Don’t Nod Studios is taking us back to the 90s for a narrative adventure with Lost Records: Bloom & Rage. From the same creative minds behind the award-winning Life Is Strange comes this new story guaranteed to capture your heart.
We play as Swann Holloway as she reconnects with old friends after receiving a mysterious package. Although the girls had vowed to never speak about the strange things that happened when they were teens, it seems that they now have no choice.
A Hands-On Preview of Lost Records: Bloom & Rage
Lost Records: Bloom & Rage takes place in both 2022 and 1995 as the girls reminisce about their friendship and the events that occurred when they were teens. Every choice you make and action you take affects both timelines. As you interact with characters, capture moments on the camcorder, and make even the smallest decision, new paths are formed or altered.
Image Source: DONTNOD Studios
There are plenty of opportunities to shape the story and it all depends on how you play. The beauty of this particular narrative adventure is that you can slow down and take in the world around you. In fact, the game writers encourage it. I can’t help but feel like it is a metaphor for how we should have treated our teen years, instead of wishing them away so quickly.
In my eyes, Swann Holloway is the perfect 90s teen protagonist: awkward and self-conscious, with a deep yearning for acceptance. Nothing like the girls you would see in those unrealistic teen dramas we would see on TV. She is on the weirder side of quirky, obsessed with movies, and never seen without her camcorder. Her love for a great story extends beyond sci-fi shows and horror books to raunchy romance she’d never admit to reading. You get a good idea of who Swann is very quickly as you explore her room.
Image Source: Don’t Nod Studios
The game is steeped in 90s nostalgia; everywhere you turn there is another pop culture reference or piece of retro tech. Where would a 90s girl be without her Tamagotchi? Or a Walkman with those surprisingly uncomfortable headphones with thin foam covers?
As I played the preview, I took my time exploring Swann’s bedroom. It felt at times as if someone was holding a mirror up to my own awkward teen years. I saw my obsession with The X-Files, writing fan fiction, and my love for photography and horror novels, all reflected in Swann. I hadn’t realized I was that much of a 90s cliché and yet I find parts of my teenagehood scattered around a fictional girl’s room.
Image Source: Don’t Nod Studios
The 90s vibes are complimented beautifully by an original soundtrack, plus a few licensed songs you may recognize. The creative minds behind this game seemed to specifically craft a soundtrack that evoked a feeling of nostalgia and unease. With lo-fi beats mixed with something so familiar that I can’t quite put a name to, the tracks undulate between uplifting and unnerving. The carefully crafted compositions are unquestionably a perfect backdrop for the story of Swann and her friends. They feel timeless – entirely appropriate for both the 1990s and the 2020s.
Image Source: DONTNOD Studios
Using the camcorder should become second nature, especially since it is Swann’s passion. Indeed, as the story continues, it becomes very clear that you will miss out if you aren’t filming. I admit I played the preview through a few times and found a little something extra to capture each time. Don’t be in a rush to continue with the story. Understanding Swann is important in these moments. Would she rush on, or would she take her time to record the birdsong and spot the deer hoofprints?
The gameplay mechanics are uncomplicated and an integral part of building the narrative. I played using both keyboard and mouse and then on the controller to see the difference. Playing on a controller felt more intuitive, especially when using the camcorder. It quickly becomes quite natural to bring up the camcorder and film everything you can. As always, using headphones will give you a more immersive experience and is highly recommended.
Image Source: DONTNOD Studios
The girls are all great characters with distinct personalities that players will surely recognize in people they know. Nora is full of energy, and a bit of a rebel, but has a generous heart and a vulnerable side. Kat is enigmatic and a little hard-headed so she seems like the sort of person it takes a little while to get to know fully. Autumn, who I think is currently my favorite, is empathetic and thoughtful. The sort of friend every teenager should have. While playing for this preview, it was easy to warm to each of the girls, which is a real testament to the character design and writing from the Don’t Nod team.
Despite the preview being pretty short, I feel I got a decent taste of what is to come. And I cannot wait for more. The preview stopped just when it was going to get mysterious and strange, which is such a tease. I look forward to playing the game in its entirety, getting to know the group of friends properly, and finding out what happened in Velvet Cove in 1995.
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Originally released in 2006, Dead Rising quickly solidified itself as a zombie fan favorite, spawning multiple sequels and a following ready to rival The Walking Dead. Now, 18 years later, Capcom has rewarded us all with a remastered update of the game that started it all.
Image Source: Capcom via Twinfinite
It is safe to say that the biggest update in the game is the graphics. With 18 years comes incredible advancements in animation, and Capcom did not skip out on making sure we could see every reaction and emotion on not only Frank’s face, but on every NPC’s too. While the original game still holds up well, the graphics overhaul was well worth the time and makes the gore that bit more visceral, which you definitely want in a modern zombie game. Especially when taking them down with a skateboard or golf putter is still very much an option.
Another significant change is the improved NPC AI. A common criticism players had with the original game centred around NPCs and the questionable decisions they made that often led to their untimely demise. This time, the NPCs are smarter, making more rational decisions and adding a layer of realism to the game.
Capcom also proves with the remaster that not only can the years improve graphics, but it can also change gameplay entirely. Frustratingly, there used to be no option to move while aiming a weapon, but you now have free reign over all actions Frank can make while fighting a horde. We have been spoiled over the years with games like GTA where dodging and weaving can be a useful, sometimes necessary, component to staying alive. It is refreshing to have the option in Dead Rising now.
Image Source: Capcom via Twinfinite
However, if you’re feeling nostalgic or simply want to make life a bit harder for yourself, you do have the option to play in ‘Classic’ mode. This mode gives you a style closer to the original gameplay, with its unique challenges and limitations, providing a throwback experience for long-term fans.
Once upon a time, you would go into a fight, hoping and praying your weapon would withstand the button mashing. Now, you can clearly see an item’s durability and how much it has degraded before deciding whether to tackle those particular problems. For example, now you know whether your gun or shopping cart will fall apart after coming into contact with an opponent. This certainly makes surviving a bit more helpful. It also saves Frank’s fists should the worst happen!
Image Source: Capcom via Twinfinite
On the topic of Dead Rising’s resident photojournalist, many fans were dismayed to learn that numerous voice actors were not returning for the remaster, including TJ Rotolo, who voiced Frank West in the original and its sequels. Capcom has given no solid reason for the recasting, but for those who really liked Rotolo’s performance as Frank, a new voice will certainly be something to get used to. The new voice work fits Frank’s demeanour very well, adding a fresh perspective to the character.
Something that is very welcome is that, finally, Otis has a voice! Even with the previous remaster, Otis remained the only character without one. Having that remedied is a nice touch, especially when interacting with him over the radio. This addition not only enhances the game’s immersion but also helps with understanding the game’s narrative and objectives. It adds a new layer of depth to the storytelling and character interactions.
Image Source: Capcom via Twinfinite
Small but significant changes for many are more behind the scenes. For streamers or those wanting to post gameplay online, there is the option to turn off the iconic background music from the original 2006 game, meaning copyright is not an issue. Also, for those who simply like the atmospheric noises of their surroundings, this is appreciated.
Another is the ability to hide the heads-up display (HUD), which can get overwhelming after a while when tasks, missions, weapons, and NPCs pile up on screen. It is a very welcomed change and makes the game more playable.
Amusingly, at the beginning of the game, you can find the closet in the Security Room, where unlocked costumes and clothes are kept for you to change into. For fans who miss the original Frank West look or would just like to see a piece of the past in a remastered world, the Steam pre-purchase offers the ability to change into the 2006 Frank. You can certainly see all the work that has gone into this remaster when putting the two versions side by side.
Image Source: Capcom via Twinfinite
Also, in keeping with the game’s goofiness is the chance to play as the Willamette Parkview Mall mascot Bee – because who doesn’t want to rampage a zombie horde dressed as a giant bee?
As the bee costume suggests, Dead Rising Deluxe Remaster does not disappoint when it comes to the goofiness we all expect and love. The updated graphics are incredible, considering the time between remasters, and the playability is certainly better with the new controls and fully-voiced characters. After playing, even for a short time, it would be hard to imagine going back.
So set your watches. Dead Rising Deluxe Remaster will be released on September 19, 2024. For now, why not check out the scarier horror games coming your way in 2024?
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The title of Midnight Munchies’ latest game – ONE BTN BOSSES – is effectively all you need to know about what to expect. It’s a description of the challenge, an explanation of the user experience, and a promise of accessibility.
An original ONE BTN BOSSES demo was published to Newgrounds and itch.io. Since then, the developers have partnered with Among Us creators Innersloth through their Outersloth funding initiative.
Midnight Munchies are now able to deliver us the fully realized vision of that minimalistic boss rush title. The commercial release of ONE BTN BOSSES can be found on Steam, here and is launching on August 6.
We were lucky enough to hear from the team at Midnight Munchies. Alongside some hands-on time with the game ahead of its release next month.
‘A One Dimensional Boss Fight’
Image Source: Midnight Munchies via Twinfinite
If you’re not already aware of ONE BTN BOSSES’ core gameplay, then our job of describing it to you is made all the easier by the game’s title. You are a triangular spaceship, in a boss rush title, circling around a similarly polygonal boss encounter while continually firing.
Oh, and you can only do one thing – press a single button which changes your direction.
The boss fights do become incrementally more complex, with differing projectiles and planes of movement for your three-sided ship. However, while your engagement with the game stays consistent throughout – through that one, single button – the game transforms around you.
Brin Žvan is a Game Designer at Midnight Munchies. They believe that – by limiting player movement to one dimension – gamers can more readily notice their mistakes, and improve on their runs;
“It’s a lot easier for you the player to see that – to spot where the optimization can come in. I think that’s a part of the fun … that happens in a microcosm of five minutes when you’re doing the same fight over and over”
Brin Žvan, Game Designer – Midnight Munchies
The “focus of the game is the one-button gameplay,” Žvan detailed to us. Players can use their seemingly simple system of control to play through two distinct, yet equally important game modes. From the specially designed, somewhat linear, campaign to the rouguelite ‘Rifts’ mode.
A ‘Handcrafted Campaign’
Image Source: Midnight Munchies via Twinfintie
The roughly four-hour campaign – of which we have only experienced an introductory section – follows you, the player, as you accompany Ace, an anthropomorphic cat. In your championing of Ace, you endeavor to unravel the corporate greed of the bosses. These bosses have seemingly cheated Ace out of their honest paycheck – and we’re here to help them get it back!
The bosses are tackled on a somewhat linear path, with some forks in the road to allow for multiple routes. While the demo we engaged with had only four mandatory boss fights, the third engagement was split in two – to tackle either ‘QU4D’ or ‘STAR’ before proceeding to ‘THE FUTURE’.
We’ve seen what can happen when you place gameplay at the forefront of your game’s mission. Nintendo has struggled more than others to craft engaging narratives for nearly forty years. As such, I didn’t expect Midnight Munchies’ gameplay focus to be levied by such a genuinely funny and engaging narrative premise.
Yet, the Midnight Munchies team has admitted that the plot of ONE BTN BOSSES’ campaign came relatively late into development. Žvan states that; “It started out as a game without a story … but the more we kept working with the game, the more we felt like it would be good if it had character to it.”
While the term ‘boss’ is ubiquitous in the industry now, the fact that the name came from our real-life counterparts has long since been lost on many gamers. However, it seems like Midnight Munchies is gearing up to use ONE BTN BOSSES’ genre to tell a tale of capitalistic corruption and worker revolt.
I’m sure nobody is expecting a Red Faction-like story when the game is released. However, the genuine attempt to weave some sort of engaging narrative is one that is much appreciated. Especially when the gameplay loop of the title could stand so proudly without one.
Roguelite R&D (‘Rifts and Developments’)
Image Source: Midnight Munchies via Twinfinite
Continuing with its corporate naming conventions – the roguelite R&D (‘Rifts and Developments’) mode is the second pillar of ONE BTN BOSSES’ gameplay package.
However, it firmly establishes itself as a core facet of the title. ONE BTN BOSSES’ ‘Rifts’ are not just a last-minute addendum to capture the booming roguelike indie scene.
Players familiar with roguelike elements will be familiar with the upfront presentation of the mode. Hoever, Rifts are more than just a fun time-sink. Players can strategically challenge harder foes to earn more elaborate upgrades to their ship, limited to each run, or pick up health and upgrades on select tiles.
These power-ups – called ‘Discoveries’ – alter and optimize your playstyle. From increasing your maximum speed to altering your ship’s firing so that you can only shoot medium-sized bullets.
However, like everything in ONE BTN BOSSES, Rifts have seemingly been meticulously balanced around the player experience. Rifts exist as simultaneously an endgame arena of endless possibilities and a training ground for campaign progression.
We were only able to engage with a single floor of the R&D mode. However, it has been confirmed that the mode is five floors long as “everybody knows that, after the fifth floor, there is no R&D department.” At the end of this boss rush roguelite mode, your accumulated score will then be uploaded to a leaderboard.
Accessibility ‘Never Felt Like a Concession’
Image Source: Midnight Munchies via Twinfinite
Even before speaking with Midnight Munchies, their focus on accessibility is clear before even booting up the game. ONE BTN BOSSES is a promise of accessibility. Not only through its single-input gameplay but through its presentation of the boss rush and roguelike genres to a new audience.
With only one button to press, Midnight Munchies have stripped away the complexities of boss fights. As such, they’re able to present a concentrated experience with effectively no barrier to entry. Where Pokemon could be seen as an entry-level Role Playing Game, ONE BTN BOSSES presents boss fights and roguelikes to beginners.
Accessibility has remained relatively low on the list of priorities for many developers. In contrast, Midnight Munchies has been focused on creating a title that is open to anyone interested in it;
“[Accessibility] was more seen to us as a design challenge. It’s also something, for us as a team, that we realized over the time that we were making the game how big of an impact these sorts of things can be.”
Brin Žvan, Game Designer – Midnight Munchies
However, accessibility doesn’t end with gamers’ physical engagement with the title and its genres. While they inhabit the world of ONE BTN BOSSES, gamers will interact with agendered characters, while occupying the role of a minimalistic triangle. Any player, regardless of skill level or personal identity, can engage fully with Midnight Munchies’ game systems.
It’s ‘a Little Bit of a Rhythm Game’
Image Source: Midnight Munchies
Music might not be something that every title needs. However, if you were to mute ONE BTN BOSSES’ synthwave soundtrack it would be dearly missed. Beyond that, it would be shown how integral it is to the gameplay experience.
Composer James Evans’ has worked prolifically with the Midnight Munchies team before, on titles such as FWD and /Tilt/. In ONE BTN BOSSES, this collaboration bore fruit through the creation of the game’s unique visual and audio spectacle.
Žvan conceded that the core identity of ONE BTN BOSSES is its tight and accessible gameplay. However, they proudly stated that the soundtrack of the title works in tandem with the visual effects and its boss-rush genre. He detailed that: “I think ONE BTN BOSSES is a little bit of a rhythm game. Partially because of the music – because it’s just a banger soundtrack – and partially because of the fact that it plays like a rhythm game in its meta loop.”
Thumping basslines accentuate the tempo of boss attacks, and ringing church-like bells create an ethereal atmosphere. All while thousands of projectiles head your way. Even the limited soundtrack of the demo is transformative. There’s no doubt it’ll most likely be greatly expanded upon in the title’s full release.
‘A Game That’s Very Easy to Add Content To’
Image Source: Midnight Munchies
It’s somewhat premature to be looking post-launch for ONE BTN BOSSES. However, Midnight Munchies is excited about what the future could hold for their multi-layered minimalist magnum opus.
Žvan couldn’t commit to post-launch support for the title, but was extremely optimistic about the potential for additional content. They teased that; “We would like to do a lot of things, but my mouth will stay sealed for now – it’s a game that’s very easy to think of new permutations for … it feels like a game that’s very easy to add content to.”
Midnight Munchies has also expressed its desire to extend ONE BTN BOSSES’ reach to as many players as possible. While that desire has been molded into the game’s accessibility, the team also has one eye on porting the title to as many platforms as they can. With its minimal user-input requirement and pixel-art aesthetic, ONE BTN BOSSES could be on as many devices as DOOM;
“We had our musician, at some point, run the prototype on a smart fridge … but for real, we want to put it on consoles as well … it’s still something that’s in the conversation – we want to do it, but we just have to figure out how to do it.”
Brin Žvan, Game Designer – Midnight Munchies
The amount of content we’ve had our hands on with ONE BTN BOSSES could have lasted us hours if we were keen to engage with the game’s gameplay loop of constantly improving our scores. Yet the promise of a more rounded-out experience – with seemingly more than five times the content – is an immense draw towards the full release.
With haphazard core gameplay, a team must pull off some development wizardry to move their title from a muddling mess to a masterpiece. However, Midnight Munchies has not only presented a tightly wound gameplay experience but has also expressed an earned confidence in their gameplay systems. Beyond that, ONE BTN BOSSES’ narrative campaign has – in under 15 minutes of play – enticed me more to a future release than many other titles in recent times.
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If I’m being honest, it seems like a moot point to hype up Final Fantasy VII Rebirth any further.
Only a few weeks out from release, the long awaited sequel to Final Fantasy VII Remake has more than enough going for it. Square Enix has had no qualms about building anticipation prior to the release, with a myriad of trailers showing off its expansive new locales and the wealth of adventures that await players.
There’s likewise the ever-present excitement that surrounds it by virtue of its continuing the retelling and reimagining of the legendary Final Fantasy VII, which changed gaming itself.
So when I say I was impressed by my time with the game at a hands-on event in January, I know it hits with the same shock of revelation that hearing the sky is blue does. Still, though, it’s nice to know just how much of a great experience we’re in for with the game; and how absolutely packed with content it is.
The demo didn’t take long to show this off either, as it kicks off at the very start of Final Fantasy VII Rebirth. After the events of Final Fantasy VII Remake and the Episode Intermission DLC, Cloud and the gang successfully arrive at Kalm before Cloud recounts how he worked alongside Sephiroth. He then details what happened in Nibelheim, and how it led to the former top Soldier’s downfall; complete with several moments which have been beefed up with top tier cutscenes and voice acting.
Image Credit: Square Enix
Though linear, this segment already wears the game’s strengths on its sleeve. Even without digging into the stellar presentation of the cutscenes, the silky smooth gameplay, or the revamped narrative, the world and its settings are positively massive and sell the scope of each area one visits. There are small nooks and crannies to discover even in the tutorial path leading up to the Nibelheim reactor, and I was rewarded repeatedly for straying from the beaten path to explore.
It also feels substantially more open than Remake from the get-go. Gone are the cramped city streets and alleys of Midgar, replaced with sprawling fields and wide-open mountain paths that really convey just how big the game’s world is.
But then, that’s nothing compared to the game proper. Following the introductory chapter, Final Fantasy VII Rebirth opens up in Chapter 2 via Kalm and the Grasslands surrounding it.
Kalm itself has been expanded upon substantially. What was once a small town players stop at briefly during the main story is now its own bustling city center, complete with side quests to take part in after progressing the story that can bolster your understanding of the plot and world.
One can help a distraught bartender reclaim their treasured Queen’s Blood card; track down a missing merc hired to repair a damaged Mako pipe; or deal with a powerful fiend that attacked a nearby farm. And all of this leads to some unexpected reunions and eye-opening conversations with the town’s residents.
Almost all of these quests reward players with valuable items, materials, and resources upon completion too, so there are plenty of reasons to take the time to explore all of these side activities.
Image Credit: Square Enix
On the Other hand, Final Fantasy VII Rebirth has plenty of content aimed purely at entertaining and distracting players, primarily through Queen’s Blood.
Similar to Fort Condor in Remake, this new mini-game acts as a TCG wherein players attempt to rack up a higher score to emerge victorious. This is done by placing cards down in one of three rows, with both players vying to take control of as many spaces in a row as possible. This can be done with cards from one’s deck, but each card takes over a different number of spaces and in a different pattern.
It’s deceptively addictive, and I spent more time than I expected messing around with deck layouts and taking on the residents of Kalm in Queen’s Blood matches. And that was just with the small handful of potential opponents offered through the demo.
Final Fantasy VII Rebirth’s Grasslands, meanwhile, are just as packed with gameplay options. After obtaining a Chocobo, I was able to explore a sizable open world setting filled with enemies to battle, ancient secrets to uncover, and challenges to complete.
Image Credit: Square Enix
These tasks do feel a bit same-y after you complete enough of them, but the sheer size and aesthetic of this section keep that from happening too fast. Even after hours of moving toward objective markers, I found myself pulled back into the world and the need to explore it by its sprawling mountains and endless plains dotted with abandoned ruins.
The gameplay helps substantially in this department too. Though largely similar to Remake’s combat system, Final Fantasy VII Rebirth has tweaked the battle mechanics in some noteworthy ways. Of them, the biggest is likely the new Synergy attacks and abilities. These skills allow Cloud to team up with other members of your party to carry out special attacks that can be imbued with elemental attacks, grant players an additional ATB bar, or otherwise wallop enemies with powerful attacks.
They require each character to have racked up and used some ATB charges though, so players are incentivized to play as multiple characters in a given battle. It’s a clever trick on the part of the developers, and helps to motivate you to test out the radically different playstyles found between Cloud, Barret, Tifa, Aerith, and Red XIII.
I could keep going about other facets of the gameplay, but honestly the point remains the same: This game is utterly titanic in its size and what it offers. By the time I reached the end of the demo, I felt like I had only scratched the surface of what Final Fantasy VII Rebirth offered.
Square Enix has spared no expense to make it even better than Final Fantasy VII Remake, and fans can rest assured that they’re in for one of — if not the — premiere gaming experiences of the year when Final Fantasy VII Rebirth hits the PlayStation 5 on Feb. 29.
About the author
Keenan McCall
Keenan has been a nerd from an early age, watching anime and playing games for as long as I can remember. Since obtaining a bachelor’s degree in journalism back in 2017, he has written thousands of articles covering gaming, animation, and entertainment topics galore.