE'S FAULT by James Alan Gardner
Best Fantasy
DUSK OR DARK OR DAWN OR DAY by Seanan McGuire
WINTER TIDE by Ruthanna Emrys
WITHIN THE SANCTUARY OF WINGS by Marie Brennan readmoreremove
Library Journal's Best Books of 2017
Library Journal's Best Books of 2017 lists include 12 Macmillan titles:
Top Ten Books of 2017 (full list)
THE NINTH HOUR by Alice McDermott
Mystery (full list)
GLASS HOUSES by Louise Penny
SF/Fantasy (full list)
DOWN AMONG THE STICKS AND BONES by Seanan McGuire
AUTONOMOUS by Annalee Newitz
Thrillers (full list)
THE LOST ORDER by Steve Berry
THE SABOTEUR by Andrew Gross readmoreremove
Booklist's "Pulse Pounding Mysteries for Fall" Webinar Titles
It's a gray and rainy day in NYC, perfect for buzzing about mysteries! Here are the titles Anne presented at Booklist's "Pulse Pounding Mysteries for Fall" webinar:
THE HUSH* | John Hart | 9781250012302 | Out 2/27/18 (LR: 12/20)
AFTER ANNA* | Lisa Scottoline | 9781250099655 | Out 4/10/18 (LR: 2/20)
HELLBENT | Gregg Hurwitz | 9781250119179 | Out 1/30/18 (LR: 11/20)
DARK IN DEATH | J.D. Robb | 9781250161536 | Out 1/30/18 (LR: 11/20)
THE THIRD VICTIM* | Phillip Margolin | 9781250117502 | Out 3/6/18 (LR: 1/20)
THE BISHOP'S PAWN* | Steve Berry | 9781250140227 | Out 3/20/18 (LR: 1/20)
THE MITFORD MURDERS** | Jessica Fellowes | 9781250170781 | Out 1/23/18 (LR: 11/20)
THE WOMAN IN THE WATER | Charles Finch | 9781250139467 | Out 2/20/18 (LR: 12/20)
THE ECHO KILLING** | Christi Daugherty | 9781250148841 | Out 3/13/18 (LR: 1/20)
A DANGEROUS CROSSING** | Ausma Zehanat Khan | 9781250096760 | 2/13/18 (LR: 12/20)
CRIMSON LAKE* | Candice Fox | 9780765398482 | Out 3/20/18 (LR: 1/20)
FORCE OF NATURE* | Jane Harper | 9781250105639 | Out 2/6/18 (LR: 12/20)
GRIST MILL ROAD* | Christopher J. Yates | 9781250150288 | Out 1/9/18 (LR: 11/20)
SOMETIMES I LIE* | Alice Feeney | 9781250144843 | Out 3/13/18 (LR: 1/20)
GIRL UNKNOWN** | Karen Perry | 9780805098747 | Out 2/6/18 (LR: 12/20)
THE WIFE BETWEEN US* | Greer Hendricks & Sarah Pekkanen | 9781250130921 | Out 1/9/18 (LR: 11/20)
OUR LITTLE SECRET | Roz Nay | 9781250160812 | Out 4/24/18 (LR: 2/20)
BABY TEETH* | Zoje Stage | 9781250170750 | Out 7/17/18 (LR: 5/20)
Listen to the archived webinar recording here.